added a model class
This commit is contained in:
parent
0bdca85075
commit
1278395851
12 changed files with 444 additions and 180 deletions
3
.gitmodules
vendored
3
.gitmodules
vendored
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@ -4,3 +4,6 @@
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[submodule "lib/glm"]
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path = lib/glm
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url = https://github.com/g-truc/glm
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[submodule "lib/assimp"]
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path = lib/assimp
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url = https://github.com/assimp/assimp
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@ -4,8 +4,9 @@ file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/
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add_subdirectory("lib/glfw")
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add_subdirectory("lib/glm")
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add_subdirectory("lib/assimp")
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project("game_engine")
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add_executable("game_engine" "src/main.cpp" "${MY_SOURCES}")
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target_include_directories("game_engine" PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include")
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target_link_libraries("game_engine" "glfw" "glm")
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target_link_libraries("game_engine" "glfw" "glm" "assimp")
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146
include/myEngine/mesh.hpp
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include/myEngine/mesh.hpp
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#ifndef MESH_H
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#define MESH_H
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#include <glad/glad.h> // holds all OpenGL type declarations
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <myEngine/shader.hpp>
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#include <string>
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#include <vector>
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using namespace std;
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#define MAX_BONE_INFLUENCE 4
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struct Vertex {
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// position
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glm::vec3 Position;
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// normal
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glm::vec3 Normal;
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// texCoords
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glm::vec2 TexCoords;
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// tangent
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glm::vec3 Tangent;
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// bitangent
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glm::vec3 Bitangent;
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//bone indexes which will influence this vertex
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int m_BoneIDs[MAX_BONE_INFLUENCE];
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//weights from each bone
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float m_Weights[MAX_BONE_INFLUENCE];
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};
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struct Texture {
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unsigned int id;
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string type;
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string path;
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};
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class Mesh {
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public:
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// mesh Data
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vector<Vertex> vertices;
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vector<unsigned int> indices;
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vector<Texture> textures;
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unsigned int VAO;
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// constructor
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Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
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{
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this->vertices = vertices;
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this->indices = indices;
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this->textures = textures;
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// now that we have all the required data, set the vertex buffers and its attribute pointers.
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setupMesh();
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}
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// render the mesh
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void Draw(Shader &shader)
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{
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// bind appropriate textures
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unsigned int diffuseNr = 1;
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unsigned int specularNr = 1;
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unsigned int normalNr = 1;
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unsigned int heightNr = 1;
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for(unsigned int i = 0; i < textures.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
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// retrieve texture number (the N in diffuse_textureN)
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string number;
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string name = textures[i].type;
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if(name == "texture_diffuse")
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number = std::to_string(diffuseNr++);
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else if(name == "texture_specular")
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number = std::to_string(specularNr++); // transfer unsigned int to string
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else if(name == "texture_normal")
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number = std::to_string(normalNr++); // transfer unsigned int to string
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else if(name == "texture_height")
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number = std::to_string(heightNr++); // transfer unsigned int to string
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// now set the sampler to the correct texture unit
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glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
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// and finally bind the texture
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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// draw mesh
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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// always good practice to set everything back to defaults once configured.
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glActiveTexture(GL_TEXTURE0);
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}
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private:
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// render data
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unsigned int VBO, EBO;
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// initializes all the buffer objects/arrays
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void setupMesh()
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{
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// create buffers/arrays
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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// load data into vertex buffers
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// A great thing about structs is that their memory layout is sequential for all its items.
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// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
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// again translates to 3/2 floats which translates to a byte array.
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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// set the vertex attribute pointers
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// vertex Positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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// vertex normals
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
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// vertex texture coords
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
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// vertex tangent
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
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// vertex bitangent
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
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// ids
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glEnableVertexAttribArray(5);
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glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
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// weights
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
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glBindVertexArray(0);
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}
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};
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#endif
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246
include/myEngine/model.hpp
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246
include/myEngine/model.hpp
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#ifndef MODEL_H
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#define MODEL_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <myEngine/mesh.hpp>
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#include <myEngine/shader.hpp>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <map>
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#include <vector>
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using namespace std;
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unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
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class Model
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{
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public:
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// model data
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vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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vector<Mesh> meshes;
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string directory;
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bool gammaCorrection;
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// constructor, expects a filepath to a 3D model.
