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249 lines (221 loc) · 7.79 KB
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Copy pathModel.cpp
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249 lines (221 loc) · 7.79 KB
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#include "Model.h"
#include "Shader.h"
void Model::Render(Shader& shader)
{
for (unsigned int i = 0; i < this->meshes.size(); i++)
{
this->meshes[i].Render(shader);
}
}
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type,
std::string typeName)
{
std::vector<Texture> textures;
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
bool skip = false;
for (unsigned int j = 0; j < textures_loaded.size(); j++)
{
if (strcmp(textures_loaded[j].path.data, str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true;
break;
}
}
if (!skip)
{
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory, true);
texture.type = typeName;
texture.path = str;
textures.push_back(texture);
textures_loaded.push_back(texture);
}
}
return textures;
}
void Model::loadModel(std::string path)
{
this-> scene = this->importer.ReadFile(path, aiProcess_Triangulate);
// Load Faild
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cerr << "ERROR::MODEL::LOADMODEL::FAILD_TO_LOAD_MODEL:" << importer.GetErrorString() << "\n";
return;
}
this->directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
unsigned int Model::TextureFromFile(const char* path, const std::string& directory, bool gamma)
{
if (path[0] == '*') // Need to load from memory
{
unsigned int index = std::stoi(&path[1]);
const aiTexture* embeddedTexture = this->scene->mTextures[index];
if (embeddedTexture && embeddedTexture->pcData)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
stbi_set_flip_vertically_on_load(true);
std::cout << "尝试从内存加载纹理,索引: " << index << std::endl;
std::cout << "数据大小: " << embeddedTexture->mWidth << " 格式: " << embeddedTexture->achFormatHint << std::endl;
int width, height, nrChannels;
unsigned char* data = stbi_load_from_memory(
(const stbi_uc*)embeddedTexture->pcData,
embeddedTexture->mWidth,
&width, &height, &nrChannels, 0
);
if (data)
{
std::cout << "内存纹理加载成功: " << width << "x" << height << " 通道: " << nrChannels << std::endl;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = 0;
if (nrChannels == 3) format = GL_RGB;
else if (nrChannels == 4) format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
// Use mirror-put mode
/*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Use Nearest filter when smaller
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// Use Linear filter when bigger
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
std::cerr << "Faild to load image!" << "\n";
// glfwTerminate();
return 0;
}
// free
stbi_image_free(data);
return textureID;
}
}
else // Need to load from src
{
std::string filename = std::string(path);
filename = directory + "/" + filename;
// Load Image
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
int width = 0, height = 0, nrChannels = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = 0;
if (nrChannels == 3) format = GL_RGB;
else if (nrChannels == 4) format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
// Use mirror-put mode
/* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Use Nearest filter when smaller
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// Use Linear filter when bigger
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
std::cerr << "Faild to load image!" << "\n";
// glfwTerminate();
return 0;
}
// free
stbi_image_free(data);
return textureID;
}
return 0;
}
void Model::processNode(aiNode* node, const aiScene* scene)
{
for (unsigned int i = 0; i < node->mNumMeshes; i++)
{
// Real Meshes Data
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
// processMesh: return a Mesh object
this->meshes.push_back(processMesh(mesh, scene));
}
// Process child node
for (unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
{
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
// Process vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex = { glm::vec3(0.0f, 0.0f, 0.0f )};
// Process positons, Normal and Texture coords
vertex.Position = glm::vec3(
mesh->mVertices[i].x,
mesh->mVertices[i].y,
mesh->mVertices[i].z
);
vertex.Normal = glm::vec3(
mesh->mNormals[i].x,
mesh->mNormals[i].y,
mesh->mNormals[i].z
);
if (mesh->mTextureCoords[0]) // Has Data
{
vertex.TexCoords = glm::vec2(
mesh->mTextureCoords[0][i].x,
mesh->mTextureCoords[0][i].y
);
}
else //No Data
{
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
std::cout << "No UV!" << "\n";
}
vertices.push_back(vertex);
}
// Process indices
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]);
}
// Process textures
if (mesh->mMaterialIndex < scene->mNumMaterials)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::cout << "===== 材质调试信息 =====" << std::endl;
std::cout << "材质索引: " << mesh->mMaterialIndex << std::endl;
std::cout << "漫反射(BASE_COLOR): " << material->GetTextureCount(aiTextureType_BASE_COLOR) << std::endl;
std::cout << "漫反射(DIFFUSE): " << material->GetTextureCount(aiTextureType_DIFFUSE) << std::endl;
std::cout << "高光(SPECULAR): " << material->GetTextureCount(aiTextureType_SPECULAR) << std::endl;
std::cout << "法线(NORMALS): " << material->GetTextureCount(aiTextureType_NORMALS) << std::endl;
std::cout << "金属度(METALNESS): " << material->GetTextureCount(aiTextureType_METALNESS) << std::endl;
std::cout << "粗糙度(ROUGHNESS): " << material->GetTextureCount(aiTextureType_DIFFUSE_ROUGHNESS) << std::endl;
std::cout << "环境光遮蔽(AO): " << material->GetTextureCount(aiTextureType_AMBIENT_OCCLUSION) << std::endl;
std::cout << "不透明度(OPACITY): " << material->GetTextureCount(aiTextureType_OPACITY) << std::endl;
std::cout << "========================" << std::endl;
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_BASE_COLOR, "texture_diffuse");
/*std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");*/
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
}
return Mesh(vertices, indices, textures);
}