qtk/src/model.h

147 lines
4.3 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>
// Assimp
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
// QTK
#include <object.h>
#include <qtkapi.h>
#include <transform3D.h>
namespace Qtk {
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector3D mTangent;
QVector3D mBitangent;
QVector2D mTextureCoord;
};
struct QTKAPI ModelTexture {
GLuint mID {};
QOpenGLTexture * mTexture {};
std::string mType {};
std::string mPath {};
};
class Model;
class QTKAPI 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() = default;
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 QTKAPI 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() override { 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;
};
} // namespace Qtk
#endif // QTK_MODEL_H