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Model.h
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Model.h
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#pragma once
#ifndef MODEL_H
#define MODEL_H
#include<assimp/Importer.hpp>
#include<assimp/scene.h>
#include<assimp/mesh.h>
#include<assimp/postprocess.h>
#include "Util.h"
#include "Mesh.h"
class Model
{
public:
/* Functions */
// Constructor, expects a filepath to a 3D model.
Model(GLchar* path)
{
this->loadModel(path);
}
// Draws the model, and thus all its meshes
void Draw(Shader shader)
{
for (GLuint i = 0; i < this->meshes.size(); i++)
this->meshes[i].Draw(shader);
}
private:
/* Model Data */
std::vector<Mesh> meshes;
std::string directory;
std::vector<Texture> textures_loaded; // Stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
/* Functions */
// Loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
void loadModel(std::string path)
{
// Read file via ASSIMP
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
// Check for errors
if (!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
return;
}
// Retrieve the directory path of the filepath
this->directory = path.substr(0, path.find_last_of('/'));
// Process ASSIMP's root node recursively
this->processNode(scene->mRootNode, scene);
}
// Processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
void processNode(aiNode* node, const aiScene* scene)
{
// Process each mesh located at the current node
for (GLuint i = 0; i < node->mNumMeshes; i++)
{
// The node object only contains indices to index the actual objects in the scene.
// The scene contains all the data, node is just to keep stuff organized (like relations between nodes).
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
this->meshes.push_back(this->processMesh(mesh, scene));
}
// After we've processed all of the meshes (if any) we then recursively process each of the children nodes
for (GLuint i = 0; i < node->mNumChildren; i++)
{
this->processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh* mesh, const aiScene* scene)
{
// Data to fill
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
Material mesh_material;
// Walk through each of the mesh's vertices
for (GLuint i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm::vec3 vector; // We declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
// Positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
// Normals
aiVector3D normal = mesh->mNormals != nullptr ? mesh->mNormals[i] : aiVector3D(0, 1, 0);
vector.x = normal.x;
vector.y = normal.y;
vector.z = normal.z;
vertex.Normal = vector;
// Texture Coordinates
if (mesh->mTextureCoords[0]) // Does the mesh contain texture coordinates?
{
glm::vec2 vec;
// A vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
// Now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
for (GLuint i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
// Retrieve all indices of the face and store them in the indices vector
for (GLuint j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// Process materials
if (mesh->mMaterialIndex >= 0)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// We assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// Diffuse: texture_diffuseN
// Specular: texture_specularN
// Normal: texture_normalN
// 1. Diffuse maps
//std::vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
//textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
//// 2. Specular maps
//std::vector<Texture> specularMaps = this->loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
//textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
aiColor3D ambient_color;
material->Get(AI_MATKEY_COLOR_AMBIENT, ambient_color);
mesh_material.ambient.r = ambient_color.r;
mesh_material.ambient.g = ambient_color.g;
mesh_material.ambient.b = ambient_color.b;
aiColor3D diffuse_color;
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse_color);
mesh_material.diffuse.r = diffuse_color.r;
mesh_material.diffuse.g = diffuse_color.g;
mesh_material.diffuse.b = diffuse_color.b;
aiColor3D specular_color;
material->Get(AI_MATKEY_COLOR_SPECULAR, specular_color);
mesh_material.specular.r = specular_color.r;
mesh_material.specular.g = specular_color.g;
mesh_material.specular.b = specular_color.b;
material->Get(AI_MATKEY_SHININESS, mesh_material.shininess);
}
//std::cout << "size of indices: " << indices.size() << std::endl;
//WriteLog("size of indices: %d \n", indices.size());
// Return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, mesh_material);
}
// Checks all material textures of a given type and loads the textures if they're not loaded yet.
// The required info is returned as a Texture struct.
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName)
{
std::vector<Texture> textures;
for (GLuint i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
// Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
GLboolean skip = false;
for (GLuint j = 0; j < textures_loaded.size(); j++)
{
if (std::strcmp(textures_loaded[j].path.C_Str(), str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
break;
}
}
/*if (!skip)
{ // If texture hasn't been loaded already, load it
Texture texture;
//texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str;
textures.push_back(texture);
this->textures_loaded.push_back(texture); // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
}*/
}
return textures;
}
};
#endif // !MODEL_H