/*############################################################################## ## Author: Shaun Reed ## ## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ## ## About: Model classes for importing with Assimp ## ## From following tutorials on learnopengl.com ## ## ## ## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ## ##############################################################################*/ #include #include #include #include Model::ModelManager Model::mManager; // Static function to access ModelManager for getting Models by name Model * Model::getInstance(const char * name) { return mManager[name]; } /******************************************************************************* * ModelMesh Private Member Functions ******************************************************************************/ void ModelMesh::initMesh(const char * vert, const char * frag) { // Create VAO, VBO, EBO mVAO->create(); mVBO->create(); mEBO->create(); mVAO->bind(); // Allocate VBO mVBO->setUsagePattern(QOpenGLBuffer::StaticDraw); mVBO->bind(); mVBO->allocate(mVertices.data(), mVertices.size() * sizeof(mVertices[0])); // Allocate EBO mEBO->setUsagePattern(QOpenGLBuffer::StaticDraw); mEBO->bind(); mEBO->allocate(mIndices.data(), mIndices.size() * sizeof(mIndices[0])); mEBO->release(); // Load and link shaders mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert); mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag); mProgram->link(); mProgram->bind(); // Positions mProgram->enableAttributeArray(0); mProgram->setAttributeBuffer(0, GL_FLOAT, offsetof(ModelVertex, mPosition), 3, sizeof(ModelVertex)); // Normals mProgram->enableAttributeArray(1); mProgram->setAttributeBuffer(1, GL_FLOAT, offsetof(ModelVertex, mNormal), 3, sizeof(ModelVertex)); // Texture Coordinates mProgram->enableAttributeArray(2); mProgram->setAttributeBuffer(2, GL_FLOAT, offsetof(ModelVertex, mTextureCoord), 2, sizeof(ModelVertex)); // Vertex tangents mProgram->enableAttributeArray(3); mProgram->setAttributeBuffer(3, GL_FLOAT, offsetof(ModelVertex, mTangent), 3, sizeof(ModelVertex)); // Vertex bitangents mProgram->enableAttributeArray(4); mProgram->setAttributeBuffer(4, GL_FLOAT, offsetof(ModelVertex, mBitangent), 3, sizeof(ModelVertex)); mProgram->release(); mVBO->release(); mVAO->release(); } /******************************************************************************* * ModelMesh Public Member Functions ******************************************************************************/ void ModelMesh::draw(QOpenGLShaderProgram & shader) { mVAO->bind(); // Bind shader shader.bind(); // Set Model View Projection values shader.setUniformValue("uModel", mTransform.toMatrix()); shader.setUniformValue("uView", Scene::View()); shader.setUniformValue("uProjection", Scene::Projection()); GLuint diffuseCount = 1; GLuint specularCount = 1; GLuint normalCount = 1; for (GLuint i = 0; i < mTextures.size(); i++) { // Activate the current texture index by adding offset to GL_TEXTURE0 glActiveTexture(GL_TEXTURE0 + i); mTextures[i].mTexture->bind(); // Get a name for the texture using a known convention - // Diffuse: material.texture_diffuse1, material.texture_diffuse2, ... // Specular: material.texture_specular1, material.texture_specular2, ... std::string number; std::string name = mTextures[i].mType; if (name == "texture_diffuse") number = std::to_string(diffuseCount++); if (name == "texture_specular") number = std::to_string(specularCount++); if (name == "texture_normal") number = std::to_string(normalCount++); // Set the uniform to track this texture ID using our naming convention shader.setUniformValue((name + number).c_str(), i); } // Draw the mesh glDrawElements(GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data()); // Release shader, textures for (const auto & texture : mTextures) { texture.mTexture->release(); } shader.release(); mVAO->release(); glActiveTexture(GL_TEXTURE0); } /******************************************************************************* * Model Public Member Functions ******************************************************************************/ void Model::draw() { for (GLuint i = 0; i < mMeshes.size(); i++) { mMeshes[i].mTransform = mTransform; mMeshes[i].draw(); } } void Model::draw(QOpenGLShaderProgram & shader) { for (GLuint i = 0; i < mMeshes.size(); i++) { mMeshes[i].mTransform = mTransform; mMeshes[i].draw(shader); } } void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY) { bool modified = false; std::string fullPath = mDirectory + '/' + fileName; for (auto & texture : mTexturesLoaded) { if (texture.mPath == fileName) { texture.mTexture->destroy(); texture.mTexture->create(); texture.mTexture->setData( *Texture::initImage(fullPath.c_str(), flipX, flipY)); modified = true; } } if (!modified) { qDebug() << "Attempt to flip texture that doesn't exist: " << fullPath.c_str() << "\n"; } } /******************************************************************************* * Model Private Member Functions ******************************************************************************/ void Model::loadModel(const std::string & path) { Assimp::Importer import; // JIC a relative path was used, get the absolute file path QFileInfo info(path.c_str()); info.makeAbsolute(); std::string temp = info.absoluteFilePath().toStdString(); // Import the model, converting non-triangular geometry to triangles // + And flipping texture UVs, etc.. // Assimp options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html const aiScene * scene = import.ReadFile(temp, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace | aiProcess_OptimizeMeshes | aiProcess_SplitLargeMeshes ); // If there were errors, print and return