Models all tested and refactored so that the draw() call doesn't do a bunch of irrelevant shit.
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2431cf8c97
commit
47bd233722
6 changed files with 102 additions and 70 deletions
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@ -82,8 +82,8 @@ unsigned int texture_from_file(const std::string& directory, const std::string&
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}
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void Model::draw(Shader &shader) {
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for(unsigned int i = 0; i < meshes.size(); i++) {
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meshes[i].Draw(shader);
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for(auto& mesh : meshes) {
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mesh.draw(shader);
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}
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}
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@ -122,36 +122,36 @@ Mesh Model::process_mesh(const aiScene *scene, aiMesh *mesh) {
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std::vector<Texture> textures;
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for(unsigned int i = 0; i < mesh->mNumVertices; i++) {
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Vertex vertex;
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vertex.Position = glm::vec3(
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glm::vec3 position{
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mesh->mVertices[i].x,
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mesh->mVertices[i].y,
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mesh->mVertices[i].z);
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mesh->mVertices[i].z};
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glm::vec3 normal{};
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glm::vec2 tex_coords{0.0f, 0.0f};
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if(mesh->HasNormals()) {
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vertex.Normal = glm::vec3(
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normal = glm::vec3(
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mesh->mNormals[i].x,
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mesh->mNormals[i].y,
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mesh->mNormals[i].z);
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}
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if(mesh->mTextureCoords[0]) {
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vertex.TexCoords = glm::vec2(
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tex_coords = glm::vec2(
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mesh->mTextureCoords[0][i].x,
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mesh->mTextureCoords[0][i].y
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);
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} else {
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vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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}
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vertices.push_back(vertex);
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vertices.emplace_back(position, normal, tex_coords);
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}
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for(unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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aiFace& face = mesh->mFaces[i];
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for(unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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indices.emplace_back(face.mIndices[j]);
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}
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}
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@ -179,32 +179,39 @@ Mesh Model::process_mesh(const aiScene *scene, aiMesh *mesh) {
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return Mesh(vertices, indices, textures);
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}
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void Model::load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string typeName)
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void Model::load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string type_name)
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{
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for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
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aiString str;
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mat->GetTexture(type, i, &str);
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std::string tx_str{str.C_Str()};
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dbc::check(!tx_str.empty(), "Texture has empty path, should be impossible?");
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std::string tx_path{str.C_Str()};
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dbc::check(!tx_path.empty(), "Texture has empty path, should be impossible?");
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if(textures_loaded.contains(tx_str)) {
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textures.push_back(textures_loaded.at(tx_str));
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if(textures_loaded.contains(tx_path)) {
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textures.push_back(textures_loaded.at(tx_path));
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} else {
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unsigned int tx_id = 0;
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// if it's a *# style path then it's internal
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if(tx_str[0] == '*') {
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if(tx_path[0] == '*') {
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// get the texture from the internal version
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tx_id = texture_from_internal(scene, std::stoi(tx_str.substr(1)));
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tx_id = texture_from_internal(scene, std::stoi(tx_path.substr(1)));
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} else {
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// else get it from a file
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tx_id = texture_from_file(directory, tx_str);
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tx_id = texture_from_file(directory, tx_path);
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}
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// dubious code here, but seems to be right
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auto& result = textures.emplace_back(tx_id, typeName, tx_str);
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textures_loaded.try_emplace(tx_str, result);
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auto& result = textures.emplace_back(tx_id, type_name, tx_path, texture_counts);
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textures_loaded.try_emplace(tx_path, result);
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}
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}
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}
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void Model::connect_shader(const Shader& shader) {
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for(auto& mesh : meshes) {
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mesh.connect_shader(shader);
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}
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}
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