Can now load a glb model with textures embedded in the model. Further cleanup coming.

This commit is contained in:
Zed A. Shaw 2026-08-24 16:29:06 -04:00
parent 5b5e8a9fb0
commit c6a7c42a4e
12 changed files with 323 additions and 194 deletions

View file

@ -0,0 +1,150 @@
#version 330 core
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform vec3 viewPos;
uniform Material material;
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
};
struct SpotLight {
vec3 direction;
vec3 position;
vec3 diffuse;
vec3 specular;
vec3 ambient;
float constant;
float linear;
float quadratic;
float cutOff;
float outerCutOff;
};
#define NR_POINT_LIGHTS 4
uniform int pointLightCount;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform DirLight dirLight;
uniform SpotLight spotLight;
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
vec3 lightDir = normalize(-light.direction);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 ambient = light.ambient * mat_tex;
vec3 diffuse = light.diffuse * diff * mat_tex;
vec3 specular = light.specular * spec * spec_tex;
return ambient + diffuse + specular;
}
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
vec3 ambient = light.ambient * mat_tex;
vec3 diffuse = light.diffuse * diff * mat_tex;
vec3 specular = light.specular * spec * spec_tex;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return ambient + diffuse + specular;
}
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
vec3 ambient = light.ambient * mat_tex;
vec3 diffuse = light.diffuse * diff * mat_tex;
vec3 specular = light.specular * spec * spec_tex;
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
diffuse *= intensity;
specular *= intensity;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return ambient + diffuse + specular;
}
void main()
{
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 result = CalcDirLight(dirLight, norm, viewDir);
for(int i = 0; i < pointLightCount; i++) {
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
}
result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
FragColor = vec4(result, 1.0);
}

View file

@ -0,0 +1,9 @@
#version 330 core
out vec4 FragColor;
uniform vec3 diffuse;
void main()
{
FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
}

View file

@ -0,0 +1,20 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
}

View file

@ -1,63 +1,18 @@
#pragma once
#include <glm/glm.hpp>
#define CUBE_COUNT 10
float vertices[] = {
// positions // normals // texture coords
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
#define CUBE_COUNT 9
// positions all containers
glm::vec3 cube_positions[] = {
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3( 2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3( 1.3f, -2.0f, -2.5f),
glm::vec3( 1.5f, 2.0f, -2.5f),
glm::vec3( 1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
glm::vec3 popcorn_positions[] = {
{0.0f, 0.0f, 0.0f},
{2.0f, 5.0f, -15.0f},
{-1.5f, -2.2f, -2.5f},
{-3.8f, -2.0f, -12.3f},
{ 2.4f, -0.4f, -3.5f},
{-1.7f, 3.0f, -7.5f},
{ 1.3f, -2.0f, -2.5f},
{ 1.5f, 2.0f, -2.5f},
{ 1.5f, 0.2f, -1.5f},
{-1.3f, 1.0f, -1.5f}
};

