mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
@@ -51,7 +51,7 @@ private:
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{
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// read file via ASSIMP
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
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// check for errors
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if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
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{
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@@ -102,10 +102,13 @@ private:
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vector.z = mesh->mVertices[i].z;
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vertex.Position = vector;
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// normals
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vector.x = mesh->mNormals[i].x;
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vector.y = mesh->mNormals[i].y;
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vector.z = mesh->mNormals[i].z;
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vertex.Normal = vector;
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if (mesh->HasNormals())
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{
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vector.x = mesh->mNormals[i].x;
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vector.y = mesh->mNormals[i].y;
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vector.z = mesh->mNormals[i].z;
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vertex.Normal = vector;
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}
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// texture coordinates
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if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
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{
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@@ -137,7 +140,7 @@ private:
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aiFace face = mesh->mFaces[i];
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// retrieve all indices of the face and store them in the indices vector
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for(unsigned int j = 0; j < face.mNumIndices; j++)
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indices.push_back(face.mIndices[j]);
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indices.push_back(face.mIndices[j]);
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}
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// process materials
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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