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#pragma once

#include <assimp/scene.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <sf2/sf2.hpp>

#include <iostream>
#include <string>
#include <type_traits>
#include <unordered_map>
#include <vector>


namespace mirrage {

	sf2_enum(Texture_type, albedo, metalness, roughness, normal, emission);

	using Texture_mapping = std::unordered_map<Texture_type, std::vector<int>>;


	struct Mesh_converted_config {
		Texture_mapping texture_mappings{
		        {Texture_type::albedo, {1}},       // aiTextureType_DIFFUSE
		        {Texture_type::metalness, {3}},    // aiTextureType_AMBIENT
		        {Texture_type::roughness, {7, 2}}, // aiTextureType_SHININESS, aiTextureType_SPECULAR
		        {Texture_type::normal, {6, 5}},    // aiTextureType_NORMALS, aiTextureType_HEIGHT
		        {Texture_type::emission, {4}},     // aiTextureType_EMISSIVE
		};

		std::unordered_map<std::string, std::unordered_map<Texture_type, std::string>>
		        material_texture_override;

		std::vector<std::string> empty_bones_to_keep;

		std::string default_output_directory = "output";

		bool print_material_info = false;
		bool print_animations    = true;
	};
	sf2_structDef(Mesh_converted_config,
	              texture_mappings,
	              material_texture_override,
	              empty_bones_to_keep,
	              default_output_directory,
	              print_material_info,
	              print_animations);


	template <typename T>
	void write(std::ostream& out, const T& value)
	{
		static_assert(!std::is_pointer<T>::value, "T is a pointer. That is DEFINITLY not what you wanted!");
		out.write(reinterpret_cast<const char*>(&value), sizeof(T));
	}

	template <typename T>
	void write(std::ostream& out, const std::vector<T>& value)
	{
		static_assert(!std::is_pointer<T>::value, "T is a pointer. That is DEFINITLY not what you wanted!");

		out.write(reinterpret_cast<const char*>(value.data()), value.size() * sizeof(T));
	}


	inline auto to_glm(aiMatrix4x4 in) -> glm::mat4
	{
		/*
		return glm::transpose(glm::mat4{{in.a1, in.a2, in.a3, in.a4},
		                                {in.b1, in.b2, in.b3, in.b4},
		                                {in.c1, in.c2, in.c3, in.c4},
		                                {in.d1, in.d2, in.d3, in.d4}});
										*/
		return glm::transpose(glm::make_mat4(&in.a1));
		;
	}
	inline auto to_glm(aiVector3D v) { return glm::vec3(v.x, v.y, v.z); }

} // namespace mirrage