mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
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Code re-work with content: model-loading.
This commit is contained in:
@@ -1,32 +1,33 @@
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#pragma once
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// Std. Includes
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#ifndef MESH_H
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#define MESH_H
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#include <glad/glad.h> // holds all OpenGL type declarations
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <vector>
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using namespace std;
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// GL Includes
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#include <glad/glad.h> // Contains all the necessery OpenGL includes
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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struct Vertex {
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// Position
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// position
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glm::vec3 Position;
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// Normal
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// normal
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glm::vec3 Normal;
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// TexCoords
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// texCoords
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glm::vec2 TexCoords;
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// Tangent
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// tangent
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glm::vec3 Tangent;
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// Bitangent
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// bitangent
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glm::vec3 Bitangent;
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};
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struct Texture {
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GLuint id;
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unsigned int id;
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string type;
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aiString path;
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};
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@@ -35,109 +36,103 @@ class Mesh {
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public:
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/* Mesh Data */
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vector<Vertex> vertices;
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vector<GLuint> indices;
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vector<unsigned int> indices;
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vector<Texture> textures;
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GLuint VAO;
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unsigned int VAO;
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/* Functions */
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// Constructor
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Mesh(vector<Vertex> vertices, vector<GLuint> indices, vector<Texture> textures)
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// constructor
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Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
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{
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this->vertices = vertices;
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this->indices = indices;
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this->textures = textures;
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// Now that we have all the required data, set the vertex buffers and its attribute pointers.
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this->setupMesh();
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// now that we have all the required data, set the vertex buffers and its attribute pointers.
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setupMesh();
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}
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// Render the mesh
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// render the mesh
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void Draw(Shader shader)
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{
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// Bind appropriate textures
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GLuint diffuseNr = 1;
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GLuint specularNr = 1;
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GLuint normalNr = 1;
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GLuint heightNr = 1;
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for(GLuint i = 0; i < this->textures.size(); i++)
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// bind appropriate textures
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unsigned int diffuseNr = 1;
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unsigned int specularNr = 1;
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unsigned int normalNr = 1;
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unsigned int heightNr = 1;
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for(unsigned int i = 0; i < textures.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i); // Active proper texture unit before binding
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// Retrieve texture number (the N in diffuse_textureN)
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glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
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// retrieve texture number (the N in diffuse_textureN)
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stringstream ss;
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string number;
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string name = this->textures[i].type;
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string name = textures[i].type;
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if(name == "texture_diffuse")
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ss << diffuseNr++; // Transfer GLuint to stream
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ss << diffuseNr++; // transfer unsigned int to stream
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else if(name == "texture_specular")
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ss << specularNr++; // Transfer GLuint to stream
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ss << specularNr++; // transfer unsigned int to stream
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else if(name == "texture_normal")
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ss << normalNr++; // Transfer GLuint to stream
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ss << normalNr++; // transfer unsigned int to stream
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else if(name == "texture_height")
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ss << heightNr++; // Transfer GLuint to stream
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ss << heightNr++; // transfer unsigned int to stream
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number = ss.str();
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// Now set the sampler to the correct texture unit
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// now set the sampler to the correct texture unit
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glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
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// And finally bind the texture
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glBindTexture(GL_TEXTURE_2D, this->textures[i].id);
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// and finally bind the texture
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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// Draw mesh
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glBindVertexArray(this->VAO);
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glDrawElements(GL_TRIANGLES, this->indices.size(), GL_UNSIGNED_INT, 0);
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// draw mesh
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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// Always good practice to set everything back to defaults once configured.
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for (GLuint i = 0; i < this->textures.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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// always good practice to set everything back to defaults once configured.
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glActiveTexture(GL_TEXTURE0);
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}
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private:
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/* Render data */
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GLuint VBO, EBO;
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unsigned int VBO, EBO;
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/* Functions */
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// Initializes all the buffer objects/arrays
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// initializes all the buffer objects/arrays
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void setupMesh()
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{
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// Create buffers/arrays
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glGenVertexArrays(1, &this->VAO);
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glGenBuffers(1, &this->VBO);
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glGenBuffers(1, &this->EBO);
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// create buffers/arrays
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(this->VAO);
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// Load data into vertex buffers
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glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
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glBindVertexArray(VAO);
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// load data into vertex buffers
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// A great thing about structs is that their memory layout is sequential for all its items.
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// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
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// again translates to 3/2 floats which translates to a byte array.
