init
This commit is contained in:
parent
7a2a862a94
commit
5fc16bb2c0
@ -157,6 +157,8 @@
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<ItemGroup>
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<ClInclude Include="src\HeightGenerator.h" />
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<ClInclude Include="src\Camera.h" />
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<ClInclude Include="src\mesh.h" />
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<ClInclude Include="src\model.h" />
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<ClInclude Include="src\objload.h" />
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<ClInclude Include="src\Render_Utils.h" />
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<ClInclude Include="src\Shader_Loader.h" />
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@ -89,6 +89,12 @@
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<ClInclude Include="src\Terrain.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\mesh.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\model.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\skybox.frag" />
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@ -5,7 +5,7 @@
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namespace Core
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{
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glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 200.0f);
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glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 500.0f);
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// position - pozycja kamery
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// forward - wektor "do przodu" kamery (jednostkowy)
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@ -2,7 +2,7 @@
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const float Terrain::SIZE = 100.f;
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const int Terrain::VERTEX_COUNT = 32;
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const int Terrain::VERTEX_COUNT = 2;
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const int Terrain::COUNT = Terrain::VERTEX_COUNT * Terrain::VERTEX_COUNT;
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@ -27,8 +27,8 @@ obj::Model Terrain::generateTerrain() {
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normals[vertexPointer * 3] = normal.x;
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normals[vertexPointer * 3 + 1] = normal.y;
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normals[vertexPointer * 3 + 2] = normal.z;
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textureCoords[vertexPointer * 2] = float(j) / float(VERTEX_COUNT - 1);
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textureCoords[vertexPointer * 2 + 1] = float(i) / float(VERTEX_COUNT - 1);
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textureCoords[vertexPointer * 2] = float(j) / float(VERTEX_COUNT - 1) * 20;
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textureCoords[vertexPointer * 2 + 1] = float(i) / float(VERTEX_COUNT - 1) * 20;
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vertexPointer++;
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}
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}
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@ -355,8 +355,8 @@ void renderScene()
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix();
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glClearColor(0.219f, 0.407f, 0.658f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.219f, 0.407f, 0.658f, 1.0f);
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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glUseProgram(skyboxProgram);
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@ -376,13 +376,6 @@ void renderScene()
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glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation;
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///
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drawObjectTexture(terrainContext, glm::translate(glm::vec3(1, 1, 1)), textureTerrain, programTexture);
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///
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glm::mat4 bubbleInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f));
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glm::vec3 change1 = glm::vec3(0, 3, 0);
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@ -406,8 +399,9 @@ void renderScene()
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time -= 6;
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}
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}
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//drawObjectTexture(bubbleContext, submarineInitialTransformation, cubemapTexture, bubbleProgram);
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drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine, programTexture);
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drawObjectTexture(terrainContext, glm::translate(glm::vec3(1, 1, 1)), textureTerrain, programTexture);
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glutSwapBuffers();
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}
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@ -523,7 +517,7 @@ void init()
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textureTerrain = Core::LoadTexture("textures/terrain.png");
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textureTerrain = Core::LoadTexture("textures/sand.jpg");
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terrain = Terrain(0, 0, heightGenerator);
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obj::Model model = terrain.generateTerrain();
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terrainContext.initFromOBJ(model);
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140
grafika_projekt/src/mesh.h
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140
grafika_projekt/src/mesh.h
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#ifndef MESH_H
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#define MESH_H
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#include "glew.h"
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#include "freeglut.h"
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#include "glm.hpp"
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#include "ext.hpp"
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#include <iostream>
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#include <cmath>
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#include <string>
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#include <vector>
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using namespace std;
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struct Vertex {
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// position
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glm::vec3 Position;
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// normal
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glm::vec3 Normal;
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// texCoords
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glm::vec2 TexCoords;
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// tangent
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glm::vec3 Tangent;
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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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unsigned int id;
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string type;
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string path;
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};
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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<unsigned int> indices;
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vector<Texture> textures;
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glm::mat4 matrix;
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unsigned int VAO;
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// constructor
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Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures,glm::mat4 matrix)
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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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this->matrix = matrix;
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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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void Draw(GLuint program)
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{
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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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string number;
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string name = textures[i].type;
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if (name == "texture_diffuse")
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number = std::to_string(diffuseNr++);
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else if (name == "texture_specular")
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number = std::to_string(specularNr++); // transfer unsigned int to stream
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else if (name == "texture_normal")
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number = std::to_string(normalNr++); // transfer unsigned int to stream
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else if (name == "texture_height")
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number = std::to_string(heightNr++); // transfer unsigned int to stream
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// now set the sampler to the correct texture unit
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glUniform1i(glGetUniformLocation(program, (name + number).c_str()), i);
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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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glUniformMatrix4fv(glGetUniformLocation(program, "model"), 1, GL_FALSE, (float*)&matrix);
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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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glActiveTexture(GL_TEXTURE0);
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}
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private:
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// render data
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unsigned int VBO, EBO;
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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, &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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// 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, 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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// 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), (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), (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), (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), (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), (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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250
grafika_projekt/src/model.h
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250
grafika_projekt/src/model.h
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#pragma once
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#include "glew.h"
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#include "freeglut.h"
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#include "glm.hpp"
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#include "ext.hpp"
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#include <iostream>
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#include <cmath>
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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 "stb_image.h"
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#include "mesh.h"
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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<Mesh> meshes;
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string directory;
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bool gammaCorrection;
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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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loadModel(path);
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}
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// draws the model, and thus all its meshes
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void Draw(GLuint shader)
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{
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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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// 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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Assimp::Importer importer;
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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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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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directory = path.substr(0, path.find_last_of('/'));
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// process ASSIMP's root node recursively
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processNode(scene->mRootNode, scene,glm::mat4());
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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,glm::mat4 matrix)
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{
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glm::mat4 outMatrix = matrix * mat4_cast(node->mTransformation);
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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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meshes.push_back(processMesh(mesh, scene, outMatrix));
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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 (unsigned int i = 0; i < node->mNumChildren; i++)
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{
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processNode(node->mChildren[i], scene, outMatrix);
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}
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}
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Mesh processMesh(aiMesh* mesh, const aiScene* scene, glm::mat4 matrix)
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{
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// data to fill
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vector<Vertex> vertices;
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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 (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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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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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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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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// 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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vertex.TexCoords = vec;
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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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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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// 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 (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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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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// 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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// 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 = 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
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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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// 4. height maps
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std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
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textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
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// return a mesh object created from the extracted mesh data
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return Mesh(vertices, indices, textures, matrix);
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}
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// checks all material textures of a given type and loads the textures if they're not loaded yet.
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// the required info is returned as a Texture struct.
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vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName)
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{
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vector<Texture> textures;
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for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
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{
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aiString str;
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mat->GetTexture(type, i, &str);
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// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
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bool skip = false;
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for (unsigned int j = 0; j < textures_loaded.size(); j++)
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{
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if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
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{
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textures.push_back(textures_loaded[j]);
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skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
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break;
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}
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}
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if (!skip)
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{ // if texture hasn't been loaded already, load it
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Texture texture;
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texture.id = TextureFromFile(str.C_Str(), this->directory);
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texture.type = typeName;
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texture.path = str.C_Str();
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textures.push_back(texture);
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textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
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}
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||||
}
|
||||
return textures;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
unsigned int TextureFromFile(const char* path, const string& directory, bool gamma)
|
||||
{
|
||||
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;
|
||||
}
|
BIN
grafika_projekt/textures/sand.jpg
Normal file
BIN
grafika_projekt/textures/sand.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 441 KiB |
Loading…
Reference in New Issue
Block a user