Created a crate model in glb and obj format to use in the tests, then finished the model test.
This commit is contained in:
parent
c6a7c42a4e
commit
2431cf8c97
9 changed files with 125 additions and 51 deletions
|
|
@ -209,7 +209,7 @@ Config setup() {
|
|||
.shader={"shaders/14-vert.glsl", "shaders/14-frag.glsl"},
|
||||
.lightShader={"shaders/14-vert.glsl", "shaders/14-lightsource.frag.glsl"},
|
||||
.models={
|
||||
{"assets/popcorn_model_a.glb"}
|
||||
{"assets", "crate.obj"}
|
||||
},
|
||||
};
|
||||
|
||||
|
|
@ -226,7 +226,7 @@ void draw_popcorn(Config& config, size_t model_i, size_t model_pos, glm::mat4& p
|
|||
|
||||
config.shader.setMat4("model", model);
|
||||
|
||||
config.models[model_i].Draw(config.shader);
|
||||
config.models[model_i].draw(config.shader);
|
||||
}
|
||||
|
||||
void render(GLFWwindow* window, Config& config) {
|
||||
|
|
|
|||
|
|
@ -2,21 +2,27 @@
|
|||
#include "dbc.hpp"
|
||||
#include <print>
|
||||
|
||||
unsigned int TextureFromFile(const std::string& path, const std::string& directory);
|
||||
unsigned int TextureFromInternal(const aiScene *scene, size_t index);
|
||||
unsigned int texture_from_file(const std::string& directory, const std::string& path);
|
||||
unsigned int texture_from_internal(const aiScene *scene, size_t index);
|
||||
|
||||
unsigned int to_gl_texture(unsigned char *data, int width, int height, int nrComponents) {
|
||||
unsigned int image_to_texture(unsigned char *data, int width, int height, int nrComponents) {
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
|
||||
GLenum format = GL_RGB;
|
||||
|
||||
if (nrComponents == 1) {
|
||||
format = GL_RED;
|
||||
} else if (nrComponents == 3) {
|
||||
format = GL_RGB;
|
||||
} else if (nrComponents == 4) {
|
||||
format = GL_RGBA;
|
||||
switch(nrComponents) {
|
||||
case 1:
|
||||
format = GL_RED;
|
||||
break;
|
||||
case 3:
|
||||
format = GL_RGB;
|
||||
break;
|
||||
case 4:
|
||||
format = GL_RGBA;
|
||||
break;
|
||||
default:
|
||||
dbc::sentinel($F("Impossible nrComponents={} when loading image", nrComponents));
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
|
|
@ -31,7 +37,7 @@ unsigned int to_gl_texture(unsigned char *data, int width, int height, int nrCom
|
|||
return textureID;
|
||||
}
|
||||
|
||||
unsigned int TextureFromInternal(const aiScene *scene, size_t index) {
|
||||
unsigned int texture_from_internal(const aiScene *scene, size_t index) {
|
||||
const aiTexture *aiTex = scene->mTextures[index];
|
||||
unsigned int textureID = 0;
|
||||
int width = 0;
|
||||
|
|
@ -44,20 +50,20 @@ unsigned int TextureFromInternal(const aiScene *scene, size_t index) {
|
|||
// compressed texture (PNG or JPG)
|
||||
size_t dataSize = aiTex->mWidth;
|
||||
data = stbi_load_from_memory(dataBytes, dataSize, &width, &height, &nrComponents, 0);
|
||||
textureID = to_gl_texture(data, width, height, nrComponents);
|
||||
textureID = image_to_texture(data, width, height, nrComponents);
|
||||
stbi_image_free(data);
|
||||
} else {
|
||||
data = (unsigned char*)aiTex->pcData;
|
||||
width = aiTex->mWidth;
|
||||
height = aiTex->mHeight;
|
||||
nrComponents = 4; // either BGRA8888 or RGBA8888
|
||||
textureID = to_gl_texture(data, width, height, nrComponents);
|
||||
textureID = image_to_texture(data, width, height, nrComponents);
|
||||
}
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
unsigned int TextureFromFile(const std::string& path, const std::string& directory)
|
||||
unsigned int texture_from_file(const std::string& directory, const std::string& path)
|
||||
{
|
||||
std::string filename = directory + "/" + path;
|
||||
|
||||
|
|
@ -68,20 +74,22 @@ unsigned int TextureFromFile(const std::string& path, const std::string& directo
|
|||
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
|
||||
dbc::check(data != nullptr, $F("Failed to load texture {}", filename));
|
||||
|
||||
unsigned int textureID = to_gl_texture(data, width, height, nrComponents);
|
||||
unsigned int textureID = image_to_texture(data, width, height, nrComponents);
|
||||
|
||||
stbi_image_free(data);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
void Model::Draw(Shader &shader) {
|
||||
void Model::draw(Shader &shader) {
|
||||
for(unsigned int i = 0; i < meshes.size(); i++) {
|
||||
meshes[i].Draw(shader);
|
||||
}
|
||||
}
|
||||
|
||||
void Model::loadModel(const std::string& path) {
|
||||
void Model::load_model() {
|
||||
std::string path = directory + "/" + model_path;
|
||||
|
||||
Assimp::Importer importer;
|
||||
|
||||
const aiScene* scene = importer.ReadFile(path,
|
||||
|
|
@ -94,23 +102,21 @@ void Model::loadModel(const std::string& path) {
|
|||
