game/src/Model.cpp

185 lines
6.5 KiB
C++

#include "Model.h"
Model::Model(std::string path) { loadModel(path); }
Model::Model(Mesh mesh) { this->meshes.push_back(mesh); }
Model::Model(std::vector<Mesh> meshes) { this->meshes = meshes; }
void Model::draw(ShaderLoader &shader) {
for (unsigned int i = 0; i < this->meshes.size(); i++) {
shader.setMat4("Model", this->model);
this->meshes[i].draw(shader);
}
}
void Model::translate(glm::vec3 translation) {
// set worldspace postition
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, translation);
this->position = trans * this->position;
// set model transform
this->model = glm::translate(glm::mat4(1.0f), glm::vec3(this->position));
}
void Model::resize(glm::vec3 scale) {
// set worldspace postition
glm::mat4 transMatrix =
glm::translate(glm::mat4(1.0f), glm::vec3(this->position));
this->scale = scale;
// set model transform
this->model = glm::scale(transMatrix, glm::vec3(this->scale));
}
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; i < 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]);
}
}
// 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_SPECULAR, "texture_specular");
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);
// Store the texture in the models loaded texture bank so we can check if
// we've already loaded it
textures_loaded.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);
glBindTexture(GL_TEXTURE_2D, texture);
// set some textue defaults
float borderColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
// 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;
}
void Model::unloadTextures() {
for (int i = 0; i < textures_loaded.size(); i++) {
glDeleteTextures(1, &textures_loaded[i].id);
}
}
Model::~Model() { this->unloadTextures(); }