211 lines
6.3 KiB
C++
211 lines
6.3 KiB
C++
#include "model.hpp"
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#include "dbc.hpp"
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#include <print>
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unsigned int texture_from_file(const std::string& directory, const std::string& path);
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unsigned int texture_from_internal(const aiScene *scene, size_t index);
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unsigned int image_to_texture(unsigned char *data, int width, int height, int nrComponents) {
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unsigned int textureID;
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glGenTextures(1, &textureID);
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GLenum format = GL_RGB;
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switch(nrComponents) {
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case 1:
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format = GL_RED;
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break;
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case 3:
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format = GL_RGB;
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break;
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case 4:
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format = GL_RGBA;
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break;
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default:
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dbc::sentinel($F("Impossible nrComponents={} when loading image", nrComponents));
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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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return textureID;
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}
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unsigned int texture_from_internal(const aiScene *scene, size_t index) {
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const aiTexture *aiTex = scene->mTextures[index];
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unsigned int textureID = 0;
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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 = nullptr;
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const unsigned char* dataBytes = (const unsigned char*)aiTex->pcData;
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if(aiTex->mHeight == 0) {
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// compressed texture (PNG or JPG)
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size_t dataSize = aiTex->mWidth;
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data = stbi_load_from_memory(dataBytes, dataSize, &width, &height, &nrComponents, 0);
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textureID = image_to_texture(data, width, height, nrComponents);
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stbi_image_free(data);
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} else {
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data = (unsigned char*)aiTex->pcData;
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width = aiTex->mWidth;
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height = aiTex->mHeight;
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nrComponents = 4; // either BGRA8888 or RGBA8888
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textureID = image_to_texture(data, width, height, nrComponents);
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}
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return textureID;
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}
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unsigned int texture_from_file(const std::string& directory, const std::string& path)
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{
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std::string filename = directory + "/" + path;
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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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unsigned int textureID = image_to_texture(data, width, height, nrComponents);
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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(auto& mesh : meshes) {
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mesh.draw(shader);
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}
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}
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void Model::load_model() {
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std::string path = directory + "/" + model_path;
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path,
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aiProcess_Triangulate |
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aiProcess_GenSmoothNormals |
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aiProcess_FlipUVs |
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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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process_node(scene, scene->mRootNode);
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}
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void Model::process_node(const aiScene *scene, aiNode *node) {
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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(process_mesh(scene, mesh));
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}
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for(unsigned int i = 0; i < node->mNumChildren; i++) {
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process_node(scene, node->mChildren[i]);
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}
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}
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Mesh Model::process_mesh(const aiScene *scene, aiMesh *mesh) {
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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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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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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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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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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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}
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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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for(unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.emplace_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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load_material_textures(scene, textures, material, aiTextureType_DIFFUSE, "texture_diffuse");
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// 2. specular maps
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load_material_textures(scene, textures, material, aiTextureType_SPECULAR, "texture_specular");
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// 3. normal maps
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load_material_textures(scene, textures, material, aiTextureType_HEIGHT, "texture_normal");
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// 4. height maps
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load_material_textures(scene, textures, material, aiTextureType_AMBIENT, "texture_height");
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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 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_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_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_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_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_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, 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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