dbc::check(!(scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE), "Assimp says incomplete.");
|
||||
dbc::check(scene->mRootNode != nullptr, "Assimp loaded scene doesn't have a root node");
|
||||
|
||||
directory = path.substr(0, path.find_last_of('/'));
|
||||
|
||||
processNode(scene->mRootNode, scene);
|
||||
process_node(scene, scene->mRootNode);
|
||||
}
|
||||
|
||||
void Model::processNode(aiNode *node, const aiScene *scene) {
|
||||
void Model::process_node(const aiScene *scene, aiNode *node) {
|
||||
for(unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
meshes.push_back(process_mesh(scene, mesh));
|
||||
}
|
||||
|
||||
for(unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
processNode(node->mChildren[i], scene);
|
||||
process_node(scene, node->mChildren[i]);
|
||||
}
|
||||
}
|
||||
|
||||
Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
|
||||
Mesh Model::process_mesh(const aiScene *scene, aiMesh *mesh) {
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
|
|
@ -159,24 +165,22 @@ Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
|
|||
// normal: texture_normalN
|
||||
|
||||
// 1. diffuse maps
|
||||
loadMaterialTextures(textures, scene, material, aiTextureType_DIFFUSE, "texture_diffuse");
|
||||
load_material_textures(scene, textures, material, aiTextureType_DIFFUSE, "texture_diffuse");
|
||||
|
||||
// 2. specular maps
|
||||
loadMaterialTextures(textures, scene, material, aiTextureType_SPECULAR, "texture_specular");
|
||||
load_material_textures(scene, textures, material, aiTextureType_SPECULAR, "texture_specular");
|
||||
|
||||
// 3. normal maps
|
||||
loadMaterialTextures(textures, scene, material, aiTextureType_HEIGHT, "texture_normal");
|
||||
load_material_textures(scene, textures, material, aiTextureType_HEIGHT, "texture_normal");
|
||||
|
||||
// 4. height maps
|
||||
loadMaterialTextures(textures, scene, material, aiTextureType_AMBIENT, "texture_height");
|
||||
load_material_textures(scene, textures, material, aiTextureType_AMBIENT, "texture_height");
|
||||
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
|
||||
void Model::loadMaterialTextures(std::vector<Texture>& textures, const aiScene *scene, aiMaterial *mat, aiTextureType type, std::string typeName)
|
||||
void Model::load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string typeName)
|
||||
{
|
||||
fmt::println("TEXTURE COUNT: {}, {}, {}", (int)type, typeName, mat->GetTextureCount(type));
|
||||
|
||||
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
|
||||
aiString str;
|
||||
|
||||
|
|
@ -192,20 +196,15 @@ void Model::loadMaterialTextures(std::vector<Texture>& textures, const aiScene *
|
|||
// if it's a *# style path then it's internal
|
||||
if(tx_str[0] == '*') {
|
||||
// get the texture from the internal version
|
||||
tx_id = TextureFromInternal(scene, std::stoi(tx_str.substr(1)));
|
||||
tx_id = texture_from_internal(scene, std::stoi(tx_str.substr(1)));
|
||||
} else {
|
||||
// else get it from a file
|
||||
tx_id = TextureFromFile(tx_str, directory);
|
||||
tx_id = texture_from_file(directory, tx_str);
|
||||
}
|
||||
|
||||
Texture texture{
|
||||
.id = tx_id,
|
||||
.type = typeName,
|
||||
.path = tx_str,
|
||||
};
|
||||
|
||||
textures.push_back(texture);
|
||||
textures_loaded.try_emplace(tx_str, texture);
|
||||
// dubious code here, but seems to be right
|
||||
auto& result = textures.emplace_back(tx_id, typeName, tx_str);
|
||||
textures_loaded.try_emplace(tx_str, result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -21,18 +21,21 @@
|
|||
struct Model {
|
||||
std::map<std::string, Texture> textures_loaded;
|
||||
std::vector<Mesh> meshes;
|
||||
std::string directory{"./"};
|
||||
std::string directory;
|
||||
std::string model_path;
|
||||
bool gammaCorrection;
|
||||
|
||||
Model(const char *path) {
|
||||
loadModel(path);
|
||||
Model(const std::string& directory, const std::string& model_path) :
|
||||
directory(directory), model_path(model_path)
|
||||
{
|
||||
load_model();
|
||||
}
|
||||
|
||||
void Draw(Shader &shader);
|
||||
void draw(Shader &shader);
|
||||
|
||||
void loadModel(const std::string& path);
|
||||
void processNode(aiNode *node, const aiScene *scene);
|
||||
Mesh processMesh(aiMesh *mesh, const aiScene *scene);
|
||||
void load_model();
|
||||
void process_node(const aiScene *scene, aiNode *node);
|
||||
Mesh process_mesh(const aiScene *scene, aiMesh *mesh);
|
||||
|
||||
void loadMaterialTextures(std::vector<Texture>& textures, const aiScene *scene, aiMaterial *mat, aiTextureType type, std::string typeName);
|
||||
void load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string typeName);
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue