#include "model.hpp"
#include <iostream>
-#include <assimp/Importer.hpp>
-#include <assimp/scene.h>
#include <assimp/postprocess.h>
+#include <glm/gtc/type_ptr.hpp>
Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
+
+ std::vector<glm::vec3> vertices, normals;
+ std::vector<glm::vec2> texCoords;
+
for (int i = 0; i < aiMesh->mNumVertices; i++) {
if (aiMesh->HasPositions()) {
aiVector3D v = aiMesh->mVertices[i];
if (aiMesh->HasNormals()) {
const aiVector3D v = aiMesh->mNormals[i];
normals.push_back(glm::vec3(v.x, v.y, v.z));
+ } else {
+ normals.push_back(glm::vec3(0));
}
// check for texture coord set 0
if (aiMesh->HasTextureCoords(0)) {
}
}
+ std::vector<GLuint> indices;
+
for (int i = 0; i < aiMesh->mNumFaces; i++) {
const aiFace &face = aiMesh->mFaces[i];
if(face.mNumIndices == 3) {
}
}
+ numIndices = indices.size();
+
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbos[3];
glGenBuffers(3, vbos);
- vertexVbo = vbos[0], normalVbo = vbos[1], indicesVbo = vbos[2];
+ GLuint vertexVbo = vbos[0], normalVbo = vbos[1], indicesVbo = vbos[2];
GLuint posLoc = glGetAttribLocation(progId, "vPosition");
GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
};
-void Model::loadModel(const std::string &file) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(file,
- aiProcess_Triangulate | aiProcess_PreTransformVertices |
+Model::Node::Node(const aiNode &node, GLuint progId): ai(node), progId(progId) {
+ for (int i = 0; i < node.mNumMeshes; i++) {
+ meshIndices.push_back(node.mMeshes[i]);
+ }
+ for (int i = 0; i < node.mNumChildren; i++) {
+ const aiNode *child = node.mChildren[i];
+ children.push_back(new Node(*child, progId));
+ }
+}
+
+glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) {
+ glm::mat4 to;
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ to[i][j] = from[j][i];
+ return to;
+}
+
+void Model::Node::draw(const std::vector<Mesh> &meshes, glm::mat4 parentTrans = glm::mat4(1)) const {
+ GLuint modelLoc = glGetUniformLocation(progId, "model");
+ glm::mat4 m = parentTrans * aiMatrixToMat4(ai.mTransformation) * model;
+
+ for (unsigned int i: meshIndices) {
+ const Mesh &mesh = meshes[i];
+
+ glBindVertexArray(mesh.vao);
+
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(m));
+
+ glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0);
+ }
+ for (Node *child: children) child->draw(meshes, m);
+}
+
+Model::Model(const std::string &path, GLuint progId): progId(progId) {
+ const aiScene *scene = importer.ReadFile(path,
+ aiProcess_Triangulate |
aiProcess_GenNormals);
if (!scene) {
std::cerr << importer.GetErrorString() << std::endl;
const aiMesh *mesh = scene->mMeshes[i];
meshes.push_back(Mesh(mesh, progId));
}
+
+ for (int i = 0; i < scene->mNumMaterials; i++) {
+ const aiMaterial &material = *scene->mMaterials[i];
+
+ for (int j = 0; j < material.GetTextureCount(aiTextureType_DIFFUSE); j++) {
+ aiString path;
+ material.GetTexture(aiTextureType_DIFFUSE, j, &path);
+ }
+ std::cout << material.GetTextureCount(aiTextureType_DIFFUSE) << std::endl;
+ std::cout << path.C_Str() << std::endl;
}
-void Model::draw() {
- for (Mesh &mesh: meshes) {
- glBindVertexArray(mesh.vao);
- glDrawElements(GL_TRIANGLES, mesh.indices.size(), GL_UNSIGNED_INT, 0);
+ root = new Node(*(scene->mRootNode), progId);
+}
+
+void Model::draw() const {
+ root->draw(meshes);
+}
+
+Model::Node* Model::find(const std::string &name) {
+ const aiNode *node = root->ai.FindNode(aiString(name));
+ Model::Node* res = root->findNode(*node);
+ return res;
+}
+
+Model::Node* Model::Node::findNode(const aiNode &aiNode) {
+ if (&ai == &aiNode) return this;
+ for (Model::Node *child: children) {
+ Model::Node *res = child->findNode(aiNode);
+ if (res) return res;
}
+ return nullptr;
}