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Model3D.cpp
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Model3D.cpp
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#include "Model3D.hpp"
namespace gps {
void Model3D::LoadModel(std::string fileName) {
std::string basePath = fileName.substr(0, fileName.find_last_of('/')) + "/";
ReadOBJ(fileName, basePath);
}
void Model3D::LoadModel(std::string fileName, std::string basePath) {
ReadOBJ(fileName, basePath);
}
// Draw each mesh from the model
void Model3D::Draw(gps::Shader shaderProgram) {
for (int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shaderProgram);
}
// Does the parsing of the .obj file and fills in the data structure
void Model3D::ReadOBJ(std::string fileName, std::string basePath) {
std::cout << "Loading : " << fileName << std::endl;
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
int materialId;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, fileName.c_str(), basePath.c_str(), GL_TRUE);
if (!err.empty()) {
// `err` may contain warning message.
std::cerr << err << std::endl;
}
if (!ret) {
exit(1);
}
std::cout << "# of shapes : " << shapes.size() << std::endl;
std::cout << "# of materials : " << materials.size() << std::endl;
// Loop over shapes
for (size_t s = 0; s < shapes.size(); s++) {
std::vector<gps::Vertex> vertices;
std::vector<GLuint> indices;
std::vector<gps::Texture> textures;
// Loop over faces(polygon)
size_t index_offset = 0;
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
int fv = shapes[s].mesh.num_face_vertices[f];
//gps::Texture currentTexture = LoadTexture("index1.png", "ambientTexture");
//textures.push_back(currentTexture);
// Loop over vertices in the face.
for (size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
float vx = attrib.vertices[3 * idx.vertex_index + 0];
float vy = attrib.vertices[3 * idx.vertex_index + 1];
float vz = attrib.vertices[3 * idx.vertex_index + 2];
float nx = attrib.normals[3 * idx.normal_index + 0];
float ny = attrib.normals[3 * idx.normal_index + 1];
float nz = attrib.normals[3 * idx.normal_index + 2];
float tx = 0.0f;
float ty = 0.0f;
if (idx.texcoord_index != -1) {
tx = attrib.texcoords[2 * idx.texcoord_index + 0];
ty = attrib.texcoords[2 * idx.texcoord_index + 1];
}
glm::vec3 vertexPosition(vx, vy, vz);
glm::vec3 vertexNormal(nx, ny, nz);
glm::vec2 vertexTexCoords(tx, ty);
gps::Vertex currentVertex;
currentVertex.Position = vertexPosition;
currentVertex.Normal = vertexNormal;
currentVertex.TexCoords = vertexTexCoords;
vertices.push_back(currentVertex);
indices.push_back((GLuint)(index_offset + v));
}
index_offset += fv;
}
// get material id
// Only try to read materials if the .mtl file is present
size_t a = shapes[s].mesh.material_ids.size();
if (a > 0 && materials.size()>0) {
materialId = shapes[s].mesh.material_ids[0];
if (materialId != -1) {
gps::Material currentMaterial;
currentMaterial.ambient = glm::vec3(materials[materialId].ambient[0], materials[materialId].ambient[1], materials[materialId].ambient[2]);
currentMaterial.diffuse = glm::vec3(materials[materialId].diffuse[0], materials[materialId].diffuse[1], materials[materialId].diffuse[2]);
currentMaterial.specular = glm::vec3(materials[materialId].specular[0], materials[materialId].specular[1], materials[materialId].specular[2]);
//ambient texture
std::string ambientTexturePath = materials[materialId].ambient_texname;
if (!ambientTexturePath.empty()) {
gps::Texture currentTexture;
currentTexture = LoadTexture(basePath + ambientTexturePath, "ambientTexture");
textures.push_back(currentTexture);
}
//diffuse texture
std::string diffuseTexturePath = materials[materialId].diffuse_texname;
if (!diffuseTexturePath.empty()) {
gps::Texture currentTexture;
currentTexture = LoadTexture(basePath + diffuseTexturePath, "diffuseTexture");
textures.push_back(currentTexture);
}
//specular texture
std::string specularTexturePath = materials[materialId].specular_texname;
if (!specularTexturePath.empty()) {
gps::Texture currentTexture;
currentTexture = LoadTexture(basePath + specularTexturePath, "specularTexture");
textures.push_back(currentTexture);
}
}
}
meshes.push_back(gps::Mesh(vertices, indices, textures));
}
}
// Retrieves a texture associated with the object - by its name and type
gps::Texture Model3D::LoadTexture(std::string path, std::string type) {
for (int i = 0; i < loadedTextures.size(); i++) {
if (loadedTextures[i].path == path) {
//already loaded texture
return loadedTextures[i];
}
}
gps::Texture currentTexture;
currentTexture.id = ReadTextureFromFile(path.c_str());
currentTexture.type = std::string(type);
currentTexture.path = path;
loadedTextures.push_back(currentTexture);
return currentTexture;
}
// Reads the pixel data from an image file and loads it into the video memory
GLuint Model3D::ReadTextureFromFile(const char* file_name) {
int x, y, n;
int force_channels = 4;
unsigned char* image_data = stbi_load(file_name, &x, &y, &n, force_channels);
if (!image_data) {
fprintf(stderr, "ERROR: could not load %s\n", file_name);
return false;
}
// NPOT check
if ((x & (x - 1)) != 0 || (y & (y - 1)) != 0) {
fprintf(
stderr, "WARNING: texture %s is not power-of-2 dimensions\n", file_name
);
}
int width_in_bytes = x * 4;
unsigned char *top = NULL;
unsigned char *bottom = NULL;
unsigned char temp = 0;
int half_height = y / 2;
for (int row = 0; row < half_height; row++) {
top = image_data + row * width_in_bytes;
bottom = image_data + (y - row - 1) * width_in_bytes;
for (int col = 0; col < width_in_bytes; col++) {
temp = *top;
*top = *bottom;
*bottom = temp;
top++;
bottom++;
}
}
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_SRGB, //GL_SRGB,//GL_RGBA,
x,
y,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image_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);
glBindTexture(GL_TEXTURE_2D, 0);
return textureID;
}
Model3D::~Model3D() {
for (size_t i = 0; i < loadedTextures.size(); i++) {
glDeleteTextures(1, &loadedTextures.at(i).id);
}
for (size_t i = 0; i < meshes.size(); i++) {
GLuint VBO = meshes.at(i).getBuffers().VBO;
GLuint EBO = meshes.at(i).getBuffers().EBO;
GLuint VAO = meshes.at(i).getBuffers().VAO;
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteVertexArrays(1, &VAO);
}
}
}