402 lines
13 KiB
C++
402 lines
13 KiB
C++
/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ##
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## About: Model classes 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 <QFileInfo>
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#include <mainwidget.h>
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#include <texture.h>
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#include <model.h>
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Model::ModelManager Model::mManager;
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// Static function to access ModelManager for getting Models by name
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Model * Model::getInstance(const char * name)
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{
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return mManager[name];
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}
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/*******************************************************************************
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* ModelMesh Private Member Functions
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******************************************************************************/
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void ModelMesh::initMesh(const char * vert, const char * frag)
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{
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// Create VAO, VBO, EBO
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mVAO->create();
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mVBO->create();
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mEBO->create();
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mVAO->bind();
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// Allocate VBO
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mVBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
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mVBO->bind();
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mVBO->allocate(mVertices.data(),
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mVertices.size() * sizeof(mVertices[0]));
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// Allocate EBO
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mEBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
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mEBO->bind();
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mEBO->allocate(mIndices.data(),
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mIndices.size() * sizeof(mIndices[0]));
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mEBO->release();
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// Load and link shaders
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mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert);
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mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag);
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mProgram->link();
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mProgram->bind();
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// Positions
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mProgram->enableAttributeArray(0);
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mProgram->setAttributeBuffer(0, GL_FLOAT,
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offsetof(ModelVertex, mPosition), 3,
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sizeof(ModelVertex));
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// Normals
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mProgram->enableAttributeArray(1);
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mProgram->setAttributeBuffer(1, GL_FLOAT,
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offsetof(ModelVertex, mNormal), 3,
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sizeof(ModelVertex));
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// Texture Coordinates
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mProgram->enableAttributeArray(2);
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mProgram->setAttributeBuffer(2, GL_FLOAT,
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offsetof(ModelVertex, mTextureCoord), 2,
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sizeof(ModelVertex));
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// Vertex tangents
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mProgram->enableAttributeArray(3);
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mProgram->setAttributeBuffer(3, GL_FLOAT,
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offsetof(ModelVertex, mTangent), 3,
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sizeof(ModelVertex));
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// Vertex bitangents
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mProgram->enableAttributeArray(4);
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mProgram->setAttributeBuffer(4, GL_FLOAT,
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offsetof(ModelVertex, mBitangent), 3,
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sizeof(ModelVertex));
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mProgram->release();
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mVBO->release();
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mVAO->release();
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}
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/*******************************************************************************
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* ModelMesh Public Member Functions
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******************************************************************************/
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void ModelMesh::draw(QOpenGLShaderProgram & shader)
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{
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mVAO->bind();
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// Bind shader
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shader.bind();
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// Set Model View Projection values
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shader.setUniformValue("uModel", mTransform.toMatrix());
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shader.setUniformValue("uView", MainWidget::Camera().toMatrix());
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shader.setUniformValue("uProjection", MainWidget::Projection());
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GLuint diffuseCount = 1;
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GLuint specularCount = 1;
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GLuint normalCount = 1;
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for (GLuint i = 0; i < mTextures.size(); i++) {
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// Activate the current texture index by adding offset to GL_TEXTURE0
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glActiveTexture(GL_TEXTURE0 + i);
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mTextures[i].mTexture->bind();
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// Get a name for the texture using a known convention -
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// Diffuse: material.texture_diffuse1, material.texture_diffuse2, ...
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// Specular: material.texture_specular1, material.texture_specular2, ...
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std::string number;
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std::string name = mTextures[i].mType;
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if (name == "texture_diffuse") number = std::to_string(diffuseCount++);
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if (name == "texture_specular") number = std::to_string(specularCount++);
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if (name == "texture_normal") number = std::to_string(normalCount++);
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// Set the uniform to track this texture ID using our naming convention
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shader.setUniformValue((name + number).c_str(), i);
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}
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// Draw the mesh
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glDrawElements(GL_TRIANGLES, mIndices.size(),
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GL_UNSIGNED_INT, mIndices.data());
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// Release shader, textures
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for (const auto & texture : mTextures) {
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texture.mTexture->release();
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}
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shader.release();
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mVAO->release();
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glActiveTexture(GL_TEXTURE0);
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}
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/*******************************************************************************
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* Model Public Member Functions
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******************************************************************************/
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void Model::draw()
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{
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for (GLuint i = 0; i < mMeshes.size(); i++) {
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mMeshes[i].mTransform = mTransform;
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mMeshes[i].draw();
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}
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}
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void Model::draw(QOpenGLShaderProgram & shader)
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{
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for (GLuint i = 0; i < mMeshes.size(); i++) {
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mMeshes[i].mTransform = mTransform;
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mMeshes[i].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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{
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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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*Texture::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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/*******************************************************************************
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* Model Private Member Functions
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******************************************************************************/
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void Model::loadModel(const std::string & path)
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{
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Assimp::Importer import;
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// JIC a relative path was used, get the absolute file path
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QFileInfo info(path.c_str());
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info.makeAbsolute();
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std::string temp = info.absoluteFilePath().toStdString();
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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 =
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import.ReadFile(temp, aiProcess_Triangulate
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| aiProcess_FlipUVs
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| aiProcess_GenSmoothNormals
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| aiProcess_CalcTangentSpace
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| aiProcess_OptimizeMeshes
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| aiProcess_SplitLargeMeshes
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);
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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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// If there were no errors, find the directory that contains this model
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mDirectory = path.substr(0, path.find_last_of('/'));
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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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sortModels();
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// Object finished loading, insert it into ModelManager
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mManager.insert(mName, this);
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}
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void Model::processNode(aiNode * node, const aiScene * scene)
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{
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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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{
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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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}
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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 =
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loadMaterialTextures(material, aiTextureType_DIFFUSE,
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"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 =
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loadMaterialTextures(material, aiTextureType_SPECULAR,
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"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,
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"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 ModelMesh(vertices, indices, textures,
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mVertexShader, mFragmentShader);
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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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{
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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 (GLuint j = 0; j < mTexturesLoaded.size(); j++) {
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// If the path to the texture already exists in m_texturesLoaded, skip it
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if (std::strcmp(mTexturesLoaded[j].mPath.data(), fileName.C_Str()) == 0) {
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textures.push_back(mTexturesLoaded[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 = Texture::initTexture2D(
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std::string(mDirectory + '/' + fileName.C_Str()).c_str(),
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false, 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(texture);
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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::sortModels()
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{
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auto cameraPos = MainWidget::Camera().transform();
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auto cameraDistance = [&cameraPos](const ModelMesh &a, const ModelMesh &b)
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{
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// Sort by the first vertex position, since all transforms will be the same
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return (cameraPos.translation().distanceToPoint(a.mVertices[0].mPosition))
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< (cameraPos.translation().distanceToPoint(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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