mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-23 05:12:05 +00:00
WIP fix, loading is currently not working correctly
This commit is contained in:
@@ -1,105 +1,105 @@
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#include "ProjectCreator.h"
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class CustomMapLoader
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#include "OBJ_Loader.h"
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void parseMesh(objl::Mesh* OBJMesh, worldSurface* meshSurface, customMapInfo* projInfo)
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{
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void parseMesh(objl::Mesh* OBJMesh, worldSurface* meshSurface, customMapInfo* projInfo)
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int meshVertexCount = OBJMesh->Vertices.size();
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int meshIndexCount = OBJMesh->Indices.size();
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int surfVertexStart = projInfo->gfxInfo.vertexCount;
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int surfIndexStart = projInfo->gfxInfo.indexCount;
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projInfo->gfxInfo.vertexCount += meshVertexCount;
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projInfo->gfxInfo.indexCount += meshIndexCount;
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projInfo->gfxInfo.vertices = (customMapVertex*)realloc(projInfo->gfxInfo.vertices, sizeof(customMapVertex) * projInfo->gfxInfo.vertexCount);
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projInfo->gfxInfo.indices = (uint16_t*)realloc(projInfo->gfxInfo.indices, sizeof(uint16_t) * projInfo->gfxInfo.indexCount);
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customMapVertex* surfVertices = &projInfo->gfxInfo.vertices[surfVertexStart];
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uint16_t* surfIndices = &projInfo->gfxInfo.indices[surfIndexStart];
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meshSurface->firstIndex_Index = surfIndexStart;
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meshSurface->firstVertexIndex = surfVertexStart;
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meshSurface->triCount = meshIndexCount / 3;
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_ASSERT(meshIndexCount % 3 == 0);
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for (int i = 0; i < meshIndexCount; i++)
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{
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int meshVertexCount = OBJMesh->Vertices.size();
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int meshIndexCount = OBJMesh->Indices.size();
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int surfVertexStart = projInfo->gfxInfo.vertexCount;
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int surfIndexStart = projInfo->gfxInfo.indexCount;
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projInfo->gfxInfo.vertexCount += meshVertexCount;
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projInfo->gfxInfo.indexCount += meshIndexCount;
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projInfo->gfxInfo.vertices = (customMapVertex*)realloc(projInfo->gfxInfo.vertices, sizeof(customMapVertex) * projInfo->gfxInfo.vertexCount);
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projInfo->gfxInfo.indices = (uint16_t*)realloc(projInfo->gfxInfo.indices, sizeof(uint16_t) * projInfo->gfxInfo.indexCount);
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customMapVertex* surfVertices = &projInfo->gfxInfo.vertices[surfVertexStart];
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uint16_t* surfIndices = &projInfo->gfxInfo.indices[surfIndexStart];
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meshSurface->firstIndex_Index = surfIndexStart;
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meshSurface->firstVertexIndex = surfVertexStart;
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meshSurface->triCount = meshIndexCount / 3;
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_ASSERT(meshIndexCount % 3 == 0);
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for (int i = 0; i < meshIndexCount; i++)
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{
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_ASSERT(OBJMesh->Indices[i] < UINT16_MAX);
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surfIndices[i] = OBJMesh->Indices[i];
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}
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for (int i = 0; i < meshVertexCount; i++)
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{
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objl::Vertex* meshVertex = &OBJMesh->Vertices[i];
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customMapVertex* surfVertex = &surfVertices[i];
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surfVertex->pos.x = meshVertex->Position.X;
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surfVertex->pos.y = meshVertex->Position.Y;
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surfVertex->pos.z = meshVertex->Position.Z;
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surfVertex->color[0] = OBJMesh->MeshMaterial.Kd.X;
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surfVertex->color[1] = OBJMesh->MeshMaterial.Kd.Y;
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surfVertex->color[2] = OBJMesh->MeshMaterial.Kd.Z;
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surfVertex->color[3] = 1.0f;
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surfVertex->texCoord[0] = meshVertex->TextureCoordinate.X;
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surfVertex->texCoord[1] = meshVertex->TextureCoordinate.Y;
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surfVertex->normal.x = meshVertex->Normal.X;
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surfVertex->normal.y = meshVertex->Normal.Y;
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surfVertex->normal.z = meshVertex->Normal.Z;
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// TODO: fix tangents, seems to work for now though
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surfVertex->tangent.x = 1.0f;
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surfVertex->tangent.y = 0.0f;
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surfVertex->tangent.z = 0.0f;
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surfVertex->packedLmapCoord = 0;
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surfVertex->binormalSign = 0.0f;
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}
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_ASSERT(OBJMesh->Indices[i] < UINT16_MAX);
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surfIndices[i] = OBJMesh->Indices[i];
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}
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customMapInfo* createCustomMapInfo(std::string& projectName, ISearchPath& searchPath)
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for (int i = 0; i < meshVertexCount; i++)
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{
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std::string objFilePath = searchPath.GetPath() + "custom_map/world.obj";
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objl::Vertex* meshVertex = &OBJMesh->Vertices[i];