View file

@ -25,6 +25,7 @@ const float AMBIENT_LEVEL = 0.25f;
struct Config {
Shader shader;
Shader lightShader;
std::vector<Model> models;
Lighting light{
.directional={
@ -86,9 +87,6 @@ struct Config {
.specularMap = 0,
};
unsigned int cubeVAO = 0;
unsigned int lightCubeVAO = 0;
unsigned int VBO = 0;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
@ -208,95 +206,27 @@ Config setup() {
glEnable(GL_DEPTH_TEST);
Config config{
.shader={"shaders/13-vert.glsl", "shaders/13-frag.glsl"},
.lightShader={"shaders/13-vert.glsl", "shaders/13-lightsource.frag.glsl"},
.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"}
},
};
unsigned int VBO = 0;
unsigned int lightCubeVAO = 0;
unsigned int cubeVAO = 0;
// cube vao configure, this is the light target
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(cubeVAO);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// light vao configure, this is the light source
glGenVertexArrays(1, &lightCubeVAO);
glBindVertexArray(lightCubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
config.lightCubeVAO = lightCubeVAO;
config.cubeVAO = cubeVAO;
config.VBO = VBO;
config.cubeMaterial.diffuseMap = load_texture("resources/textures/container2.png");
config.cubeMaterial.specularMap = load_texture("resources/textures/container2_specular.png");
config.shader.use();
config.shader.setInt("material.diffuse", 0);
config.shader.setInt("material.specular", 1);
return config;
}
void draw_cube(size_t pos, Config& config, glm::mat4& projection, glm::mat4& view) {
config.shader.setMat4("view", view);
config.shader.setMat4("projection", projection);
config.shader.setVec3("viewPos", config.camera.pos);
void draw_popcorn(Config& config, size_t model_i, size_t model_pos, glm::mat4& projection, glm::mat4& view)
{
glm::vec3 objectColor = {1.0, 0.94, 0.78};
config.shader.applyMaterial(config.cubeMaterial);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cube_positions[pos]);
float angle = glfwGetTime() * (float)pos;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
model = glm::translate(model, popcorn_positions[model_pos]);
config.shader.setMat4("model", model);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, config.cubeMaterial.diffuseMap);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, config.cubeMaterial.specularMap);
glBindVertexArray(config.cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void draw_light(Config& config, Light& light, glm::mat4& projection, glm::mat4& view) {
config.lightShader.use();
config.lightShader.setVec3("diffuse", light.diffuse);
config.lightShader.setMat4("projection", projection);
config.lightShader.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, light.position);
model = glm::scale(model, glm::vec3(0.2f));
config.lightShader.setMat4("model", model);
glBindVertexArray(config.lightCubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
config.models[model_i].Draw(config.shader);
}
void render(GLFWwindow* window, Config& config) {
@ -317,16 +247,16 @@ void render(GLFWwindow* window, Config& config) {
projection = glm::perspective(glm::radians(config.camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
config.shader.use();
config.shader.setMat4("view", view);
config.shader.setMat4("projection", projection);
config.shader.setVec3("viewPos", config.camera.pos);
config.light.spot.position = config.camera.pos;
config.light.spot.direction = config.camera.front;
config.shader.applyLighting(config.light);
for(size_t i = 0; i < CUBE_COUNT; i++) {
draw_cube(i, config, projection, view);
}
for(auto& light : config.light.positioned) {
draw_light(config, light, projection, view);
draw_popcorn(config, 0, i, projection, view);
}
glfwSwapBuffers(window);
@ -334,9 +264,6 @@ void render(GLFWwindow* window, Config& config) {
}
void cleanup(Config& config) {
glDeleteVertexArrays(1, &config.lightCubeVAO);
glDeleteBuffers(1, &config.lightCubeVAO);
glDeleteBuffers(1, &config.VBO);
config.shader.cleanup();
}

View file

@ -1,4 +1,5 @@
#include "mesh.hpp"
#include "dbc.hpp"
void Mesh::Draw(Shader &shader) {
unsigned int diffuseNr = 1;
@ -8,21 +9,25 @@ void Mesh::Draw(Shader &shader) {
for(unsigned int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
std::string number;
std::string name = textures[i].type;
unsigned int number = 0;
std::string& name = textures[i].type;
if(name == "texture_diffuse") {
number = std::to_string(diffuseNr++);
number = diffuseNr++;
} else if(name == "texture_specular") {
number = std::to_string(specularNr++);
number = specularNr++;
} else if(name == "texture_normal") {
number = std::to_string(normalNr++);
number = normalNr++;
} else if(name == "texture_height") {
number = std::to_string(heightNr++);
number = heightNr++;
} else {
dbc::sentinel($F("Invalid texture type name {}", name));
}
std::string target = std::format("{}{}", name, number);
// TODO: Get this uniform ID once and cache it?
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
glUniform1i(glGetUniformLocation(shader.ID, target.c_str()), i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
@ -46,6 +51,7 @@ void Mesh::setupMesh() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
// this matches the locations in the vertex shader
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Position));

