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Model.cpp
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#include <stb_image.h>
#include "Model.h"
Model::Model(const char* path) {
loadModel(path);
}
void Model::Draw(Shader &shader) {
for (unsigned int i = 0; i < meshes.size(); i++) {
meshes[i].Draw(shader);
}
}
void Model::loadModel(std::string path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
// TODO: Add proper logging utility
std::cerr << "ERROR Assimp " << importer.GetErrorString() << std::endl;
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
void Model::processNode(aiNode* node, const aiScene* scene) {
// Process all of the node's meshes
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
// Process all of the node's children's meshes
for (unsigned int i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
}
}
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
// Vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
glm::vec3 vector;
// Vertex positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
if (vector.x < minVertexPos.x) {
minVertexPos.x = vector.x;
}
if (vector.y < minVertexPos.y) {
minVertexPos.y = vector.y;
}
if (vector.z < minVertexPos.z) {
minVertexPos.z = vector.z;
}
if (vector.x > maxVertexPos.x) {
maxVertexPos.x = vector.x;
}
if (vector.y > maxVertexPos.y) {
maxVertexPos.y = vector.y;
}
if (vector.x > maxVertexPos.z) {
maxVertexPos.z = vector.z;
}
// Vertex normals
if (mesh->HasNormals()) {
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
}
// Texture coordinates
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);
}
// Indices
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
for (unsigned int j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
}
}
// Materials
if (mesh->mMaterialIndex >= 0) {
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "textureDiffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "textureSpecular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
}
return Mesh(vertices, indices, textures);
}
std::vector<Texture> Model::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 < loadedTextures.size(); j++) {
if (std::strcmp(loadedTextures[j].path.data(), str.C_Str()) == 0) {
textures.push_back(loadedTextures[j]);
skip = true;
break;
}
}
if (!skip) {
Texture texture;
texture.id = TextureFromFile(str.C_Str(), directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
loadedTextures.push_back(texture);
}
}
return textures;
}
std::vector<Mesh> Model::getMeshes() const {
return meshes;
}
unsigned int TextureFromFile(const char* path, const std::string& directory) {
std::string filename = std::string(path);
filename = directory + "/" + filename;
// std::cout << "Filename: " << filename << std::endl;
unsigned int id;
glGenTextures(1, &id);
int width, height, numChannels;
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &numChannels, 0);
if (data) {
GLenum format = GL_RGB;
if (numChannels == 1) {
format = GL_RED;
}
else if (numChannels == 3) {
format = GL_RGB;
}
else if (numChannels == 4) {
format = GL_RGBA;
}
glBindTexture(GL_TEXTURE_2D, id);
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 {
// TODO: Add proper logging utility
std::cerr << "ERROR Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return id;
}