141 lines
3.9 KiB
C++
141 lines
3.9 KiB
C++
/*##############################################################################
|
|
## Author: Shaun Reed ##
|
|
## Legal: All Content (c) 2022 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 ##
|
|
##############################################################################*/
|
|
#ifndef QTK_MODEL_H
|
|
#define QTK_MODEL_H
|
|
|
|
// QT
|
|
#include <QObject>
|
|
#include <QOpenGLBuffer>
|
|
#include <QOpenGLFunctions>
|
|
#include <QOpenGLShaderProgram>
|
|
#include <QOpenGLTexture>
|
|
#include <QOpenGLVertexArrayObject>
|
|
#include <QOpenGLFunctions>
|
|
|
|
// Assimp
|
|
#include <assimp/Importer.hpp>
|
|
#include <assimp/postprocess.h>
|
|
#include <assimp/scene.h>
|
|
|
|
// QTK
|
|
#include <transform3D.h>
|
|
|
|
|
|
struct ModelVertex {
|
|
QVector3D mPosition;
|
|
QVector3D mNormal;
|
|
QVector3D mTangent;
|
|
QVector3D mBitangent;
|
|
QVector2D mTextureCoord;
|
|
};
|
|
|
|
struct ModelTexture {
|
|
GLuint mID;
|
|
QOpenGLTexture * mTexture;
|
|
std::string mType;
|
|
std::string mPath;
|
|
};
|
|
|
|
class Model;
|
|
|
|
class ModelMesh : protected QOpenGLFunctions {
|
|
public:
|
|
friend Model;
|
|
typedef std::vector<ModelVertex> Vertices;
|
|
typedef std::vector<GLuint> Indices;
|
|
typedef std::vector<ModelTexture> Textures;
|
|
|
|
// Constructors, Destructors
|
|
ModelMesh(Vertices vertices, Indices indices, Textures textures,
|
|
const char * vertexShader=":/model-basic.vert",
|
|
const char * fragmentShader=":/model-basic.frag")
|
|
: mProgram(new QOpenGLShaderProgram),
|
|
mVAO(new QOpenGLVertexArrayObject),
|
|
mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)),
|
|
mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)),
|
|
mVertices(std::move(vertices)),
|
|
mIndices(std::move(indices)),
|
|
mTextures(std::move(textures))
|
|
{ initMesh(vertexShader, fragmentShader);}
|
|
~ModelMesh() {}
|
|
|
|
private:
|
|
void initMesh(const char * vert, const char * frag);
|
|
|
|
// ModelMesh Private Members
|
|
QOpenGLBuffer * mVBO, * mEBO;
|
|
QOpenGLVertexArrayObject * mVAO;
|
|
QOpenGLShaderProgram * mProgram;
|
|
|
|
public:
|
|
inline void draw() { draw(*mProgram);}
|
|
void draw(QOpenGLShaderProgram & shader);
|
|
|
|
// ModelMesh Public Members
|
|
Vertices mVertices;
|
|
Indices mIndices;
|
|
Textures mTextures;
|
|
Transform3D mTransform;
|
|
};
|
|
|
|
|
|
class Model : public QObject {
|
|
Q_OBJECT
|
|
|
|
public:
|
|
inline Model(const char * name, const char * path,
|
|
const char * vertexShader=":/model-basic.vert",
|
|
const char * fragmentShader=":/model-basic.frag")
|
|
: mName(name), mVertexShader(vertexShader),
|
|
mFragmentShader(fragmentShader)
|
|
{ loadModel(path);}
|
|
inline ~Model() { mManager.remove(mName);}
|
|
|
|
void draw();
|
|
void draw(QOpenGLShaderProgram & shader);
|
|
|
|
void flipTexture(const std::string & fileName,
|
|
bool flipX=false, bool flipY=true);
|
|
|
|
template <typename T>
|
|
void setUniform(const char * location, T value)
|
|
{
|
|
for (auto & mesh : mMeshes) {
|
|
mesh.mProgram->bind();
|
|
|
|
mesh.mProgram->setUniformValue(location, value);
|
|
|
|
mesh.mProgram->release();
|
|
}
|
|
}
|
|
|
|
Transform3D mTransform;
|
|
|
|
static Model * getInstance(const char * name);
|
|
|
|
typedef QHash<QString, Model *> ModelManager;
|
|
private:
|
|
static ModelManager mManager;
|
|
void loadModel(const std::string & path);
|
|
void processNode(aiNode * node, const aiScene * scene);
|
|
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
|
|
ModelMesh::Textures loadMaterialTextures(aiMaterial * mat, aiTextureType type,
|
|
const std::string & typeName);
|
|
void sortModels();
|
|
|
|
// Model Private Members
|
|
|
|
ModelMesh::Textures mTexturesLoaded;
|
|
std::vector<ModelMesh> mMeshes;
|
|
std::string mDirectory;
|
|
const char * mVertexShader, * mFragmentShader, * mName;
|
|
};
|
|
|
|
#endif // QTK_MODEL_H
|