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glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(Vertex), &this->vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(GLuint), &this->indices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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// Set the vertex attribute pointers
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// Vertex Positions
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// set the vertex attribute pointers
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// vertex Positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
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// Vertex Normals
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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// vertex normals
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Normal));
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// Vertex Texture Coords
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
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// vertex texture coords
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, TexCoords));
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// Vertex Tangent
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
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// vertex tangent
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Tangent));
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// Vertex Bitangent
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
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// vertex bitangent
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Bitangent));
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
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glBindVertexArray(0);
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}
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};
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#endif
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@@ -1,14 +1,8 @@
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#pragma once
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// Std. Includes
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <map>
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#include <vector>
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using namespace std;
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// GL Includes
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#include <glad/glad.h> // Contains all the necessery OpenGL includes
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#ifndef MODEL_H
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#define MODEL_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <stb_image.h>
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@@ -18,98 +12,106 @@ using namespace std;
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#include <learnopengl/mesh.h>
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unsigned int TextureFromFile(const char* path, string directory, bool gamma = false);
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <map>
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#include <vector>
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using namespace std;
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unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
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class Model
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{
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public:
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/* Model Data */
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vector<Texture> textures_loaded; // Stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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vector<Mesh> meshes;
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string directory;
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bool gammaCorrection;
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/* Functions */
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// Constructor, expects a filepath to a 3D model.
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Model(string const & path, bool gamma = false) : gammaCorrection(gamma)
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// constructor, expects a filepath to a 3D model.
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Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
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{
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this->loadModel(path);
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loadModel(path);
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}
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// Draws the model, and thus all its meshes
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// draws the model, and thus all its meshes
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void Draw(Shader shader)
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{
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for(GLuint i = 0; i < this->meshes.size(); i++)
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this->meshes[i].Draw(shader);
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for(unsigned int i = 0; i < meshes.size(); i++)
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meshes[i].Draw(shader);
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}
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private:
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/* Functions */
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// Loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
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void loadModel(string path)
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// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
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void loadModel(string const &path)
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{
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// Read file via ASSIMP
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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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// Check for errors
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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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cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
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return;
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}
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// Retrieve the directory path of the filepath
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this->directory = path.substr(0, path.find_last_of('/'));
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// retrieve the directory path of the filepath
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directory = path.substr(0, path.find_last_of('/'));
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// Process ASSIMP's root node recursively
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this->processNode(scene->mRootNode, scene);
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// process ASSIMP's root node recursively
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processNode(scene->mRootNode, scene);
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}
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// Processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
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void processNode(aiNode* node, const aiScene* scene)
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// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
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void processNode(aiNode *node, const aiScene *scene)
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{
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// Process each mesh located at the current node
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for(GLuint i = 0; i < node->mNumMeshes; i++)
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// process each mesh located at the current node
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for(unsigned int i = 0; i < node->mNumMeshes; i++)
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{
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// The node object only contains indices to index the actual objects in the scene.
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// The scene contains all the data, node is just to keep stuff organized (like relations between nodes).
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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this->meshes.push_back(this->processMesh(mesh, scene));
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// the node object only contains indices to index the actual objects in the scene.
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// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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// After we've processed all of the meshes (if any) we then recursively process each of the children nodes
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for(GLuint i = 0; i < node->mNumChildren; i++)
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// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
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for(unsigned int i = 0; i < node->mNumChildren; i++)
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{
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this->processNode(node->mChildren[i], scene);
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processNode(node->mChildren[i], scene);
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}
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}
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Mesh processMesh(aiMesh* mesh, const aiScene* scene)
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Mesh processMesh(aiMesh *mesh, const aiScene *scene)
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{
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// Data to fill
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// data to fill
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vector<Vertex> vertices;
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vector<GLuint> indices;
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vector<unsigned int> indices;
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vector<Texture> textures;
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// Walk through each of the mesh's vertices
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for(GLuint i = 0; i < mesh->mNumVertices; i++)
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for(unsigned int i = 0; i < mesh->mNumVertices; i++)
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{
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Vertex vertex;
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glm::vec3 vector; // We declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
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// Positions
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glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
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// positions
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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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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// 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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// Texture Coordinates
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if(mesh->mTextureCoords[0]) // Does the mesh contain texture coordinates?
