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model.hpp
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#pragma once
#include <glad/glad.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <stb_image.h>
#include "mesh.hpp"
#include "shader.hpp"
#include <iostream>
#include <string>
#include <vector>
uint32_t TextureFromFile(const char *path, const std::string &directory,
bool gamma = false);
class Model {
public:
// model data
std::vector<Texture>
textures_loaded; // stores all the textures loaded so far, optimization to
// make sure textures aren't loaded more than once.
std::vector<Mesh> meshes;
std::string directory;
bool gammaCorrection;
// constructor, expects a filepath to a 3D model.
Model(std::string const &path, bool gamma = false) : gammaCorrection(gamma) {
loadModel(path);
}
Model() : gammaCorrection(false) {}
// draws the model, and thus all its meshes
void Draw(Shader &shader) {
for (uint32_t i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
// loads a model with supported ASSIMP extensions from file and stores the
// resulting meshes in the meshes vector.
void loadModel(std::string const &path) {
// read file via ASSIMP
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(
path, aiProcess_Triangulate | aiProcess_GenSmoothNormals |
aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
// check for errors
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE ||
!scene->mRootNode) // if is Not Zero
{
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
return;
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
}
private:
// processes a node in a recursive fashion. Processes each individual mesh
// located at the node and repeats this process on its children nodes (if
// any).
void processNode(aiNode *node, const aiScene *scene) {
// process each mesh located at the current node
for (uint32_t i = 0; i < node->mNumMeshes; i++) {
// the node object only contains indices to index the actual objects in
// the scene. the scene contains all the data, node is just to keep stuff
// organized (like relations between nodes).
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
// after we've processed all of the meshes (if any) we then recursively
// process each of the children nodes
for (uint32_t i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene) {
// data to fill
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
std::vector<Texture> textures;
// walk through each of the mesh's vertices
for (uint32_t i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
glm::vec3 vector; // we declare a placeholder vector since assimp uses its
// own vector class that doesn't directly convert to
// glm's vec3 class so we transfer the data to this
// placeholder glm::vec3 first.
// positions
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;
}
// texture coordinates
if (mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
{
glm::vec2 vec;
// a vertex can contain up to 8 different texture coordinates. We thus
// make the assumption that we won't use models where a vertex can have
// multiple texture coordinates so we always take the first set (0).
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
// 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.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
// now wak through each of the mesh's faces (a face is a mesh its triangle)
// and retrieve the corresponding vertex indices.
for (uint32_t i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
// retrieve all indices of the face and store them in the indices vector
for (uint32_t j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// process materials
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());
// 3. normal maps
std::vector<Texture> normalMaps =
loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
// 4. height maps
std::vector<Texture> heightMaps =
loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures);
}
// checks all material textures of a given type and loads the textures if
// they're not loaded yet. the required info is returned as a Texture struct.
std::vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type,
std::string typeName) {
std::vector<Texture> textures;
for (uint32_t i = 0; i < mat->GetTextureCount(type); i++) {
aiString str;
mat->GetTexture(type, i, &str);
// check if texture was loaded before and if so, continue to next
// iteration: skip loading a new texture
bool skip = false;
for (uint32_t 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; // a texture with the same filepath has already been
// loaded, continue to next one. (optimization)
break;
}
}
if (!skip) { // if texture hasn't been loaded already, 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 it as texture loaded for entire model, to ensure
// we won't unnecessary load duplicate textures.
}
}
return textures;
}
};
inline uint32_t TextureFromFile(const char *path, const std::string &directory,
bool gamma) {
std::string filename = std::string(path);
filename = directory + '/' + filename;
uint32_t 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;
}