260 lines
9.2 KiB
C++
260 lines
9.2 KiB
C++
/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
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## About: Model class for importing with Assimp ##
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## From following tutorials on learnopengl.com ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include "model.h"
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#include "qtkiosystem.h"
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#include "scene.h"
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#include "texture.h"
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using namespace Qtk;
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/** Static QHash used to store and access models globally. */
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Model::ModelManager Model::mManager;
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/*******************************************************************************
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* Public Member Functions
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******************************************************************************/
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void Model::draw() {
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for(auto & mesh : mMeshes) {
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mesh.mTransform = mTransform;
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mesh.draw();
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}
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}
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void Model::draw(QOpenGLShaderProgram & shader) {
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for(auto & mesh : mMeshes) {
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mesh.mTransform = mTransform;
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mesh.draw(shader);
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}
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}
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void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY) {
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bool modified = false;
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std::string fullPath = mDirectory + '/' + fileName;
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for(auto & texture : mTexturesLoaded) {
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if(texture.mPath == fileName) {
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texture.mTexture->destroy();
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texture.mTexture->create();
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texture.mTexture->setData(
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OpenGLTextureFactory::initImage(fullPath.c_str(), flipX, flipY));
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modified = true;
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}
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}
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if(!modified) {
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qDebug() << "Attempt to flip texture that doesn't exist: "
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<< fullPath.c_str() << "\n";
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}
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}
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// Static function to access ModelManager for getting Models by name
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Model * Qtk::Model::getInstance(const char * name) {
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return mManager[name];
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}
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/*******************************************************************************
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* Private Member Functions
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******************************************************************************/
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void Model::loadModel(const std::string & path) {
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Assimp::Importer import;
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// If using a Qt Resource path, use QtkIOSystem for file handling.
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if(path.front() == ':') {
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import.SetIOHandler(new QtkIOSystem());
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}
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// Used as base path for loading model textures.
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mDirectory = path.substr(0, path.find_last_of('/'));
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// Import the model, converting non-triangular geometry to triangles
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// + And flipping texture UVs, etc..
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// Assimp options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html
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const aiScene * scene = import.ReadFile(
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path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs
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| aiProcess_GenSmoothNormals
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| aiProcess_CalcTangentSpace | aiProcess_OptimizeMeshes
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| aiProcess_SplitLargeMeshes);
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// If there were errors, print and return
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if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
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qDebug() << "Error::ASSIMP::" << import.GetErrorString() << "\n";
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return;
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}
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// Pass the pointers to the root node and the scene to recursive function
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// + Base case breaks when no nodes left to process on model
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processNode(scene->mRootNode, scene);
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// Sort models by their distance from the camera
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// Optimizes drawing so that overlapping objects are not overwritten
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// + Since the topmost object will be drawn first
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sortModelMeshes();
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// Object finished loading, insert it into ModelManager
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mManager.insert(getName().c_str(), this);
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}
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void Model::processNode(aiNode * node, const aiScene * scene) {
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// Process each mesh that is available for this node
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for(GLuint i = 0; i < node->mNumMeshes; i++) {
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aiMesh * mesh = scene->mMeshes[node->mMeshes[i]];
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mMeshes.push_back(processMesh(mesh, scene));
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}
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// Process each child node for this mesh using recursion
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for(GLuint i = 0; i < node->mNumChildren; i++) {
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processNode(node->mChildren[i], scene);
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}
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}
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ModelMesh Model::processMesh(aiMesh * mesh, const aiScene * scene) {
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ModelMesh::Vertices vertices;
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ModelMesh::Indices indices;
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ModelMesh::Textures textures;
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// For each vertex in the aiMesh
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for(GLuint i = 0; i < mesh->mNumVertices; i++) {
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// Create a local vertex object for positions, normals, and texture coords
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ModelVertex vertex;
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// Reuse this vector to initialize positions and normals
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QVector3D vector3D;
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// Initialize vertex position
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vector3D.setX(mesh->mVertices[i].x);
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vector3D.setY(mesh->mVertices[i].y);
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vector3D.setZ(mesh->mVertices[i].z);
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// Set the position of our local vertex to the local vector object
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vertex.mPosition = vector3D;