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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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glm::vec2 vec;
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// A vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
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// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
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// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
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vec.x = mesh->mTextureCoords[0][i].x;
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vec.y = mesh->mTextureCoords[0][i].y;
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@@ -117,83 +119,83 @@ private:
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}
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else
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vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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// Tangent
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// tangent
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vector.x = mesh->mTangents[i].x;
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vector.y = mesh->mTangents[i].y;
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vector.z = mesh->mTangents[i].z;
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vertex.Tangent = vector;
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// Bitangent
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// bitangent
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vector.x = mesh->mBitangents[i].x;
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vector.y = mesh->mBitangents[i].y;
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vector.z = mesh->mBitangents[i].z;
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vertex.Bitangent = vector;
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vertices.push_back(vertex);
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}
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// Now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
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for(GLuint i = 0; i < mesh->mNumFaces; i++)
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// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
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for(unsigned int i = 0; i < mesh->mNumFaces; i++)
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{
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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(GLuint j = 0; j < face.mNumIndices; j++)
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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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}
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// Process materials
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// process materials
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if(mesh->mMaterialIndex >= 0)
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{
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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// We assume a convention for sampler names in the shaders. Each diffuse texture should be named
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// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
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// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
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// Same applies to other texture as the following list summarizes:
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// Diffuse: texture_diffuseN
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// Specular: texture_specularN
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// Normal: texture_normalN
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// diffuse: texture_diffuseN
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// specular: texture_specularN
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// normal: texture_normalN
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// 1. Diffuse maps
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vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
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// 1. diffuse maps
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vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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// 2. Specular maps
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vector<Texture> specularMaps = this->loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
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// 2. specular maps
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vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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// 3. Normal maps
|
||||
std::vector<Texture> normalMaps = this->loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
|
||||
// 3. normal maps
|
||||
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
|
||||
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
||||
// 4. Height maps
|
||||
std::vector<Texture> heightMaps = this->loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
|
||||
// 4. height maps
|
||||
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
|
||||
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
||||
}
|
||||
|
||||
// Return a mesh object created from the extracted mesh data
|
||||
// return a mesh object created from the extracted mesh data
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
|
||||
// Checks all material textures of a given type and loads the textures if they're not loaded yet.
|
||||
// The required info is returned as a Texture struct.
|
||||
vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName)
|
||||
// checks all material textures of a given type and loads the textures if they're not loaded yet.
|
||||
// the required info is returned as a Texture struct.
|
||||
vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
|
||||
{
|
||||
vector<Texture> textures;
|
||||
for(GLuint i = 0; i < mat->GetTextureCount(type); i++)
|
||||
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
// Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
|
||||
GLboolean skip = false;
|
||||
for(GLuint j = 0; j < textures_loaded.size(); j++)
|
||||
// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
|
||||
bool skip = false;
|
||||
for(unsigned int j = 0; j < textures_loaded.size(); j++)
|
||||
{
|
||||
if(std::strcmp(textures_loaded[j].path.C_Str(), str.C_Str()) == 0)
|
||||
{
|
||||
textures.push_back(textures_loaded[j]);
|
||||
skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
|
||||
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!skip)
|
||||
{ // If texture hasn't been loaded already, load it
|
||||
{ // if texture hasn't been loaded already, load it
|
||||
Texture texture;
|
||||
texture.id = TextureFromFile(str.C_Str(), this->directory);
|
||||
texture.type = typeName;
|
||||
texture.path = str;
|
||||
textures.push_back(texture);
|
||||
this->textures_loaded.push_back(texture); // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
|
||||
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
|
||||
}
|
||||
}
|
||||
return textures;
|
||||
@@ -201,7 +203,7 @@ private:
|
||||
};
|
||||
|
||||
|
||||
unsigned int TextureFromFile(const char* path, string directory, bool gamma)
|
||||
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
|
||||
{
|
||||
string filename = string(path);
|
||||
filename = directory + '/' + filename;
|
||||
@@ -239,4 +241,5 @@ unsigned int TextureFromFile(const char* path, string directory, bool gamma)
|
||||
}
|
||||
|
||||
return textureID;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -12,5 +12,5 @@ uniform mat4 projection;
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
@@ -1,6 +1,5 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <stb_image.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
@@ -18,13 +17,18 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow *window);
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
// camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float lastX = 800.0f / 2.0;
|
||||
float lastY = 600.0 / 2.0;
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
int main()
|
||||
@@ -38,14 +42,14 @@ int main()
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
@@ -93,14 +97,14 @@ int main()
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// don't forget to enable shader before setting uniforms
|
||||
ourShader.use();
|
||||
|
||||
// view/projection transformations
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
ourShader.setMat4("projection", projection);
|
||||
ourShader.setMat4("view", view);
|
||||
@@ -132,7 +136,6 @@ void processInput(GLFWwindow *window)
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
float cameraSpeed = 2.5 * deltaTime;
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
@@ -152,7 +155,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
|
||||
Reference in New Issue
Block a user