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This commit is contained in:
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79fa59c3aa
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19 changed files with 855 additions and 7504 deletions
4
engine/blend_importer/export_embedded_fbx.py
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4
engine/blend_importer/export_embedded_fbx.py
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@ -0,0 +1,4 @@
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import bpy
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import sys
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bpy.ops.export_scene.fbx(filepath=sys.argv[-1], path_mode='COPY', embed_textures=True)
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@ -11,13 +11,14 @@ enum Camera_Movement {
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT
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RIGHT,
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SPRINT
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};
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// Default camera values
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SPEED = 5.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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@ -27,6 +28,7 @@ public:
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glm::vec3 position, front, up, right, worldUp;
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float yaw, pitch;
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float movementSpeed, mouseSensitivity, zoom;
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bool sprinting = false;
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// constructor with vectors
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Camera(glm::vec3 newPosition = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float newYaw = YAW, float newPitch = PITCH) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
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@ -57,6 +59,9 @@ public:
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void processKeyboard(Camera_Movement direction, float deltaTime)
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{
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float velocity = movementSpeed * deltaTime;
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if (sprinting)
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velocity *= 8;
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if (direction == FORWARD)
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position += front * velocity;
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if (direction == BACKWARD)
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@ -65,6 +70,8 @@ public:
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position -= right * velocity;
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if (direction == RIGHT)
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position += right * velocity;
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if (direction == SPRINT)
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sprinting = !sprinting;
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}
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// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
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@ -100,6 +107,14 @@ public:
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zoom = 45.0f;
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}
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void Update(Shader shader, int screenWidth, int screenHeight)
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{
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glm::mat4 projection = glm::perspective(glm::radians(zoom), (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
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shader.setMat4("projection", projection);
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shader.setMat4("view", GetViewMatrix());
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shader.setVec3("viewPos", position);
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}
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private:
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// calculates the front vector from the Camera's (updated) Euler Angles
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178
engine/mesh.h
178
engine/mesh.h
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@ -1,63 +1,147 @@
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#include <exception>
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#ifndef ENGINE2026_MESH_H
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#define ENGINE2026_MESH_H
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#include <glad/glad.h> // holds all OpenGL type declarations
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <engine/shader.h>
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#include <string>
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#include <vector>
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#include <glad/glad.h>
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using namespace std;
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#define MAX_BONE_INFLUENCE 4
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struct Vertex {
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float x, y, z; // position
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float nX, nY, zY; // normal
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float u, v; // texcoord
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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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//bone indexes which will influence this vertex
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int m_BoneIDs[MAX_BONE_INFLUENCE];
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//weights from each bone
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float m_Weights[MAX_BONE_INFLUENCE];
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};
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class Mesh
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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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unsigned int VBO, VAO, EBO;
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std::size_t indexCount = 0;
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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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unsigned int VAO;
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Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices) : indexCount(indices.size())
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{
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if (vertices.empty() || indices.empty()) {
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throw std::runtime_error("Mesh created with empty vertices or indices");
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}
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try
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{
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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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// constructor
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Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
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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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glBindVertexArray(VAO);
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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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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
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// render the mesh
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void Draw(Shader &shader)
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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 string
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else if(name == "texture_normal")
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number = std::to_string(normalNr++); // transfer unsigned int to string
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else if(name == "texture_height")
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number = std::to_string(heightNr++); // transfer unsigned int to string
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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.data(), GL_STATIC_DRAW);
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// now set the sampler to the correct texture unit
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glUniform1i(glGetUniformLocation(shader.ID, (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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// Position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, x));
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glEnableVertexAttribArray(0);
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// draw mesh
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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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// Normals
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, nX));
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glEnableVertexAttribArray(1);
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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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// Texcoords
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, u));
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glEnableVertexAttribArray(2);
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}
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catch (...)