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customMapVertex* surfVertex = &surfVertices[i];
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objl::Loader OBJloader;
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bool isLoaded = OBJloader.LoadFile(objFilePath);
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if (!isLoaded)
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{
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printf("OBJLoader: unable to load obj file %s\n", objFilePath.c_str());
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return NULL;
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}
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surfVertex->pos.x = meshVertex->Position.X;
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surfVertex->pos.y = meshVertex->Position.Y;
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surfVertex->pos.z = meshVertex->Position.Z;
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customMapInfo* projInfo = new customMapInfo;
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surfVertex->color[0] = OBJMesh->MeshMaterial.Kd.X;
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surfVertex->color[1] = OBJMesh->MeshMaterial.Kd.Y;
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surfVertex->color[2] = OBJMesh->MeshMaterial.Kd.Z;
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surfVertex->color[3] = 1.0f;
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projInfo->name = projectName;
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projInfo->bspName = "maps/mp/" + projectName + ".d3dbsp";
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surfVertex->texCoord[0] = meshVertex->TextureCoordinate.X;
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surfVertex->texCoord[1] = meshVertex->TextureCoordinate.Y;
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projInfo->gfxInfo.surfaceCount = OBJloader.LoadedMeshes.size();
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projInfo->gfxInfo.surfaces = new worldSurface[projInfo->gfxInfo.surfaceCount];
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surfVertex->normal.x = meshVertex->Normal.X;
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surfVertex->normal.y = meshVertex->Normal.Y;
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surfVertex->normal.z = meshVertex->Normal.Z;
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projInfo->gfxInfo.vertexCount = 0;
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projInfo->gfxInfo.indexCount = 0;
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projInfo->gfxInfo.vertices = (customMapVertex*)malloc(1);
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projInfo->gfxInfo.indices = (uint16_t*)malloc(1);
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// TODO: fix tangents, seems to work for now though
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surfVertex->tangent.x = 1.0f;
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surfVertex->tangent.y = 0.0f;
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surfVertex->tangent.z = 0.0f;
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for (int i = 0; i < projInfo->gfxInfo.surfaceCount; i++)
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{
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objl::Mesh* currMesh = &OBJloader.LoadedMeshes[i];
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worldSurface* currSurface = &projInfo->gfxInfo.surfaces[i];
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surfVertex->packedLmapCoord = 0;
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currSurface->materialName = currMesh->MeshMaterial.name;
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currSurface->reflectionProbeIndex = 0;
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currSurface->primaryLightIndex = 0;
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currSurface->lightmapIndex = 0;
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currSurface->flags = 0;
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parseMesh(currMesh, currSurface, projInfo);
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}
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return projInfo;
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surfVertex->binormalSign = 0.0f;
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}
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};
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}
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customMapInfo* CustomMapInfo::createCustomMapInfo(std::string& projectName, ISearchPath& searchPath)
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{
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std::string objFilePath = searchPath.GetPath() + "custom_map/world.obj";
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objl::Loader OBJloader;
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bool isLoaded = OBJloader.LoadFile(objFilePath);
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if (!isLoaded)
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{
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printf("OBJLoader: unable to load obj file %s\n", objFilePath.c_str());
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return NULL;
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}
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customMapInfo* projInfo = new customMapInfo;
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projInfo->name = projectName;
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projInfo->bspName = "maps/mp/" + projectName + ".d3dbsp";
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projInfo->gfxInfo.surfaceCount = OBJloader.LoadedMeshes.size();
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projInfo->gfxInfo.surfaces = new worldSurface[projInfo->gfxInfo.surfaceCount];
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projInfo->gfxInfo.vertexCount = 0;
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projInfo->gfxInfo.indexCount = 0;
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projInfo->gfxInfo.vertices = (customMapVertex*)malloc(1);
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projInfo->gfxInfo.indices = (uint16_t*)malloc(1);
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for (int i = 0; i < projInfo->gfxInfo.surfaceCount; i++)
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{
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objl::Mesh* currMesh = &OBJloader.LoadedMeshes[i];
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worldSurface* currSurface = &projInfo->gfxInfo.surfaces[i];
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currSurface->materialName = currMesh->MeshMaterial.name;
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currSurface->reflectionProbeIndex = 0;
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currSurface->primaryLightIndex = 0;
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currSurface->lightmapIndex = 0;
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currSurface->flags = 0;
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parseMesh(currMesh, currSurface, projInfo);
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}
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return projInfo;
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}
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