Files
fall-fever/Model.cpp
2020-09-04 21:39:12 +02:00

129 lines
3.8 KiB
C++

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