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Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
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{
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loadModel(path);
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}
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// draws the model, and thus all its meshes
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void Draw(Shader &shader)
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{
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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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private:
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// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
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void loadModel(string const &path)
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{
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// read file via ASSIMP
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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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// check for errors
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if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
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{
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cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
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return;
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}
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// retrieve the directory path of the filepath
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directory = path.substr(0, path.find_last_of('/'));
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// process ASSIMP's root node recursively
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processNode(scene->mRootNode, scene);
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}
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// 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).
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void processNode(aiNode *node, const aiScene *scene)
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{
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// process each mesh located at the current node
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for(unsigned int i = 0; i < node->mNumMeshes; i++)
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{
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// the node object only contains indices to index the actual objects in the scene.
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// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
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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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// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
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for(unsigned int i = 0; i < node->mNumChildren; i++)
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{
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processNode(node->mChildren[i], scene);
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}
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}
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Mesh processMesh(aiMesh *mesh, const aiScene *scene)
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{
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// data to fill
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vector<Vertex> vertices;
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vector<unsigned int> indices;
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vector<Texture> textures;
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// walk through each of the mesh's vertices
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for(unsigned int i = 0; i < mesh->mNumVertices; i++)
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{
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Vertex vertex;
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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.
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// positions
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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vertex.Position = vector;
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// normals
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if (mesh->HasNormals())
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{
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vector.x = mesh->mNormals[i].x;
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vector.y = mesh->mNormals[i].y;
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vector.z = mesh->mNormals[i].z;
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vertex.Normal = vector;
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}
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// texture coordinates
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if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
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{
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glm::vec2 vec;
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// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
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// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
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vec.x = mesh->mTextureCoords[0][i].x;
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vec.y = mesh->mTextureCoords[0][i].y;
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vertex.TexCoords = vec;
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// tangent
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vector.x = mesh->mTangents[i].x;
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vector.y = mesh->mTangents[i].y;
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vector.z = mesh->mTangents[i].z;
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vertex.Tangent = vector;
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// bitangent
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vector.x = mesh->mBitangents[i].x;
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vector.y = mesh->mBitangents[i].y;
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vector.z = mesh->mBitangents[i].z;
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vertex.Bitangent = vector;
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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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vertices.push_back(vertex);
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}
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// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
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for(unsigned int i = 0; i < mesh->mNumFaces; i++)
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{
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aiFace face = mesh->mFaces[i];
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// retrieve all indices of the face and store them in the indices vector
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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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// process materials
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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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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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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 a mesh object created from the extracted mesh data
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return Mesh(vertices, indices, textures);
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}
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// checks all material textures of a given type and loads the textures if they're not loaded yet.
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// the required info is returned as a Texture struct.