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{
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std::cout << "Failed to load mesh" << std::endl;
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}
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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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void Draw() const
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{
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//glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount),
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GL_UNSIGNED_INT, 0);
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}
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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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// ids
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glEnableVertexAttribArray(5);
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glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
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// weights
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
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glBindVertexArray(0);
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}
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};
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#endif //ENGINE2026_MESH_H
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260
engine/model.h
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260
engine/model.h
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@ -0,0 +1,260 @@
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#ifndef ENGINE2026_MODEL_H
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#define ENGINE2026_MODEL_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <stb/stb_image.h>
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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 <engine/mesh.h>
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#include <engine/shader.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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#include <filesystem>
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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(Shader &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);
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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)
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{
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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));
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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);
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}
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}
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Mesh processMesh(aiMesh *mesh, const aiScene *scene)
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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", true);
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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);
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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, bool fallback = false)
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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++)
|
||||
{
|
||||
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.
|
||||
}
|
||||
}
|
||||
|
||||
// Load DefaultTexture if there isn't one already
|
||||
if (mat->GetTextureCount(type) == 0) {
|
||||
string defaultPath = "DefaultTexture.jpg";
|
||||
|
||||
Texture texture;
|
||||
texture.id = TextureFromFile(defaultPath.c_str(), "assets/");
|
||||
texture.type = typeName;
|
||||
texture.path = defaultPath;
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
#endif //ENGINE2026_MODEL_H
|
||||
|
|
@ -42,8 +42,8 @@ public:
|
|||
fragmentCode = fragmentStream.str();
|
||||
|
||||
// Fix encoding issues, specifically for Linux
|
||||
vertexCode.erase(std::remove(vertexCode.begin(), vertexCode.end(), '\r'), vertexCode.end());
|
||||
fragmentCode.erase(std::remove(fragmentCode.begin(), fragmentCode.end(), '\r'), fragmentCode.end());
|
||||
//vertexCode.erase(std::remove(vertexCode.begin(), vertexCode.end(), '\r'), vertexCode.end());
|
||||
//fragmentCode.erase(std::remove(fragmentCode.begin(), fragmentCode.end(), '\r'), fragmentCode.end());
|
||||
}
|
||||
catch (std::ifstream::failure& e)
|
||||
{
|
||||
|
|
@ -112,6 +112,11 @@ public:
|
|||
void setVec3(const std::string &name, float x, float y, float z) const
|
||||
{
|
||||
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setArr(const std::string &name, const GLint value[], const int &count) const
|
||||
{
|
||||
glUniform1iv(glGetUniformLocation(ID, name.c_str()), count, value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec4(const std::string &name, const glm::vec4 &value) const
|
||||
|
|
@ -137,7 +142,21 @@ public:
|
|||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
|
||||
void setDecal(int index, GLint tex, float opacity, const glm::vec4& uvCoords) const {
|
||||
std::string indexStr = std::to_string(index);
|
||||
|
||||
GLint texLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].tex").c_str());
|
||||
if (texLoc != -1) glUniform1i(texLoc, tex);
|
||||
|
||||
GLint opLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].opacity").c_str());
|
||||
if (opLoc != -1) glUniform1f(opLoc, opacity);
|
||||
|
||||
GLint uvLoc = glGetUniformLocation(ID, ("decals[" + indexStr + "].uvCoords").c_str());
|
||||
if (uvLoc != -1) {
|
||||
glUniform4fv(uvLoc, 1, &uvCoords[0]);
|
||||
}
|
||||
}
|
||||
private:
|
||||
void checkCompileErrors(unsigned int shader, std::string type)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,53 +0,0 @@
|
|||
|
||||
#include <iostream>
|
||||
|
||||
#include <glad/glad.h>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb/stb_image.h>
|
||||
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
int width, height, nrChannels;
|
||||
|
||||
Texture(const char* texturePath, bool flip = false)
|
||||
{
|
||||
// Create the Texture and set our ID
|
||||
glGenTextures(1, &ID);
|
||||
glBindTexture(GL_TEXTURE_2D, ID);
|
||||
|
||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
||||
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_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
// Grab the texture from our path
|
||||
if (flip)
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Failed to load texture" << std::endl;
|
||||
}
|
||||
|
||||
if (flip)
|
||||
stbi_set_flip_vertically_on_load(false);
|
||||
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
void Draw() const
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ID);
|
||||
}
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue