qtk/src/qtk/model.cpp

260 lines
9.2 KiB
C++

/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Model class for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "model.h"
#include "qtkiosystem.h"
#include "scene.h"
#include "texture.h"
using namespace Qtk;
/** Static QHash used to store and access models globally. */
Model::ModelManager Model::mManager;
/*******************************************************************************
* Public Member Functions
******************************************************************************/
void Model::draw() {
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw();
}
}
void Model::draw(QOpenGLShaderProgram & shader) {
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.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(
*OpenGLTextureFactory::initImage(fullPath.c_str(), flipX, flipY));
modified = true;
}
}
if(!modified) {
qDebug() << "Attempt to flip texture that doesn't exist: "
<< fullPath.c_str() << "\n";
}
}
// Static function to access ModelManager for getting Models by name
Model * Qtk::Model::getInstance(const char * name) {
return mManager[name];
}
/*******************************************************************************
* Private Member Functions
******************************************************************************/
void Model::loadModel(const std::string & path) {
Assimp::Importer import;
// If using a Qt Resource path, use QtkIOSystem for file handling.
if(path.front() == ':') {
import.SetIOHandler(new QtkIOSystem());
}
// Used as base path for loading model textures.
mDirectory = path.substr(0, path.find_last_of('/'));
// 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(
path.c_str(), 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;
}
// 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
sortModelMeshes();
// Object finished loading, insert it into ModelManager
mManager.insert(getName().c_str(), 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 {
vertices, indices, textures, mVertexShader.c_str(),
mFragmentShader.c_str()};
}
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(auto & j : mTexturesLoaded) {
// If the path to the texture already exists in m_texturesLoaded, skip it
if(std::strcmp(j.mPath.data(), fileName.C_Str()) == 0) {
textures.push_back(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 = OpenGLTextureFactory::initTexture(
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::sortModelMeshes() {
auto cameraPos = Scene::getCamera().getTransform();
auto cameraDistance = [&cameraPos](const ModelMesh & a, const ModelMesh & b) {
// Sort by the first vertex position in the model
return (cameraPos.getTranslation().distanceToPoint(
a.mVertices[0].mPosition))
< (cameraPos.getTranslation().distanceToPoint(
b.mVertices[0].mPosition));
};
std::sort(mMeshes.begin(), mMeshes.end(), cameraDistance);
}