添加多模型渲染,添加贴图渲染,添加平行光, 暂时不上传assets
This commit is contained in:
@@ -0,0 +1,157 @@
|
||||
//
|
||||
// Created by atdunbg on 2026/9/21.
|
||||
//
|
||||
|
||||
#include <Engine/Renderer/Model.h>
|
||||
#include <Engine/Renderer/Material.h>
|
||||
#include <Engine/Vulkan/Device.h>
|
||||
#include <Engine/Vulkan/MemoryAllocator.h>
|
||||
#include <Engine/Vulkan/DescriptorManager.h>
|
||||
#include <Engine/Vulkan/Texture.h>
|
||||
#include <Engine/Core/Log.h>
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
namespace Engine {
|
||||
|
||||
Model::Model(Device& device, MemoryAllocator& allocator,
|
||||
DescriptorManager& descriptorManager,
|
||||
vk::DescriptorSetLayout textureLayout,
|
||||
const std::string& path)
|
||||
: m_Device(device)
|
||||
, m_Allocator(allocator)
|
||||
, m_DescriptorManager(descriptorManager)
|
||||
, m_TextureLayout(textureLayout)
|
||||
{
|
||||
// 兜底纹理
|
||||
m_DefaultTexture = CreateScope<Texture>(
|
||||
m_Device, m_Allocator, "assets/textures/default.tga");
|
||||
|
||||
LoadModel(path);
|
||||
}
|
||||
|
||||
Model::~Model() = default;
|
||||
|
||||
void Model::LoadModel(const std::string& path)
|
||||
{
|
||||
m_ModelPath = path;
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path,
|
||||
aiProcess_Triangulate |
|
||||
aiProcess_FlipUVs |
|
||||
aiProcess_GenSmoothNormals |
|
||||
aiProcess_JoinIdenticalVertices);
|
||||
|
||||
if (!scene || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || !scene->mRootNode) {
|
||||
ENGINE_ERROR("Assimp error: {}", importer.GetErrorString());
|
||||
return;
|
||||
}
|
||||
|
||||
ProcessNode(scene->mRootNode, scene);
|
||||
ENGINE_INFO("Model loaded: {} ({} meshes, {} textures)",
|
||||
path, m_Meshes.size(), m_TextureCache.size());
|
||||
}
|
||||
|
||||
void Model::ProcessNode(aiNode* node, const aiScene* scene)
|
||||
{
|
||||
for (u32 i = 0; i < node->mNumMeshes; ++i) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
m_Meshes.push_back(ProcessMesh(mesh, scene));
|
||||
}
|
||||
for (u32 i = 0; i < node->mNumChildren; ++i) {
|
||||
ProcessNode(node->mChildren[i], scene);
|
||||
}
|
||||
}
|
||||
|
||||
Texture* Model::GetOrLoadTexture(const std::string& path)
|
||||
{
|
||||
auto it = m_TextureCache.find(path);
|
||||
if (it != m_TextureCache.end()) {
|
||||
return it->second.get();
|
||||
}
|
||||
|
||||
// 文件不存在则用兜底纹理
|
||||
if (!std::filesystem::exists(path)) {
|
||||
ENGINE_WARN("Texture not found, using default: {}", path);
|
||||
return m_DefaultTexture.get();
|
||||
}
|
||||
|
||||
auto tex = CreateScope<Texture>(m_Device, m_Allocator, path);
|
||||
Texture* ptr = tex.get();
|
||||
m_TextureCache.emplace(path, std::move(tex));
|
||||
return ptr;
|
||||
}
|
||||
|
||||
Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
|
||||
{
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<u32> indices;
|
||||
|
||||
vertices.reserve(mesh->mNumVertices);
|
||||
|
||||
for (u32 i = 0; i < mesh->mNumVertices; ++i) {
|
||||
Vertex vertex{};
|
||||
|
||||
vertex.position = {
|
||||
mesh->mVertices[i].x,
|
||||
mesh->mVertices[i].y,
|
||||
mesh->mVertices[i].z
|
||||
};
|
||||
|
||||
if (mesh->HasNormals()) {
|
||||
vertex.normal = {
|
||||
mesh->mNormals[i].x,
|
||||
mesh->mNormals[i].y,
|
||||
mesh->mNormals[i].z
|
||||
};
|
||||
}
|
||||
|
||||
if (mesh->mTextureCoords[0]) {
|
||||
vertex.uv = {
|
||||
mesh->mTextureCoords[0][i].x,
|
||||
mesh->mTextureCoords[0][i].y
|
||||
};
|
||||
}
|
||||
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < mesh->mNumFaces; ++i) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
for (u32 j = 0; j < face.mNumIndices; ++j) {
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
// 读取材质纹理路径
|
||||
std::string texturePath;
|
||||
|
||||
if (mesh->mMaterialIndex >= 0) {
|
||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
|
||||
aiString path;
|
||||
if (material->GetTexture(aiTextureType_DIFFUSE, 0, &path) == AI_SUCCESS) {
|
||||
std::filesystem::path modelDir =
|
||||
std::filesystem::path(m_ModelPath).parent_path();
|
||||
texturePath = (modelDir / path.C_Str()).string();
|
||||
}
|
||||
}
|
||||
|
||||
// 从缓存拿,没有才加载
|
||||
Texture* tex = texturePath.empty()
|
||||
? m_DefaultTexture.get()
|
||||
: GetOrLoadTexture(texturePath);
|
||||
|
||||
auto mat = CreateScope<Material>(
|
||||
m_Device, m_DescriptorManager, m_TextureLayout, tex);
|
||||
|
||||
return CreateScope<Mesh>(
|
||||
m_Device, m_Allocator, vertices, indices, std::move(mat));
|
||||
}
|
||||
|
||||
} // namespace Engine
|
||||
Reference in New Issue
Block a user