-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathModel.h
211 lines (189 loc) · 5.73 KB
/
Model.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
#ifndef _MODEL_H_
#define _MODEL_H_
#include "glad/glad.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "assimp/Importer.hpp"
#include "assimp/postprocess.h"
#include "assimp/scene.h"
#include "stb_image.h"
#include "ShaderManager.h"
#include "Mesh.h"
#include <string>
#include <vector>
#include <iostream>
using namespace std;
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
class Model
{
public:
vector<Texture> textures_loaded;
vector<Mesh> meshes;
string directory;
bool gammaCorrection;
Model(string const &path,bool gamma = false) : gammaCorrection(gamma)
{
loadModel(path);
}
void Draw(ShaderManager pShader)
{
for (int i = 0;i < meshes.size();i++)
{
meshes[i].Draw(pShader);
}
}
protected:
private:
void loadModel(string const &path)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
cout << "load model failed ! error msg:" << importer.GetErrorString() << endl;
return;
}
directory = path.substr(0,path.find_last_of("/"));
processNode(scene->mRootNode,scene);
}
void processNode(aiNode* node,const aiScene* scene)
{
for (int i = 0; i < node->mNumMeshes;i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh,scene));
}
for (int i = 0;i < node->mNumChildren;i++)
{
processNode(node->mChildren[i],scene);
}
}
Mesh processMesh(aiMesh* mesh, const aiScene* scene)
{
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
//vertices
for (int i = 0; i < mesh->mNumVertices;i++)
{
Vertex vertex;
glm::vec3 vector;
//Position
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
//Normal
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
//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);
// tangent
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
// bitangent
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
vertices.push_back(vertex);
}
//indices
for (int i = 0;i < mesh->mNumFaces;i++)
{
aiFace face = mesh->mFaces[i];
for (int j = 0;j < face.mNumIndices;j++)
{
indices.push_back(face.mIndices[j]);
}
}
//textures
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
vector<Texture> diffuseMaps = loadMaterialTextures(mat,aiTextureType_DIFFUSE,"texture_diffuse");
textures.insert(textures.end(),diffuseMaps.begin(),diffuseMaps.end());
vector<Texture> specularMaps = loadMaterialTextures(mat,aiTextureType_SPECULAR,"texture_specular");
textures.insert(textures.end(),specularMaps.begin(),specularMaps.end());
vector<Texture> normalMaps = loadMaterialTextures(mat,aiTextureType_HEIGHT,"texture_normal");
textures.insert(textures.end(),normalMaps.begin(),normalMaps.end());
//vector<Texture> heightMaps = loadMaterialTextures(mat,aiTextureType_AMBIENT,"texture_height");
//textures.insert(textures.end(),heightMaps.begin(),heightMaps.end());
vector<Texture> reflectMaps = loadMaterialTextures(mat,aiTextureType_AMBIENT,"texture_reflect");
textures.insert(textures.end(),reflectMaps.begin(),reflectMaps.end());
return Mesh(vertices,indices,textures);
}
vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName)
{
vector<Texture> textures;
for (int i = 0;i < mat->GetTextureCount(type);i++)
{
aiString str;
mat->GetTexture(type,i,&str);
bool skip = false;
for (int j = 0; j < textures_loaded.size();j++)
{
if (strcmp(textures_loaded[j].path.data(),str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true;
break;
}
}
if(!skip)
{
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 it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
}
}
return textures;
}
};
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
{
string filename = 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 // !_MODEL_H_