Starting the refactor session on day 14. Moved the glad and KHR dirs into src to start.
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171
14-refactor/src/model.cpp
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171
14-refactor/src/model.cpp
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#include "model.hpp"
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#include "dbc.hpp"
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unsigned int TextureFromFile(const std::string& path, const std::string& directory, bool gamma)
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{
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std::string filename = path + "/" + filename;
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width = 0;
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int height = 0;
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int nrComponents = 0;
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unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
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dbc::check(data != nullptr, $F("Failed to load texture {}", filename));
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GLenum format = GL_RGB;
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if (nrComponents == 1) {
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format = GL_RED;
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} else if (nrComponents == 3) {
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format = GL_RGB;
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} else if (nrComponents == 4) {
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format = GL_RGBA;
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}
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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return textureID;
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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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}
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}
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void Model::loadModel(std::string path) {
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
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dbc::check(scene != nullptr, "Assimp ReadFile return null");
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dbc::check(!(scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE), "Assimp says incomplete.");
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dbc::check(scene->mRootNode != nullptr, "Assimp loaded scene doesn't have a root node");
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directory = path.substr(0, path.find_last_of('/'));
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processNode(scene->mRootNode, scene);
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}
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void Model::processNode(aiNode *node, const aiScene *scene) {
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for(unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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for(unsigned int i = 0; i < node->mNumChildren; i++) {
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processNode(node->mChildren[i], scene);
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}
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}
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Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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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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mesh->mVertices[i].x,
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mesh->mVertices[i].y,
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mesh->mVertices[i].z);
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if(mesh->HasNormals()) {
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vertex.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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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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}
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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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for(unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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}
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}
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
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// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
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// Same applies to other texture as the following list summarizes:
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// diffuse: texture_diffuseN
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// specular: texture_specularN
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// normal: texture_normalN
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// 1. diffuse maps
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std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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// 2. specular maps
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std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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// 3. normal maps
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std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
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textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
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// 4. height maps
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std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
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textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
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return Mesh(vertices, indices, textures);
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}
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std::vector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, std::string typeName)
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{
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fmt::println("TEXTURE COUNT: {}, {}, {}", (int)type, typeName, mat->GetTextureCount(type));
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std::vector<Texture> textures;
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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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bool skip = false;
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for(unsigned int j = 0; j < textures_loaded.size(); j++) {
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if(textures_loaded[j].path == tx_str) {
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textures.push_back(textures_loaded[j]);
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skip = true;
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break;
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}
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}
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if(!skip) {
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Texture texture{
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.id = TextureFromFile(tx_str, directory),
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.type = typeName,
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.path = tx_str,
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};
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textures.push_back(texture);
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textures_loaded.push_back(texture);
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}
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}
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return textures;
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}
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