2 #include <assimp/cimport.h>
3 #include <assimp/postprocess.h>
6 #include "assimp_types.h"
10 static const AiScene* importScene(const char* path);
11 static Vector3D convertAiVector3D(AiVector3D vect);
12 static const char* replaceFileExtension(const AiString path, const char* ext);
16 const Solid* importSolid(const char* path) {
17 const AiScene* scene = importScene(path);
22 const unsigned int numMeshes = scene->mNumMeshes;
23 const unsigned int numMaterials = scene->mNumMaterials;
25 // TODO Consider assets with some arrays empty, and prevent zero mallocs
27 Solid* solid = malloc(sizeof(Solid));
28 solid->numMeshes = numMeshes;
29 solid->meshes = malloc(numMeshes * sizeof(Mesh));
30 solid->numMaterials = numMaterials;
31 solid->materials = malloc(numMaterials * sizeof(Material));
33 for (unsigned int meshIndex = 0; meshIndex < numMeshes; ++meshIndex) {
34 const AiMesh* aiMesh = scene->mMeshes[meshIndex];
35 const unsigned int numVertices = aiMesh->mNumVertices;
36 const unsigned int numFaces = aiMesh->mNumFaces;
38 Mesh mesh = { .numVertices = numVertices,
39 .vertices = malloc(numVertices * sizeof(Vector3D)),
41 .textureCoords = NULL,
43 .faces = malloc(numFaces * sizeof(Face)),
44 .materialIndex = aiMesh->mMaterialIndex };
46 for (unsigned int vertIndex = 0; vertIndex < numVertices; ++vertIndex) {
47 mesh.vertices[vertIndex] = convertAiVector3D(
48 aiMesh->mVertices[vertIndex]);
51 if (aiMesh->mNormals != NULL) {
52 mesh.normals = malloc(numVertices * sizeof(Vector3D));
53 for (unsigned int normIndex = 0; normIndex < numVertices; ++normIndex) {
54 mesh.normals[normIndex] = convertAiVector3D(
55 aiMesh->mNormals[normIndex]);
59 mesh.textureCoords = malloc(numVertices * sizeof(Vector3D));
60 for (unsigned int texcIndex = 0; texcIndex < numVertices; ++texcIndex) {
61 mesh.textureCoords[texcIndex] = convertAiVector3D(
62 aiMesh->mTextureCoords[0][texcIndex]);
65 for (unsigned int faceIndex = 0; faceIndex < numFaces; ++faceIndex) {
66 const AiFace aiFace = aiMesh->mFaces[faceIndex];
67 const unsigned int numIndices = aiFace.mNumIndices;
69 Face face = { .numIndices = numIndices,
70 .indices = malloc(numIndices * sizeof(size_t)) };
72 for (unsigned int i = 0; i < numIndices; ++i) {
73 face.indices[i] = aiFace.mIndices[i];
76 mesh.faces[faceIndex] = face;
79 solid->meshes[meshIndex] = mesh;
82 GLuint* textureIds = malloc(numMaterials * sizeof(GLuint));
83 glGenTextures(numMaterials, textureIds);
85 for (unsigned int matIndex = 0; matIndex < numMaterials; ++matIndex) {
86 Material material = { .textureId = textureIds[matIndex] };
88 glBindTexture(GL_TEXTURE_2D, material.textureId);
89 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
91 AiString originalTexturePath;
92 if (aiGetMaterialTexture(scene->mMaterials[matIndex],
93 aiTextureType_DIFFUSE,
96 NULL, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
97 const char* textureFilename = replaceFileExtension(originalTexturePath, ".tga");
98 const size_t textureFilenameLength = strlen(textureFilename);
99 char* texturePath = malloc(strlen("assets/") + textureFilenameLength + 1);
100 strcpy(texturePath, "assets/");
101 strncat(texturePath, textureFilename, textureFilenameLength);
103 TgaImage* textureImage = readTga(texturePath);
104 if (textureImage == NULL) {
105 logError("Asset texture file not found: %s", texturePath);
108 glTexImage2D(GL_TEXTURE_2D,
110 textureImage->imageComponents,
111 textureImage->header.imageWidth,
112 textureImage->header.imageHeight,
114 textureImage->imageFormat,
116 textureImage->bytes);
117 free(textureImage->bytes);
122 solid->materials[matIndex] = material;
124 glBindTexture(GL_TEXTURE_2D, 0);
126 aiReleaseImport(scene);
130 static const AiScene* importScene(const char* path) {
131 const AiScene* scene = aiImportFile(path, aiProcess_PreTransformVertices);
133 logError("Failed to import asset from %s", path);
135 else if (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) {
136 logError("Incomplete scene imported from %s", path);
137 aiReleaseImport(scene);
143 static Vector3D convertAiVector3D(AiVector3D vect) {
144 return (Vector3D) { .x = vect.x,
151 * The following function will not work properly with texture
152 * file names (excluding directory part) beginning with '.'
154 static const char* replaceFileExtension(const AiString path, const char* ext) {
155 size_t lengthToCopy = path.length;
157 char* lastDotSubstr = strrchr(path.data, '.');
158 if (lastDotSubstr != NULL) {
159 if (strpbrk(lastDotSubstr, "\\/") == NULL) {
160 lengthToCopy = lastDotSubstr - path.data;
164 size_t extLength = strlen(ext) + 1;
165 char* newPath = malloc(lengthToCopy + extLength);
166 strncpy(newPath, path.data, lengthToCopy);
167 strncpy(newPath + lengthToCopy, ext, extLength);