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vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
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{
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vector<Texture> textures;
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for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
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{
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aiString str;
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mat->GetTexture(type, i, &str);
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// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
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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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{
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if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
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{
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textures.push_back(textures_loaded[j]);
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skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
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break;
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}
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}
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if(!skip)
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{ // if texture hasn't been loaded already, load it
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Texture texture;
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texture.id = TextureFromFile(str.C_Str(), this->directory);
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texture.type = typeName;
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texture.path = str.C_Str();
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textures.push_back(texture);
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textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
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}
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}
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return textures;
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}
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};
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unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
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{
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string filename = string(path);
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filename = directory + '/' + filename;
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
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if (data)
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{
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GLenum format;
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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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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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}
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else
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{
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std::cout << "Texture failed to load at path: " << path << std::endl;
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stbi_image_free(data);
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}
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return textureID;
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}
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#endif
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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include <string>
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#include <glad/glad.h>
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#include <iostream>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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class Texture
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{
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public:
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unsigned int ID;
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Texture(const char* texturePath)
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{
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glGenTextures(1, &ID);
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glBindTexture(GL_TEXTURE_2D, ID);
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// set the texture wrapping/filtering options (on the currently bound texture object)
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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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// load and generate the texture
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
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if (data)
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{
|
||||
GLenum format = GL_RGB;
|
||||
if (nrChannels == 1) format = GL_RED;
|
||||
else if (nrChannels == 3) format = GL_RGB;
|
||||
else if (nrChannels == 4) format = GL_RGBA;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Failed to load texture" << std::endl;
|
||||
}
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
void use()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, ID);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
1
lib/assimp
Submodule
1
lib/assimp
Submodule
|
@ -0,0 +1 @@
|
|||
Subproject commit d41511bf8a7c3e84584788306da6a5c812ca9a6a
|
11
resources/shaders/shader.fs
Normal file
11
resources/shaders/shader.fs
Normal file
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture_diffuse1, TexCoords);
|
||||
}
|
|
@ -1,8 +1,9 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoord;
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
|
@ -10,6 +11,6 @@ uniform mat4 projection;
|
|||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
TexCoord = aTexCoord;
|
||||
}
|
||||
}
|
Before Width: | Height: | Size: 608 KiB After Width: | Height: | Size: 608 KiB |
Before Width: | Height: | Size: 116 KiB After Width: | Height: | Size: 116 KiB |
|
@ -1,11 +0,0 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D ourTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(ourTexture, TexCoord);
|
||||
}
|
143
src/main.cpp
143
src/main.cpp
|
@ -1,23 +1,27 @@
|
|||
#include <iostream>
|
||||
#include <filesystem>
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <myEngine/shader.hpp>
|
||||
#include <myEngine/texture.hpp>
|
||||
#include <myEngine/camera.hpp>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <myEngine/shader.hpp>
|
||||
#include <myEngine/camera.hpp>
|
||||
#include <myEngine/model.hpp>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow *window);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
unsigned int width = 800;
|
||||
unsigned int height = 600;
|
||||
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
float lastX = width / 2.0f;
|
||||
float lastY = height / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f;
|
||||
|
@ -29,7 +33,8 @@ int main()
|
|||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
|
@ -48,102 +53,20 @@ int main()
|
|||
return -1;
|
||||
}
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
float vertices[] = {
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
unsigned int VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
unsigned int VBO;
|
||||
glGenBuffers(1, &VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
/*unsigned int EBO;
|
||||
glGenBuffers(1, &EBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);*/
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3* sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
Shader ourShader("shaders/shader.vs", "shaders/shader.fs");
|
||||
Texture sataaAndagii("textures/saataa_andagii.png");
|
||||
Texture ohMyGah("textures/oh_my_gah.png");
|
||||
Shader ourShader("resources/shaders/shader.vs", "resources/shaders/shader.fs");
|
||||
Model ourModel("resources/models/backpack/backpack.obj");
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
||||
|
||||
glm::mat4 projection;
|
||||
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glm::vec3 cubePositions[] = {
|
||||
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)
|
||||
};
|
||||
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
float currentFrame = glfwGetTime();
|
||||
|
@ -155,26 +78,18 @@ int main()
|
|||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
|
||||
ourShader.use();
|
||||
ourShader.setMat4("model", model);
|
||||
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
|
||||
ourShader.setMat4("view", view);
|
||||
ourShader.setMat4("projection", projection);
|
||||
|
||||
ohMyGah.use();
|
||||
glBindVertexArray(VAO);
|
||||
for(unsigned int i = 0; i < 10; i++)
|
||||
{
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, cubePositions[i]);
|
||||
float angle = 20.0f * i;
|
||||
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||
ourShader.setMat4("model", model);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
ourShader.setMat4("model", model);
|
||||
ourModel.Draw(ourShader);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
@ -185,9 +100,11 @@ int main()
|
|||
return 0;
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
void framebuffer_size_callback(GLFWwindow* window, int new_width, int new_height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
width = new_width;
|
||||
height = new_height;
|
||||
glViewport(0, 0, new_width, new_height);
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow *window)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue