| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | #include <vk_mesh.h> | ||
| 2 | #include <tiny_obj_loader.h> | ||
| 3 | #include <iostream> | ||
| 4 | |||
| 5 | VertexInputDescription Vertex::get_vertex_description() | ||
| 6 | { | ||
| 7 | ✗ | VertexInputDescription description; | |
| 8 | |||
| 9 | //we will have just 1 vertex buffer binding, with a per-vertex rate | ||
| 10 | ✗ | VkVertexInputBindingDescription mainBinding = {}; | |
| 11 | ✗ | mainBinding.binding = 0; | |
| 12 | ✗ | mainBinding.stride = sizeof(Vertex); | |
| 13 | ✗ | mainBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX; | |
| 14 | |||
| 15 | ✗ | description.bindings.push_back(mainBinding); | |
| 16 | |||
| 17 | //Position will be stored at Location 0 | ||
| 18 | ✗ | VkVertexInputAttributeDescription positionAttribute = {}; | |
| 19 | ✗ | positionAttribute.binding = 0; | |
| 20 | ✗ | positionAttribute.location = 0; | |
| 21 | ✗ | positionAttribute.format = VK_FORMAT_R32G32B32_SFLOAT; | |
| 22 | ✗ | positionAttribute.offset = offsetof(Vertex, position); | |
| 23 | |||
| 24 | //Normal will be stored at Location 1 | ||
| 25 | ✗ | VkVertexInputAttributeDescription normalAttribute = {}; | |
| 26 | ✗ | normalAttribute.binding = 0; | |
| 27 | ✗ | normalAttribute.location = 1; | |
| 28 | ✗ | normalAttribute.format = VK_FORMAT_R32G32B32_SFLOAT; | |
| 29 | ✗ | normalAttribute.offset = offsetof(Vertex, normal); | |
| 30 | |||
| 31 | //Position will be stored at Location 2 | ||
| 32 | ✗ | VkVertexInputAttributeDescription colorAttribute = {}; | |
| 33 | ✗ | colorAttribute.binding = 0; | |
| 34 | ✗ | colorAttribute.location = 2; | |
| 35 | ✗ | colorAttribute.format = VK_FORMAT_R32G32B32_SFLOAT; | |
| 36 | ✗ | colorAttribute.offset = offsetof(Vertex, color); | |
| 37 | |||
| 38 | //UV will be stored at Location 2 | ||
| 39 | ✗ | VkVertexInputAttributeDescription uvAttribute = {}; | |
| 40 | ✗ | uvAttribute.binding = 0; | |
| 41 | ✗ | uvAttribute.location = 3; | |
| 42 | ✗ | uvAttribute.format = VK_FORMAT_R32G32_SFLOAT; | |
| 43 | ✗ | uvAttribute.offset = offsetof(Vertex, uv); | |
| 44 | |||
| 45 | |||
| 46 | ✗ | description.attributes.push_back(positionAttribute); | |
| 47 | ✗ | description.attributes.push_back(normalAttribute); | |
| 48 | ✗ | description.attributes.push_back(colorAttribute); | |
| 49 | ✗ | description.attributes.push_back(uvAttribute); | |
| 50 | ✗ | return description; | |
| 51 | ✗ | } | |
| 52 | |||
| 53 | bool Mesh::load_from_obj(const char* filename) | ||
| 54 | { | ||
| 55 | //attrib will contain the vertex arrays of the file | ||
| 56 | ✗ | tinyobj::attrib_t attrib; | |
| 57 | //shapes contains the info for each separate object in the file | ||
| 58 | ✗ | std::vector<tinyobj::shape_t> shapes; | |
| 59 | //materials contains the information about the material of each shape, but we wont use it. | ||
| 60 | ✗ | std::vector<tinyobj::material_t> materials; | |
| 61 | |||
| 62 | //error and warning output from the load function | ||
| 63 | ✗ | std::string warn; | |
| 64 | ✗ | std::string err; | |
| 65 | |||
| 66 | //load the OBJ file | ||
| 67 | ✗ | tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, filename, | |
| 68 | nullptr); | ||
| 69 | //make sure to output the warnings to the console, in case there are issues with the file | ||
| 70 | ✗ | if (!warn.empty()) { | |
| 71 | ✗ | std::cout << "WARN: " << warn << std::endl; | |
| 72 | } | ||
| 73 | //if we have any error, print it to the console, and break the mesh loading. | ||
| 74 | //This happens if the file cant be found or is malformed | ||
| 75 | ✗ | if (!err.empty()) { | |
| 76 | ✗ | std::cerr << err << std::endl; | |
| 77 | ✗ | return false; | |
| 78 | } | ||
| 79 | |||
| 80 | // Loop over shapes | ||
| 81 | ✗ | for (size_t s = 0; s < shapes.size(); s++) { | |
| 82 | // Loop over faces(polygon) | ||
| 83 | ✗ | size_t index_offset = 0; | |
| 84 | ✗ | for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) { | |
| 85 | |||
| 86 | //hardcode loading to triangles | ||
| 87 | ✗ | int fv = 3; | |
| 88 | |||
| 89 | // Loop over vertices in the face. | ||
| 90 | ✗ | for (size_t v = 0; v < fv; v++) { | |
| 91 | // access to vertex | ||
| 92 | ✗ | tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v]; | |
| 93 | |||
| 94 | //vertex position | ||
| 95 | ✗ | tinyobj::real_t vx = attrib.vertices[3 * idx.vertex_index + 0]; | |
| 96 | ✗ | tinyobj::real_t vy = attrib.vertices[3 * idx.vertex_index + 1]; | |
| 97 | ✗ | tinyobj::real_t vz = attrib.vertices[3 * idx.vertex_index + 2]; | |
| 98 | //vertex normal | ||
| 99 | ✗ | tinyobj::real_t nx = attrib.normals[3 * idx.normal_index + 0]; | |
| 100 | ✗ | tinyobj::real_t ny = attrib.normals[3 * idx.normal_index + 1]; | |
| 101 | ✗ | tinyobj::real_t nz = attrib.normals[3 * idx.normal_index + 2]; | |
| 102 | |||
| 103 | //vertex uv | ||
| 104 | ✗ | tinyobj::real_t ux = attrib.texcoords[2 * idx.texcoord_index + 0]; | |
| 105 | ✗ | tinyobj::real_t uy = attrib.texcoords[2 * idx.texcoord_index + 1]; | |
| 106 | |||
| 107 | //copy it into our vertex | ||
| 108 | Vertex new_vert; | ||
| 109 | ✗ | new_vert.position.x = vx; | |
| 110 | ✗ | new_vert.position.y = vy; | |
| 111 | ✗ | new_vert.position.z = vz; | |
| 112 | |||
| 113 | ✗ | new_vert.normal.x = nx; | |
| 114 | ✗ | new_vert.normal.y = ny; | |
| 115 | ✗ | new_vert.normal.z = nz; | |
| 116 | |||
| 117 | |||
| 118 | ✗ | new_vert.uv.x = ux; | |
| 119 | ✗ | new_vert.uv.y = 1-uy; | |
| 120 | |||
| 121 | //we are setting the vertex color as the vertex normal. This is just for display purposes | ||
| 122 | ✗ | new_vert.color = new_vert.normal; | |
| 123 | |||
| 124 | |||
| 125 | ✗ | _vertices.push_back(new_vert); | |
| 126 | } | ||
| 127 | ✗ | index_offset += fv; | |
| 128 | } | ||
| 129 | } | ||
| 130 | |||
| 131 | ✗ | return true; | |
| 132 | ✗ | } | |
| 133 |