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model.cpp
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178 lines (139 loc) · 5.13 KB
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#include "model.hpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.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(string path) {
stbi_set_flip_vertically_on_load(true);
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);
}
void Model::ProcessNode(aiNode* node, const aiScene* scene) {
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(ProcessMesh(mesh, scene));
}
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;
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.position = vector;
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.normal = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoords;
texCoords.x = mesh->mTextureCoords[0][i].x;
texCoords.y = mesh->mTextureCoords[0][i].y;
vertex.textureCoordinates = texCoords;
// 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;
} else {
vertex.textureCoordinates = glm::vec2(0.0f);
}
vertices.push_back(vertex);
}
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]);
}
}
if (mesh->mMaterialIndex >= 0) {
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = LoadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
std::vector<Texture> specularMaps = LoadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
std::vector<Texture> normalMaps = LoadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
std::vector<Texture> heightMaps = LoadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
}
return Mesh(vertices, indices, textures);
}
vector<Texture> Model::LoadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName) {
std::vector<Texture> textures;
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
aiString filepath;
mat->GetTexture(type, i, &filepath);
bool alreadyLoaded = false;
for (unsigned int j = 0; j < texturesLoaded.size(); j++) {
if (std::strcmp(texturesLoaded[j].path.data(), filepath.C_Str()) == 0) {
textures.push_back(texturesLoaded[j]);
alreadyLoaded = true;
break;
}
}
if (!alreadyLoaded) {
Texture texture;
texture.id = TextureFromFile(filepath.C_Str(), this->directory);
texture.type = typeName;
texture.path = filepath.C_Str();
textures.push_back(texture);
texturesLoaded.push_back(texture);
}
}
return textures;
}
unsigned int Model::TextureFromFile(const char* path, const string& directory, bool gamma) {
string filename = string(path);
filename = directory + "/" + filename;
GLuint textureID;
glGenTextures(1, &textureID);
int width, height, nrChannels;
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrChannels, 0);
if (data) {
GLenum format = GL_RED;
if (nrChannels == 3)
format = GL_RGB;
else if (nrChannels == 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 << "Failed to load texture " << filename << std::endl;
exit(1);
}
return textureID;
}