#pragma once #include "logger.h" #include "model.h" Model::Model(std::string path) { // Load model meta info from path // TODO: Implement as async task loadModel(path); } Model::~Model() { // TODO: Maybe delete all meshes? } void Model::loadModel(std::string path) { Assimp::Importer importer; const aiScene* scene = importer.ReadFile( path, aiProcess_Triangulate | aiProcess_FlipUVs); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { Logger::error("Failed to load model: " + std::string(importer.GetErrorString())); _status = ERROR; return; } _directory = path.substr(0, path.find_last_of('/')); processNode(scene->mRootNode, scene); } void Model::processNode(aiNode* node, const aiScene* scene) { // Process all meshes in node for (unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; _meshes.push_back(processMesh(mesh, scene)); } // Recursively process child nodes for (unsigned int i = 0; i < node->mNumChildren; i++) { processNode(node->mChildren[i], scene); } } Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) { std::vector vertices; std::vector indices; std::vector textures; // Process vertices for (unsigned int i = 0; i < mesh->mNumVertices; i++) { // Create placeholder vectors glm::vec3 vertexPosition = glm::vec3(0.0f); glm::vec3 vertexNormal = glm::vec3(0.0f); glm::vec2 vertexTextureCoordinate = glm::vec2(0.0f); // Process vertex positions vertexPosition.x = mesh->mVertices[i].x; vertexPosition.y = mesh->mVertices[i].y; vertexPosition.z = mesh->mVertices[i].z; // Process vertex normals if (mesh->mNormals) { vertexNormal.x = mesh->mNormals[i].x; vertexNormal.y = mesh->mNormals[i].y; vertexNormal.z = mesh->mNormals[i].z; } // Process vertex texture coordinates if (mesh->mTextureCoords[0]) { vertexTextureCoordinate.x = mesh->mTextureCoords[0][i].x; vertexTextureCoordinate.y = mesh->mTextureCoords[0][i].y; } else { vertexTextureCoordinate = glm::vec2(0.0f, 0.0f); } // Create new vertex Vertex newVertex = { vertexPosition, vertexNormal, vertexTextureCoordinate }; // Add vertex to vertices vertices.push_back(newVertex); } // 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 material if (mesh->mMaterialIndex >= 0) { aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex]; // Diffuse maps std::vector diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, TextureType::DIFFUSE); textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end()); // Specular maps std::vector specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, TextureType::SPECULAR); textures.insert(textures.end(), specularMaps.begin(), specularMaps.end()); } return Mesh(vertices, indices, textures); } std::vector Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType textureType) { std::vector 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 < _texturesLoaded.size(); j++) { if (std::strcmp(_texturesLoaded[j].path().data(), str.C_Str()) == 0) { textures.push_back(_texturesLoaded[j]); skip = true; break; } } if (!skip) { Texture newTexture(textureType, _directory + '/' + str.C_Str()); textures.push_back(newTexture); _texturesLoaded.push_back(newTexture); } } return textures; } void Model::render(const ShaderProgram& shader) const { // Test for model status if (_status != LOADED) { Logger::error("Trying to render unloaded model"); return; } // Render the model for (unsigned int i = 0; i < _meshes.size(); i++) { _meshes[i].render(shader); } }