274 lines
10 KiB
C++
274 lines
10 KiB
C++
//
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// Created by Lenn on 2025/12/2.
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//
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#ifndef COORDINATE_SYSTEM_PROJECT_MESH_HH
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#define COORDINATE_SYSTEM_PROJECT_MESH_HH
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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#include <assimp/types.h>
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#include <cstring>
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <iostream>
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#include <vector>
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#include "myshader.hh"
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#include "stb_image.h"
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#define MAX_BONE_INFLUENCE 4
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struct Vertex {
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glm::vec3 Position;
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glm::vec3 Normal;
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glm::vec2 TexCoords;
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glm::vec3 Tangent;
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glm::vec3 Bitangent;
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int BoneIDs[MAX_BONE_INFLUENCE];
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float Weights[MAX_BONE_INFLUENCE];
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};
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struct Texture {
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unsigned int id;
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std::string type;
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std::string path;
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};
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class Mesh {
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public:
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<Texture> textures;
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// unsigned int VAO;
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Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures) {
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vertices_ = vertices;
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indices_ = indices;
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textures_ = textures;
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setup_mesh();
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}
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void draw(Shader& shader) {
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unsigned int diffuse_nr = 1;
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unsigned int specular_nr = 1;
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for (unsigned int i = 0; i < textures.size(); i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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std::string number;
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std::string name = textures[i].type;
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if (name == "texture_diffuse")
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number = std::to_string(diffuse_nr++);
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else if (name == "texture_specular")
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number = std::to_string(specular_nr++);
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shader.setInt(("material." + name + number).c_str(), i);
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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private:
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unsigned int VAO, VBO, EBO;
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std::vector<Vertex> vertices_;
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std::vector<unsigned int> indices_;
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std::vector<Texture> textures_;
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void setup_mesh() {
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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(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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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, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BoneIDs));
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Weights));
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glBindVertexArray(0);
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}
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};
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unsigned int TextureFromFile(const char* path, const std::string& directory, bool gamma = false);
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class Model {
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public:
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Model(char* path) {
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}
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void draw(Shader 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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}
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private:
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std::vector<Texture> textures_;
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std::vector<Mesh> meshes_;
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std::string directory_;
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bool gamma_correction_;
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void loadModel(std::string path) {
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
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std::cout << "ERROR:ASSIMP::" << importer.GetErrorString();
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return;
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}
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directory_ = path.substr(0, path.find_last_of('/'));
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processNode(scene->mRootNode, scene);
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}
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void processNode(aiNode* node, const aiScene* scene) {
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// 处理节点所有的网格(如果有的话)
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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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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// 接下来对它的子节点重复这一过程
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for (unsigned int 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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Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<Texture> textures;
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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Vertex vertex;
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glm::vec3 vector;
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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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if (mesh->HasNormals()) {
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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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if (mesh->mTextureCoords[0]) {
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glm::vec2 vec;
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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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vertex.TexCoords = vec;
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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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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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}
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else
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vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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vertices.push_back(vertex);
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}
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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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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}
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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std::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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std::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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std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
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textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
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std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
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textures.insert(textures.end(), textures.begin(), heightMaps.end());
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return Mesh(vertices, indices, textures);
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}
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std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string type_name) {
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std::vector<Texture> textures;
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for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
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aiString str;
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mat->GetTexture(type, i, &str);
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bool skip = false;
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for (unsigned int j = 0; j < textures_.size(); j++) {
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if (std::strcmp(textures_[j].path.data(), str.C_Str()) == 0) {
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textures.push_back(textures_[j]);
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skip = true;
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break;
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}
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}
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if (!skip) {
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Texture texture;
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texture.id = textureFromFile(str.C_Str(), this->directory_, false);
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texture.type = type_name;
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texture.path = str.C_Str();
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textures.push_back(texture);
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textures_.push_back(texture);
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}
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}
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return textures;
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}
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unsigned int textureFromFile(const char* path, const std::string& directory, bool gamma) {
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std::string filename = std::string(path);
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filename = directory + '/' + filename;
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height, nrComponents;
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unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
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if (data) {
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GLenum fromat;
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if (nrComponents == 1) {
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fromat = GL_RED;
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}
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else if (nrComponents == 3) {
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fromat = GL_RGB;
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}
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else if (nrComponents == 4) {
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fromat = GL_RGBA;
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}
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, fromat, width, height, 0, fromat, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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else {
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std::cout << "Texture failed to load at path: " << path << std::endl;
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stbi_image_free(data);
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}
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return textureID;
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}
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};
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#endif // COORDINATE_SYSTEM_PROJECT_MESH_HH
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