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model_animation.h
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model_animation.h
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#ifndef MODEL_H
#define MODEL_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <stb_image.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <learnopengl/mesh.h>
#include <learnopengl/shader.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
#include <learnopengl/assimp_glm_helpers.h>
#include <learnopengl/animdata.h>
using namespace std;
class Model
{
public:
// model data
vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
vector<Mesh> meshes;
string directory;
bool gammaCorrection;
// constructor, expects a filepath to a 3D model.
Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
{
loadModel(path);
}
// draws the model, and thus all its meshes
void Draw(Shader &shader)
{
for(unsigned int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
auto& GetBoneInfoMap() { return m_BoneInfoMap; }
int& GetBoneCount() { return m_BoneCounter; }
private:
std::map<string, BoneInfo> m_BoneInfoMap;
int m_BoneCounter = 0;
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
void loadModel(string const &path)
{
// read file via ASSIMP
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace);
// check for errors
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
return;
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
}
// 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).
void processNode(aiNode *node, const aiScene *scene)
{
// process each mesh located at the current node
for(unsigned int i = 0; i < node->mNumMeshes; i++)
{
// the node object only contains indices to index the actual objects in the scene.
// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
for(unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
void SetVertexBoneDataToDefault(Vertex& vertex)
{
for (int i = 0; i < MAX_BONE_INFLUENCE; i++)
{
vertex.m_BoneIDs[i] = -1;
vertex.m_Weights[i] = 0.0f;
}
}
Mesh processMesh(aiMesh* mesh, const aiScene* scene)
{
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
SetVertexBoneDataToDefault(vertex);
vertex.Position = AssimpGLMHelpers::GetGLMVec(mesh->mVertices[i]);
vertex.Normal = AssimpGLMHelpers::GetGLMVec(mesh->mNormals[i]);
if (mesh->mTextureCoords[0])
{
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
for (unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
ExtractBoneWeightForVertices(vertices,mesh,scene);
return Mesh(vertices, indices, textures);
}
void SetVertexBoneData(Vertex& vertex, int boneID, float weight)
{
for (int i = 0; i < MAX_BONE_INFLUENCE; ++i)
{
if (vertex.m_BoneIDs[i] < 0)
{
vertex.m_Weights[i] = weight;
vertex.m_BoneIDs[i] = boneID;
break;
}
}
}
void ExtractBoneWeightForVertices(std::vector<Vertex>& vertices, aiMesh* mesh, const aiScene* scene)
{
auto& boneInfoMap = m_BoneInfoMap;
int& boneCount = m_BoneCounter;
for (int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
{
int boneID = -1;
std::string boneName = mesh->mBones[boneIndex]->mName.C_Str();
if (boneInfoMap.find(boneName) == boneInfoMap.end())
{
BoneInfo newBoneInfo;
newBoneInfo.id = boneCount;
newBoneInfo.offset = AssimpGLMHelpers::ConvertMatrixToGLMFormat(mesh->mBones[boneIndex]->mOffsetMatrix);
boneInfoMap[boneName] = newBoneInfo;
boneID = boneCount;
boneCount++;
}
else
{
boneID = boneInfoMap[boneName].id;
}
assert(boneID != -1);
auto weights = mesh->mBones[boneIndex]->mWeights;
int numWeights = mesh->mBones[boneIndex]->mNumWeights;
for (int weightIndex = 0; weightIndex < numWeights; ++weightIndex)
{
int vertexId = weights[weightIndex].mVertexId;
float weight = weights[weightIndex].mWeight;
assert(vertexId <= vertices.size());
SetVertexBoneData(vertices[vertexId], boneID, weight);
}
}
}
unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false)
{
string filename = string(path);
filename = directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
// 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(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
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++)
{
if(std::strcmp(textures_loaded[j].path.data(), 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)
break;
}
}
if(!skip)
{ // 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.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
}
}
return textures;
}
};
#endif