Reorganize and add License
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128
src/Model.cpp
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128
src/Model.cpp
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#include "Model.h"
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#include <iostream>
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Model::Model(const char* pathToModel) {
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loadModel(pathToModel);
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}
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void Model::draw(ShaderProgram *shaderProgram) {
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// Iterate through every mesh and call the draw function
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for(auto it = meshes.begin(); it != meshes.end(); it++) {
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it->draw(shaderProgram);
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}
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}
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void Model::loadModel(std::string pathToModel) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(pathToModel, aiProcess_Triangulate | aiProcess_FlipUVs); //aiProcess_OptimizeMeshes ?
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if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
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std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
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return;
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}
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directory = pathToModel.substr(0, pathToModel.find_last_of('/'));
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processNode(scene->mRootNode, scene);
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}
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void Model::processNode(aiNode *node, const aiScene *scene) {
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// Push the node's meshes into the mesh vector
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for(uint i = 0; i < node->mNumMeshes; i++) {
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aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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// Process child nodes too
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for(uint i = 0; i < node->mNumChildren; i++) {
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processNode(node->mChildren[i], scene);
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}
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}
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Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices;
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std::vector<Texture> textures;
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for(uint i = 0; i < mesh->mNumVertices; i++) {
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Vertex vertex;
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// Position
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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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vertex.position = vector;
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// Normals
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vector.x = mesh->mNormals[i].x;
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vector.y = mesh->mNormals[i].y;
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vector.z = mesh->mNormals[i].z;
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vertex.normalVec = vector;
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// Texture
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if(mesh->mTextureCoords[0]) {
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glm::vec2 vec;
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vec.x = mesh->mTextureCoords[0][i].x;
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vec.y = mesh->mTextureCoords[0][i].y;
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vertex.textureCoords = vec;
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} else {
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vertex.textureCoords = glm::vec2(0.0f, 0.0f);
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}
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vertices.push_back(vertex);
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}
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// Indices
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for(uint i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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for(uint j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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}
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}
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// Material
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if(mesh->mMaterialIndex >= 0) {
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aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
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std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, texture_diffuse);
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, texture_specular);
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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}
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return Mesh(vertices, indices, textures);
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}
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std::vector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, uint8_t textureType) {
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std::vector<Texture> textures;
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for(uint i = 0; i < mat->GetTextureCount(type); i++) {
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aiString filename;
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mat->GetTexture(type, i, &filename);
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bool skip = 0;
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for(uint j = 0; j < loadedTextures.size(); j++) {
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if(std::strcmp(loadedTextures[j].getPath().data(), filename.C_Str()) == 0) {
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textures.push_back(loadedTextures[j]);
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skip = 1;
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break;
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}
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}
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if(!skip) {
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std::string path = directory + '/' + filename.C_Str();
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Texture texture(path.c_str(), textureType);
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textures.push_back(texture);
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}
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}
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loadedTextures.clear();
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return textures;
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}
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