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if(mesh->HasNormals()) {
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// Initialize vertex normal
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vector3D.setX(mesh->mNormals[i].x);
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vector3D.setY(mesh->mNormals[i].y);
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vector3D.setZ(mesh->mNormals[i].z);
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// Set the normals of our local vertex to the local vector object
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vertex.mNormal = vector3D;
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}
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// Initialize texture coordinates, if any are available
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if(mesh->mTextureCoords[0]) {
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QVector2D vector2D;
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// Texture coordinates
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vector2D.setX(mesh->mTextureCoords[0][i].x);
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vector2D.setY(mesh->mTextureCoords[0][i].y);
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vertex.mTextureCoord = vector2D;
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// Tangents
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vector3D.setX(mesh->mTangents[i].x);
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vector3D.setY(mesh->mTangents[i].y);
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vector3D.setZ(mesh->mTangents[i].z);
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vertex.mTangent = vector3D;
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// Bitangents
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vector3D.setX(mesh->mBitangents[i].x);
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vector3D.setY(mesh->mBitangents[i].y);
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vector3D.setZ(mesh->mBitangents[i].z);
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vertex.mBitangent = vector3D;
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} else {
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vertex.mTextureCoord = {0.0f, 0.0f};
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}
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// Add the initialized vertex to our container of vertices
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vertices.push_back(vertex);
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}
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// For each face on the mesh, process its indices
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for(GLuint i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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for(GLuint j = 0; j < face.mNumIndices; j++) {
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// Add the index to out container of indices
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indices.push_back(face.mIndices[j]);
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}
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}
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// Process material
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if(mesh->mMaterialIndex >= 0) {
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// Get the material attached to the model using Assimp
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aiMaterial * material = scene->mMaterials[mesh->mMaterialIndex];
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// Get all diffuse textures from the material
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ModelMesh::Textures diffuseMaps = loadMaterialTextures(
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material, aiTextureType_DIFFUSE, "texture_diffuse");
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// Insert all diffuse textures found into our textures container
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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// Get all specular textures from the material
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ModelMesh::Textures specularMaps = loadMaterialTextures(
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material, aiTextureType_SPECULAR, "texture_specular");
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// Insert all specular textures found into our textures container
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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// Get all normal textures from the material
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ModelMesh::Textures normalMaps =
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loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
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// Insert all normal maps found into our textures container
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textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
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}
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return {
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vertices, indices, textures, mVertexShader.c_str(),
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mFragmentShader.c_str()};
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}
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ModelMesh::Textures Model::loadMaterialTextures(
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aiMaterial * mat, aiTextureType type, const std::string & typeName) {
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ModelMesh::Textures textures;
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for(GLuint i = 0; i < mat->GetTextureCount(type); i++) {
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// Call GetTexture to get the name of the texture file to load
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aiString fileName;
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mat->GetTexture(type, i, &fileName);
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// Check if we have already loaded this texture
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bool skip = false;
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for(auto & j : mTexturesLoaded) {
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// If the path to the texture already exists in m_texturesLoaded, skip it
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if(std::strcmp(j.mPath.data(), fileName.C_Str()) == 0) {
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textures.push_back(j);
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// If we have loaded the texture, do not load it again
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skip = true;
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break;
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}
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}
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// If the texture has not yet been loaded
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if(!skip) {
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ModelTexture texture;
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texture.mTexture = OpenGLTextureFactory::initTexture(
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std::string(mDirectory + '/' + fileName.C_Str()).c_str(), false,
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false);
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texture.mID = texture.mTexture->textureId();
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texture.mType = typeName;
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texture.mPath = fileName.C_Str();
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// Add the texture to the textures container
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textures.push_back(texture);
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// Add the texture to the loaded textures to avoid loading it twice
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mTexturesLoaded.push_back(textures.back());
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}
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}
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// Return the resulting textures
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return textures;
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}
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void Model::sortModelMeshes() {
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auto cameraPos = Scene::getCamera().getTransform();
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auto cameraDistance = [&cameraPos](const ModelMesh & a, const ModelMesh & b) {
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// Sort by the first vertex position in the model
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return (cameraPos.getTranslation().distanceToPoint(
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a.mVertices[0].mPosition))
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< (cameraPos.getTranslation().distanceToPoint(
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b.mVertices[0].mPosition));
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};
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std::sort(mMeshes.begin(), mMeshes.end(), cameraDistance);
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}
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