View file

@ -1,20 +1,14 @@
#include "model.hpp"
#include "dbc.hpp"
#include <print>
unsigned int TextureFromFile(const std::string& path, const std::string& directory, bool gamma)
{
std::string filename = path + "/" + filename;
unsigned int TextureFromFile(const std::string& path, const std::string& directory);
unsigned int TextureFromInternal(const aiScene *scene, size_t index);
unsigned int to_gl_texture(unsigned char *data, int width, int height, int nrComponents) {
unsigned int textureID;
glGenTextures(1, &textureID);
int width = 0;
int height = 0;
int nrComponents = 0;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
dbc::check(data != nullptr, $F("Failed to load texture {}", filename));
GLenum format = GL_RGB;
if (nrComponents == 1) {
@ -34,6 +28,48 @@ unsigned int TextureFromFile(const std::string& path, const std::string& directo
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return textureID;
}
unsigned int TextureFromInternal(const aiScene *scene, size_t index) {
const aiTexture *aiTex = scene->mTextures[index];
unsigned int textureID = 0;
int width = 0;
int height = 0;
int nrComponents = 0;
unsigned char *data = nullptr;
const unsigned char* dataBytes = (const unsigned char*)aiTex->pcData;
if(aiTex->mHeight == 0) {
// 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);
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);
}
return textureID;
}
unsigned int TextureFromFile(const std::string& path, const std::string& directory)
{
std::string filename = directory + "/" + path;
int width = 0;
int height = 0;
int nrComponents = 0;
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);
stbi_image_free(data);
return textureID;
@ -45,9 +81,14 @@ void Model::Draw(Shader &shader) {
}
}
void Model::loadModel(std::string path) {
void Model::loadModel(const std::string& path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
const aiScene* scene = importer.ReadFile(path,
aiProcess_Triangulate |
aiProcess_GenSmoothNormals |
aiProcess_FlipUVs |
aiProcess_CalcTangentSpace);
dbc::check(scene != nullptr, "Assimp ReadFile return null");
dbc::check(!(scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE), "Assimp says incomplete.");
@ -118,54 +159,53 @@ Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
// normal: texture_normalN
// 1. diffuse maps
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
loadMaterialTextures(textures, scene, material, aiTextureType_DIFFUSE, "texture_diffuse");
// 2. specular maps
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
loadMaterialTextures(textures, scene, material, aiTextureType_SPECULAR, "texture_specular");
// 3. normal maps
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
loadMaterialTextures(textures, scene, material, aiTextureType_HEIGHT, "texture_normal");
// 4. height maps
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
loadMaterialTextures(textures, scene, material, aiTextureType_AMBIENT, "texture_height");
return Mesh(vertices, indices, textures);
}
std::vector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, std::string typeName)
void Model::loadMaterialTextures(std::vector<Texture>& textures, const aiScene *scene, aiMaterial *mat, aiTextureType type, std::string typeName)
{
fmt::println("TEXTURE COUNT: {}, {}, {}", (int)type, typeName, mat->GetTextureCount(type));
std::vector<Texture> textures;
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
aiString str;
mat->GetTexture(type, i, &str);
std::string tx_str{str.C_Str()};
dbc::check(!tx_str.empty(), "Texture has empty path, should be impossible?");
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++) {
if(textures_loaded[j].path == tx_str) {
textures.push_back(textures_loaded[j]);
skip = true;
break;
if(textures_loaded.contains(tx_str)) {
textures.push_back(textures_loaded.at(tx_str));
} else {
unsigned int tx_id = 0;
// 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)));
} else {
// else get it from a file
tx_id = TextureFromFile(tx_str, directory);
}
}
if(!skip) {
Texture texture{
.id = TextureFromFile(tx_str, directory),
.id = tx_id,
.type = typeName,
.path = tx_str,
};
textures.push_back(texture);
textures_loaded.push_back(texture);
textures_loaded.try_emplace(tx_str, texture);
}
}
return textures;
}

View file

@ -18,12 +18,10 @@
#include <map>
#include <vector>
unsigned int TextureFromFile(const std::string& path, const std::string& directory, bool gamma = false);
struct Model {
std::vector<Texture> textures_loaded;
std::map<std::string, Texture> textures_loaded;
std::vector<Mesh> meshes;
std::string directory;
std::string directory{"./"};
bool gammaCorrection;
Model(const char *path) {
@ -32,9 +30,9 @@ struct Model {
void Draw(Shader &shader);
void loadModel(std::string path);
void loadModel(const std::string& path);
void processNode(aiNode *node, const aiScene *scene);
Mesh processMesh(aiMesh *mesh, const aiScene *scene);
std::vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, std::string typeName);
void loadMaterialTextures(std::vector<Texture>& textures, const aiScene *scene, aiMaterial *mat, aiTextureType type, std::string typeName);
};

View file

@ -4,6 +4,7 @@
#include "dbc.hpp"
TEST_SET(shader_tests);
TEST_SET(model_tests);
using namespace fuc2;
@ -31,7 +32,8 @@ int main(int argc, char* argv[]) {
}
std::vector<fuc2::Set> tests{
shader_tests::TESTS
shader_tests::TESTS,
model_tests::TESTS
};
return run_tests(tests, argc, argv);

View file

@ -1,4 +1,5 @@
fuc2_tests = files(
'main.cpp',
'shader_tests.cpp',
'model_tests.cpp',
)

View file

@ -0,0 +1,21 @@
#include <deque>
#include <string>
#include <fuc2/testing.hpp>
#include "model.hpp"
using namespace fuc2;
namespace model_tests {
void test_load_textures() {
Model model{"assets/popcorn_model_a.glb"};
}
fuc2::Set TESTS{
.name="models",
.options={ .fail_fast=false },
.tests={
TEST(test_load_textures),
}
};
}