Attempted to follow this tutorial to add model loading.

https://learnopengl.com/Model-Loading/Model

Currently getting an error from assimp claiming it's missing data from
the example model.
This commit is contained in:
Warwick 2022-04-29 15:03:35 +01:00
parent 644ac26403
commit 753ec9c857
12 changed files with 199647 additions and 3 deletions

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data/models/backpack/ao.jpg Normal file

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@ -0,0 +1,16 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl Scene_-_Root
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.0 0.0 0.0
Ni 1.450000
d 1.000000
illum 2
map_Kd diffuse.jpg
map_Bump normal.png
map_Ks specular.jpg

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@ -0,0 +1,3 @@
Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
Modified material assignment (Joey de Vries) for easier load in OpenGL model loading chapter, and renamed albedo to diffuse and metallic to specular to match non-PBR lighting setup.

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@ -14,6 +14,7 @@ struct Vertex {
struct Texture {
unsigned int id;
std::string type;
std::string path;
};
class Mesh {

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@ -1,6 +1,6 @@
#include "Model.h"
Model::Model(char *path) {}
Model::Model(char *path) { loadModel(path); }
Model::Model(Mesh mesh) { this->meshes.push_back(mesh); }
Model::Model(std::vector<Mesh> meshes) { this->meshes = meshes; }
@ -21,4 +21,131 @@ void Model::translate(glm::vec3 translation) {
this->model = glm::translate(glm::mat4(1.0f), glm::vec3(this->position));
}
void Model::loadModel(char *path) {}
void Model::loadModel(std::string path) {
// Attempt to import model data using assimp
Assimp::Importer import;
const aiScene *scene =
import.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
// Check the model got imported correctly
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE ||
!scene->mRootNode) {
error.crash("Assimp failed to load model data", import.GetErrorString());
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
void Model::processNode(aiNode *node, const aiScene *scene) {
// if the node has meshes process them
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
// Now process any nodes that this node contains
for (unsigned int i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
}
}
// transform assimps mesh format to our own custom one
Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
std::vector<Vertex> vertices;
std::vector<unsigned int> indecies;
std::vector<Texture> textures;
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
Vertex vertex;
// process vertex postions and add to our mesh
vertex.Position = glm::vec3(mesh->mVertices[i].x, mesh->mVertices[i].y,
mesh->mVertices[i].z);
vertex.Normal = glm::vec3(mesh->mNormals[i].x, mesh->mNormals[i].y,
mesh->mNormals[i].z);
// Handle texture coords
if (mesh->mTextureCoords[0]) {
vertex.TexCoords =
glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
} else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
// Handle indeces
// Loop through the meshes faces to get the correct order
for (unsigned int i = 0; mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
// loop through and add each face's indecies
for (unsigned int faceIndicie = 0; faceIndicie < face.mNumIndices;
faceIndicie++) {
indecies.push_back(face.mIndices[faceIndicie]);
}
}
// TODO Handle Assimps material format
if (mesh->mMaterialIndex >= 0) {
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialTextures(
material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(
material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
}
return Mesh(vertices, indecies, textures);
}
std::vector<Texture> Model::loadMaterialTextures(aiMaterial *material,
aiTextureType type,
std::string typeName) {
std::vector<Texture> textures;
for (unsigned int i = 0; i < material->GetTextureCount(type); i++) {
aiString str;
material->GetTexture(type, i, &str);
bool skip = false;
// check we're not loading in a texture we already have
for (unsigned int loadedtex = 0; loadedtex < textures_loaded.size();
loadedtex++) {
if (std::strcmp(textures_loaded[loadedtex].path.data(), str.C_Str()) ==
0) {
textures.push_back(textures_loaded[loadedtex]);
skip = true;
break;
}
}
// If the texture isn't already loaded load it here
if (!skip) {
Texture texture;
texture.id = loadTextureFromFile(str.C_Str(), directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
}
}
return textures;
}
unsigned int Model::loadTextureFromFile(std::string file,
std::string directory) {
// Use sdl2_image to load the texture.
unsigned int texture;
SDL_Surface *image = IMG_Load((directory + file).c_str());
if (image == nullptr) {
error.crash("SDL2_image was unable to load a texture", IMG_GetError());
}
// Generate the texture and put its reference id in the texture variable
glGenTextures(1, &texture);
// Handle different SDL Surface data types
int mode = GL_RGB;
if (image->format->BytesPerPixel == 4) {
mode = GL_RGBA;
}
// Put image data into texture we've just generated
glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode,
GL_UNSIGNED_BYTE, image->pixels);
// Whilst we're here we might as well generate mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
// remove image surface now it's no longer needed to create texture
SDL_FreeSurface(image);
image = nullptr;
return texture;
}

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@ -2,11 +2,13 @@
#include "Error.h"
#include "Mesh.h"
#include "ShaderLoader.h"
#include <SDL2/SDL_image.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <string>
#include <vector>
class Model {
@ -22,7 +24,18 @@ private:
// Position
glm::vec4 position = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
void loadModel(char *path);
// Load in models using assimp
void loadModel(std::string path);
// process assimps node structure
void processNode(aiNode *node, const aiScene *scene);
Mesh processMesh(aiMesh *mesh, const aiScene *scene);
std::vector<Texture> loadMaterialTextures(aiMaterial *material,
aiTextureType type,
std::string typeName);
std::string directory;
unsigned int loadTextureFromFile(std::string texture, std::string directory);
std::vector<Texture> textures_loaded;
public:
// Create a model from file

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@ -186,6 +186,8 @@ int main(int argc, char **argv) {
model.translate(glm::vec3(1.0f, 0.0f, 0.0f));
Model backpack(ROOT_DIR "data/models/backpack/backpack.mtl");
// Mess with perspective
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1
// unit <-> 100 units
@ -227,6 +229,7 @@ int main(int argc, char **argv) {
// Draw Meshes
model2.draw(shader);
model.draw(shader);
backpack.draw(shader);
// Finally render everything
shader.use();