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model.h
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#ifndef MODEL_H
#define MODEL_H
#include <glad/glad.h> // holds all OpenGL type declarations
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "stb_image.h"
#include "shader.h"
#include "mesh.h"
#include <string>
#include <vector>
unsigned int TextureFromFile(const char *path, const std::string &directory, bool gamma = false);
class Model{
public:
//model data
std::vector<Texture> textures_loaded; //stores all textures loaded so we don't reload already loaded
std::vector<Mesh> meshes;
std::string directory;
bool gammaCorrection;
//constructor expects filepath to 3D model
Model(std::string const &path, bool gamma = false) : gammaCorrection(gamma){
loadModel(path);
}
//draws all the meshes
void Draw(Shader &shader){
for(unsigned int i = 0; i < meshes.size(); i++){
meshes[i].Draw(shader);
}
}
private:
void loadModel(std::string path){
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode){
std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
//recursivelly call itself untill all mesh indices have been fufilled
void processNode(aiNode* node, const aiScene* scene){
//process all the meshes of node
for(unsigned int i = 0; i < node->mNumMeshes; i++){
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
//if node has child nodes we want to process them aswell
for(unsigned int i = 0; i < node->mNumChildren; i++){
processNode(node->mChildren[i], scene);
}
};
Mesh processMesh(aiMesh* mesh, const aiScene* scene){
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
for(unsigned int i = 0; i < mesh->mNumVertices; i++){
Vertex vertex;
//process positions, normals, and texCoords
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
//normals
if (mesh->HasNormals())
{
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
}
//textures (2d array since assimp allows for a max of 8 different set of TexCoords)
if(mesh->mTextureCoords[0]){
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
}else{
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
}
vertices.push_back(vertex);
}
//process indices
for(unsigned int i = 0; i < mesh->mNumFaces; i++){
aiFace face = mesh->mFaces[i];//triangle
for(unsigned int j = 0; j < face.mNumIndices; j++){
indices.push_back(face.mIndices[j]);
}
}
//process textures
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// diffuse: texture_diffuseN
// specular: texture_specularN
// normal: texture_normalN
// 1. diffuse maps
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures);
}
//helper to retrieve texture file location, loads, generates, and stores them in a Vertex Struct
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName){
std::vector<Texture> textures;
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++){
aiString str;
mat->GetTexture(type, i, &str);
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++){
if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true;
break;
}
}
if(!skip){
//if a texture has not been loaded we can load it
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); //store as texture for entire model
}
}
return textures;
}
};
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int TextureFromFile(const char *path, const std::string &directory, bool gamma)
{
std::string filename = std::string(path);
filename = directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
#endif