if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { qDebug() << "Error::ASSIMP::" << import.GetErrorString() << "\n"; return; } // If there were no errors, find the directory that contains this model mDirectory = path.substr(0, path.find_last_of('/')); // Pass the pointers to the root node and the scene to recursive function // + Base case breaks when no nodes left to process on model processNode(scene->mRootNode, scene); // Sort models by their distance from the camera // Optimizes drawing so that overlapping objects are not overwritten // + Since the topmost object will be drawn first sortModels(); // Object finished loading, insert it into ModelManager mManager.insert(mName, this); } void Model::processNode(aiNode * node, const aiScene * scene) { // Process each mesh that is available for this node for (GLuint i = 0; i < node->mNumMeshes; i++) { aiMesh * mesh = scene->mMeshes[node->mMeshes[i]]; mMeshes.push_back(processMesh(mesh, scene)); } // Process each child node for this mesh using recursion for (GLuint i = 0; i < node->mNumChildren; i++) { processNode(node->mChildren[i], scene); } } ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) { ModelMesh::Vertices vertices; ModelMesh::Indices indices; ModelMesh::Textures textures; // For each vertex in the aiMesh for (GLuint i = 0; i < mesh->mNumVertices; i++) { // Create a local vertex object for positions, normals, and texture coords ModelVertex vertex; // Reuse this vector to initialize positions and normals QVector3D vector3D; // Initialize vertex position vector3D.setX(mesh->mVertices[i].x); vector3D.setY(mesh->mVertices[i].y); vector3D.setZ(mesh->mVertices[i].z); // Set the position of our local vertex to the local vector object vertex.mPosition = vector3D; if (mesh->HasNormals()) { // Initialize vertex normal vector3D.setX(mesh->mNormals[i].x); vector3D.setY(mesh->mNormals[i].y); vector3D.setZ(mesh->mNormals[i].z); // Set the normals of our local vertex to the local vector object vertex.mNormal = vector3D; } // Initialize texture coordinates, if any are available if (mesh->mTextureCoords[0]) { QVector2D vector2D; // Texture coordinates vector2D.setX(mesh->mTextureCoords[0][i].x); vector2D.setY(mesh->mTextureCoords[0][i].y); vertex.mTextureCoord = vector2D; // Tangents vector3D.setX(mesh->mTangents[i].x); vector3D.setY(mesh->mTangents[i].y); vector3D.setZ(mesh->mTangents[i].z); vertex.mTangent = vector3D; // Bitangents vector3D.setX(mesh->mBitangents[i].x); vector3D.setY(mesh->mBitangents[i].y); vector3D.setZ(mesh->mBitangents[i].z); vertex.mBitangent = vector3D; } else { vertex.mTextureCoord = {0.0f, 0.0f}; } // Add the initialized vertex to our container of vertices vertices.push_back(vertex); } // For each face on the mesh, process its indices for (GLuint i = 0; i < mesh->mNumFaces; i++) { aiFace face = mesh->mFaces[i]; for (GLuint j = 0; j < face.mNumIndices; j++) { // Add the index to out container of indices indices.push_back(face.mIndices[j]); } } // Process material if (mesh->mMaterialIndex >= 0) { // Get the material attached to the model using Assimp aiMaterial * material = scene->mMaterials[mesh->mMaterialIndex]; // Get all diffuse textures from the material ModelMesh::Textures diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse"); // Insert all diffuse textures found into our textures container textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end()); // Get all specular textures from the material ModelMesh::Textures specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular"); // Insert all specular textures found into our textures container textures.insert(textures.end(), specularMaps.begin(), specularMaps.end()); // Get all normal textures from the material ModelMesh::Textures normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal"); // Insert all normal maps found into our textures container textures.insert(textures.end(), normalMaps.begin(), normalMaps.end()); } return ModelMesh(vertices, indices, textures, mVertexShader, mFragmentShader); } ModelMesh::Textures Model::loadMaterialTextures( aiMaterial * mat, aiTextureType type, const std::string & typeName) { ModelMesh::Textures textures; for (GLuint i = 0; i < mat->GetTextureCount(type); i++) { // Call GetTexture to get the name of the texture file to load aiString fileName; mat->GetTexture(type, i, &fileName); // Check if we have already loaded this texture bool skip = false; for (GLuint j = 0; j < mTexturesLoaded.size(); j++) { // If the path to the texture already exists in m_texturesLoaded, skip it if (std::strcmp(mTexturesLoaded[j].mPath.data(), fileName.C_Str()) == 0) { textures.push_back(mTexturesLoaded[j]); // If we have loaded the texture, do not load it again skip = true; break; } } // If the texture has not yet been loaded if (!skip) { ModelTexture texture; texture.mTexture = Texture::initTexture2D( std::string(mDirectory + '/' + fileName.C_Str()).c_str(), false, false); texture.mID = texture.mTexture->textureId(); texture.mType = typeName; texture.mPath = fileName.C_Str(); // Add the texture to the textures container textures.push_back(texture); // Add the texture to the loaded textures to avoid loading it twice mTexturesLoaded.push_back(texture); } } // Return the resulting textures return textures; } void Model::sortModels() { auto cameraPos = Scene::Camera().transform(); auto cameraDistance = [&cameraPos](const ModelMesh &a, const ModelMesh &b) { // Sort by the first vertex position, since all transforms will be the same return (cameraPos.translation().distanceToPoint(a.mVertices[0].mPosition)) < (cameraPos.translation().distanceToPoint(b.mVertices[0].mPosition)); }; std::sort(mMeshes.begin(), mMeshes.end(), cameraDistance); }