Files
SimpleRayTracing/source/Geometry/Mesh.c
Misaki 1162575545 Changed function signatures to remove const qualifiers
Changed several function signatures across multiple files to remove the `const` qualifier from parameters of type `vec3s` for improved flexibility.
Changed `material_collection_create` to `material_collection_init` for better initialization handling.
Changed `scene_create` to `scene_init` to return a boolean indicating success or failure.
Changed `render_target_create` to `render_target_init` for consistent initialization practices.
Changed `window_create` to remove `const` from its parameters for consistency.
Changed `evaluate_bsdf_directional` and `evaluate_bsdf_const_sky` to remove `const` from their parameters.
Changed `sample_bsdf_simple_lit` and `sample_bsdf_pdf_simple_lit` to remove `const` from the `normal` parameter.
Changed `scene_render` to take a pointer to `render_target_t` instead of returning it directly.
Updated `main.c` to reflect new initialization functions for better memory management.
2025-04-18 10:51:46 +09:00

85 lines
2.9 KiB
C

#include "Geometry/Mesh.h"
#include "Geometry/Triangle.h"
#include "assimp/cimport.h"
#include "assimp/scene.h"
#include "assimp/postprocess.h"
mesh_entity_t mesh_load(const char* filename, uint8_t material_id, triangle_collection_t* triangles, material_collection_t* materials)
{
mesh_entity_t entity = {0};
const C_STRUCT aiScene* scene = aiImportFile(filename,aiProcessPreset_TargetRealtime_MaxQuality);
if (scene == NULL)
{
// fprintf(stderr, "Error loading mesh: %s\n", aiGetErrorString());
return entity;
}
for (uint32_t i = 0; i < scene->mNumMeshes; i++)
{
struct aiMesh* mesh = scene->mMeshes[i];
//TODO: Handle all mesh types, not just triangles
if (mesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
{
// fprintf(stderr, "Mesh %llu is not a triangle mesh\n", i);
continue;
}
for (uint32_t j = 0; j < mesh->mNumFaces; j++)
{
struct aiFace* face = &mesh->mFaces[j];
if (face->mNumIndices != 3)
{
// fprintf(stderr, "Face %llu in mesh %llu does not have 3 indices\n", j, i);
continue;
}
vec3s point1 = {
mesh->mVertices[face->mIndices[0]].x,
mesh->mVertices[face->mIndices[0]].y,
mesh->mVertices[face->mIndices[0]].z
};
vec3s point2 = {
mesh->mVertices[face->mIndices[1]].x,
mesh->mVertices[face->mIndices[1]].y,
mesh->mVertices[face->mIndices[1]].z
};
vec3s point3 = {
mesh->mVertices[face->mIndices[2]].x,
mesh->mVertices[face->mIndices[2]].y,
mesh->mVertices[face->mIndices[2]].z
};
vec3s normal1 = {
mesh->mNormals[face->mIndices[0]].x,
mesh->mNormals[face->mIndices[0]].y,
mesh->mNormals[face->mIndices[0]].z
};
vec3s normal2 = {
mesh->mNormals[face->mIndices[1]].x,
mesh->mNormals[face->mIndices[1]].y,
mesh->mNormals[face->mIndices[1]].z
};
vec3s normal3 = {
mesh->mNormals[face->mIndices[2]].x,
mesh->mNormals[face->mIndices[2]].y,
mesh->mNormals[face->mIndices[2]].z
};
//TODO: Handle materials, we use OpenPBR standard for parameter naming
// uint32_t properties_count = scene->mMaterials[mesh->mMaterialIndex]->mNumProperties;
// C_STRUCT aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// for (uint32_t p = 0; p < properties_count; p++)
// {
// material->mProperties[p]->mKey;
// }
triangle_create_with_normals(point1, point2, point3, normal1, normal2, normal3, material_id, triangles);
}
}
return entity;
}