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18
premake5.lua
18
premake5.lua
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@ -1,14 +1,14 @@
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AssimpInclude = "%{prj.location}\\Dependencies\\assimp"
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AssimpInclude = "%{prj.location}\\Dependencies\\assimp"
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-- outputdir = "%{wks.location}/bin/%{cfg.buildcfg}"
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outputdir = "%{wks.location}/bin/%{cfg.buildcfg}"
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-- interdir = "%{wks.location}/bin_int"
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interdir = "%{wks.location}/bin_int"
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-- workspace "ModelCompile"
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workspace "ModelCompile"
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-- architecture "x64"
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architecture "x64"
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-- configurations
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configurations
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-- {
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{
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-- "Release",
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"Release",
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-- "Debug"
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"Debug"
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-- }
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}
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project "ModelCompiler"
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project "ModelCompiler"
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kind "ConsoleApp"
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kind "ConsoleApp"
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File diff suppressed because one or more lines are too long
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@ -182,9 +182,9 @@ namespace SH_COMP
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_ValidateDataStructure
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);
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);
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if (!scene || !scene->HasMeshes())
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if (!scene || !scene->HasMeshes())
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70
src/main.cpp
70
src/main.cpp
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@ -16,42 +16,44 @@
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int main(int argc, char* argv[])
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int main(int argc, char* argv[])
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{
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{
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std::vector<std::string> paths;
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//std::vector<std::string> paths;
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if (argc == 1)
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//if (argc == 1)
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{
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//{
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if (std::filesystem::is_directory(ASSET_ROOT))
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// if (std::filesystem::is_directory(ASSET_ROOT))
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{
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// {
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for (auto& dir :
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// for (auto& dir :
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std::filesystem::recursive_directory_iterator{ ASSET_ROOT })
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// std::filesystem::recursive_directory_iterator{ ASSET_ROOT })
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{
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// {
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if (dir.path().extension().string() == GLTF_EXTENSION ||
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// if (dir.path().extension().string() == GLTF_EXTENSION ||
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dir.path().extension().string() == FBX_EXTENSION)
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// dir.path().extension().string() == FBX_EXTENSION)
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{
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// {
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auto path = dir.path();
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// auto path = dir.path();
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path.make_preferred();
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// path.make_preferred();
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paths.push_back(path.string());
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// paths.push_back(path.string());
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}
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// }
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}
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// }
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}
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// }
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else
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// else
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{
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// {
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std::cout << "Default path not found!" << std::endl;
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// std::cout << "Default path not found!" << std::endl;
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return 1;
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// return 1;
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}
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// }
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}
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//}
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else if (argc > 1)
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//else if (argc > 1)
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{
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//{
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for (int i { 1 }; i < argc; ++i)
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// for (int i { 1 }; i < argc; ++i)
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{
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// {
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paths.emplace_back(argv[i]);
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// paths.emplace_back(argv[i]);
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}
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// }
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}
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//}
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for (auto const& path : paths)
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//for (auto const& path : paths)
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{
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//{
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SH_COMP::MeshCompiler::LoadAndCompile(path);
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// SH_COMP::MeshCompiler::LoadAndCompile(path);
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}
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//}
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SH_COMP::MeshCompiler::LoadAndCompile("Racoon.gltf");
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return 0;
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return 0;
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}
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}
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