Ported the obj parser.
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100
include/assets/file_parsers/obj_parser.hpp
Executable file
100
include/assets/file_parsers/obj_parser.hpp
Executable file
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#pragma once
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#include <filesystem>
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#include <system_error>
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#include <string_view>
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#include "assets/data/mesh_data.hpp"
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#include "assets/data_stores.hpp"
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#include "assets/path_id_lookups.hpp"
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#include <unordered_map>
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#include "util/array_hash.hpp"
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namespace assets::obj_parser_error
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{
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enum class codes {
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ok = 0,
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cannot_open_file,
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malformed_vertex,
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malformed_texture_coordinate,
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malformed_normal,
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malformed_face,
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face_index_out_of_range,
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unknown_line_begin,
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use_material_without_material_library,
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unknown_material_name
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};
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} // namespace obj_loader_error
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namespace assets
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{
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struct obj_parser
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{
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static constexpr auto name = std::string_view("obj");
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using data_type = mesh_data;
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using store_type = mesh_store;
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using lookup_type = mesh_id_lookup;
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// TODO port this mess to the new interface
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[[nodiscard]] std::error_code prefetch(
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path_id_lookups& lookups
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);
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[[nodiscard]] std::error_code load(
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path_id_lookups& lookups,
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data_stores& stores,
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bool pedantic = false
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);
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protected:
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using component_indices = std::array<z3d::vertex_index, 3>;
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class prefetcher_context
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{
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public:
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prefetcher_context(
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path_id_lookups& id_lookups
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);
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void operator()(lookup_type::const_pointer entry) noexcept;
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private:
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path_id_lookups* m_id_lookups;
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std::vector<char> m_buffer{};
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};
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class parser_context
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{
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public:
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parser_context(
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path_id_lookups& m_id_lookups,
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data_stores& m_stores
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);
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void operator()(lookup_type::const_pointer entry) noexcept;
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protected:
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void reset();
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z3d::vertex_index find_or_push_vertex(const component_indices& vertex_comp_indices);
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[[nodiscard]] std::optional<texture_id> fetch_texture_id(
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const std::filesystem::path& mtl_dir,
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std::string_view filename,
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std::string_view texture_type_name
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);
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private:
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path_id_lookups* m_id_lookups;
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data_stores* m_stores;
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data_type m_mesh{};
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std::vector<mesh_vertex_components::position> m_position_buffer{};
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std::vector<mesh_vertex_components::normal> m_normal_buffer{};
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std::vector<mesh_vertex_components::tex_coord> m_tex_coord_buffer{};
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std::unordered_map<component_indices, z3d::vertex_index> m_vertex_comp_indices_to_vertex_index{};
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};
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private:
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std::vector<lookup_type::const_pointer> m_path_buffer;
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};
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}
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