-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathModel.h
207 lines (187 loc) · 7.3 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
/*
* Model.h
*/
#pragma once
#ifndef VIEWER_MODEL_H
#define VIEWER_MODEL_H
#define STB_IMAGE_IMPLEMENTATION
#include <glad/glad.h>
#include <iostream>
#include <vector>
#include <string>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "Shader.h"
#include "Mesh.h"
#include "stb_image.h"
#include <codecvt>
#include <locale>
typedef unsigned int uint;
uint TextureFromFile(const char *path, const std::string &directory, bool gamma = false);
static std::string gb2312_to_utf8(std::string const &strGb2312);
class Model{
public:
std::vector<Mesh> meshes;
std::string directory;
std::vector<Texture> textures_loaded;
bool gammaCorrection;
// ---------------------------------------------
explicit Model(std::string const &path, bool gamma = false):gammaCorrection(gamma)
{
loadModel(path);
}
void Draw(Shader &shader){
for(unsigned int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
private:
// --------------------------------
void loadModel(std::string const &path){
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;
}
std::cout<<"success load model"<<std::endl;
directory = path.substr(0,path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
void processNode(aiNode *node, const aiScene *scene){
for(uint i=0; i<node->mNumMeshes;i++){
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh,scene));
}
for(uint i=0; i< node->mNumChildren; i++){
processNode(node->mChildren[i],scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene){
std::vector<Vertex> vertices;
std::vector<uint> indices;
std::vector<Texture> textures;
for(uint i=0; i< mesh->mNumVertices; i++){
glm::vec3 Vec3;
Vertex vertex{};
// 顶点数据
Vec3.x = mesh->mVertices[i].x;
Vec3.y = mesh->mVertices[i].y;
Vec3.z = mesh->mVertices[i].z;
vertex.Position = Vec3;
// 法向量
if(mesh->HasNormals()){
Vec3.x = mesh->mNormals[i].x;
Vec3.y = mesh->mNormals[i].y;
Vec3.z = mesh->mNormals[i].z;
vertex.Normal = Vec3;
}
if(mesh->mTextureCoords[0]){
glm::vec2 Vec2;
Vec2.x = mesh->mTextureCoords[0][i].x;
Vec2.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = Vec2;
// tangent
Vec3.x = mesh->mTangents[i].x;
Vec3.y = mesh->mTangents[i].y;
Vec3.z = mesh->mTangents[i].z;
vertex.Tangent = Vec3;
// bitangent
Vec3.x = mesh->mBitangents[i].x;
Vec3.y = mesh->mBitangents[i].y;
Vec3.z = mesh->mBitangents[i].z;
vertex.Bitangent = Vec3;
}
else{
vertex.TexCoords = glm::vec2(0.0f,0.0f);
vertex.Tangent = glm::vec3(0.0f,0.0f,0.0f);
vertex.Bitangent = glm::vec3(0.0f,0.0f,0.0f);
}
vertices.push_back(vertex);
}
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]);
}
}
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());
// 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 Mesh(vertices, indices, textures);
}
std::vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type,
const std::string& typeName){
std::vector<Texture> text;
for(uint i=0; i< mat->GetTextureCount(type); i++){
aiString str;
mat->GetTexture(type,i,&str);
bool skip = false;
for(uint j=0; j < textures_loaded.size(); j++){
if(std::strcmp(textures_loaded[j].path.data(),str.C_Str())==0){
text.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();
text.push_back(texture);
textures_loaded.push_back(texture);
}
}
return text;
}
};
uint TextureFromFile(const char *path, const std::string &directory, bool gamma){
std::string filename = std::string(path);
if(std::string::npos != filename.find('\\')){
std::string firstname = filename.substr(0, filename.find_last_of('\\'));
std::string lastname = filename.substr(filename.find_last_of('\\')+1);
filename = directory + '/' + firstname + '/' + lastname;
}
else{
filename = directory + '/' + filename;
}
uint textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data)
{
GLint format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 4)
format = GL_RGBA;
else
format = GL_RGB;
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);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
#endif //VIEWER_MODEL_H