X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=29f44158e4afc25e48c2b67699c8b42358dabf29;hp=29e3d8ae8f2889a65e4ca569046715649cfe1b1d;hb=ba5e08bf25de722d907748ce55b27a45b2b270bf;hpb=b64cd5a5ec09e6f051583371045ef7080c69b776 diff --git a/model.cpp b/model.cpp index 29e3d8a..29f4415 100644 --- a/model.cpp +++ b/model.cpp @@ -1,10 +1,13 @@ #include "model.hpp" #include -#include -#include #include +#include Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { + + std::vector vertices, normals; + std::vector texCoords; + for (int i = 0; i < aiMesh->mNumVertices; i++) { if (aiMesh->HasPositions()) { aiVector3D v = aiMesh->mVertices[i]; @@ -13,6 +16,8 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { 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)) { @@ -21,6 +26,8 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { } } + std::vector indices; + for (int i = 0; i < aiMesh->mNumFaces; i++) { const aiFace &face = aiMesh->mFaces[i]; if(face.mNumIndices == 3) { @@ -30,12 +37,14 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { } } + 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"); @@ -54,10 +63,43 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { 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 &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; @@ -68,11 +110,36 @@ void Model::loadModel(const std::string &file) { 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; }