Implement model loading with assimp
This commit is contained in:
parent
806c260893
commit
d8d2c73438
6
compile
6
compile
@ -1,9 +1,9 @@
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#!/bin/bash
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#!/bin/bash
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CC=clang
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CC=clang
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CFLAGS="-g -c -Wall -Isrc/glad/include"
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CFLAGS="-O3 -c -Wall -Isrc/glad/include"
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CXX=clang++
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CXX=clang++
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CXXFLAGS="-g -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm -Isrc/assimp/include -Isrc/assimp/build/include"
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CXXFLAGS="-O3 -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm -Isrc/assimp/include -Isrc/assimp/build/include"
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LIBS="$(pkg-config --libs sdl2) -ldl -lz -lminizip -Lsrc/assimp/build/lib/ -lassimp"
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LIBS="$(pkg-config --libs sdl2) -ldl -lz -lminizip -Lsrc/assimp/build/lib/ -lassimp"
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GLAD_SRC="src/glad/src/glad.c"
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GLAD_SRC="src/glad/src/glad.c"
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GLAD_OBJ="glad.o"
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GLAD_OBJ="glad.o"
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@ -14,5 +14,5 @@ OUT=main
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(set -x ; $CXX $CXXFLAGS $SRC $LIBS -o $OUT)
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(set -x ; $CXX $CXXFLAGS $SRC $LIBS -o $OUT)
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if [[ -f $GLAD_OBJ ]]; then
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if [[ -f $GLAD_OBJ ]]; then
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rm $GLAD_OBJ
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rm $GLAD_OBJ
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fi
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fi
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BIN
models/backpack/ao.jpg
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BIN
models/backpack/ao.jpg
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After Width: | Height: | Size: 1.8 MiB |
16
models/backpack/backpack.mtl
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16
models/backpack/backpack.mtl
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@ -0,0 +1,16 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Scene_-_Root
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.0 0.0 0.0
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd diffuse.jpg
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map_Bump normal.png
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map_Ks specular.jpg
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199481
models/backpack/backpack.obj
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199481
models/backpack/backpack.obj
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File diff suppressed because it is too large
Load Diff
BIN
models/backpack/diffuse.jpg
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BIN
models/backpack/diffuse.jpg
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After Width: | Height: | Size: 5.8 MiB |
BIN
models/backpack/normal.png
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BIN
models/backpack/normal.png
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After Width: | Height: | Size: 14 MiB |
BIN
models/backpack/roughness.jpg
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models/backpack/roughness.jpg
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After Width: | Height: | Size: 4.2 MiB |
3
models/backpack/source_attribution.txt
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models/backpack/source_attribution.txt
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@ -0,0 +1,3 @@
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Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
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Modified material assignment (Joey de Vries) for easier load in OpenGL model loading chapter, and renamed albedo to diffuse and metallic to specular to match non-PBR lighting setup.
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BIN
models/backpack/specular.jpg
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BIN
models/backpack/specular.jpg
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After Width: | Height: | Size: 6.4 MiB |
@ -3,8 +3,8 @@
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#define POINT_LIGHT_COUNT 4
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#define POINT_LIGHT_COUNT 4
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struct Material {
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struct Material {
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sampler2D diffuse;
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sampler2D diffuse1;
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sampler2D specular;
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sampler2D specular1;
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float shininess;
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float shininess;
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};
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};
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@ -70,11 +70,11 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
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vec3 light_direction = normalize(-light.direction);
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vec3 light_direction = normalize(-light.direction);
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vec3 reflect_direction = reflect(-light_direction, normal);
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vec3 reflect_direction = reflect(-light_direction, normal);
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float diff = max(dot(normal, light_direction), 0.0);
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex;
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex);
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vec3 diffuse = light.diffuse * (diff * diff_tex);
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vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords)));
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords)));
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return ambient + diffuse + specular;
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return ambient + diffuse + specular;
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}
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}
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@ -85,11 +85,11 @@ vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 vi
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float distance = length(light.position - frag_position);
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float distance = length(light.position - frag_position);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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float diff = max(dot(normal, light_direction), 0.0);
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex * attenuation;
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vec3 ambient = light.ambient * diff_tex * attenuation;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * attenuation;
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return ambient + diffuse + specular;
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return ambient + diffuse + specular;
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}
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}
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@ -102,10 +102,10 @@ vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view
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float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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float diff = max(dot(normal, light_direction), 0.0);
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float diff = max(dot(normal, light_direction), 0.0);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 ambient = light.ambient * diff_tex;
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity;
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return ambient + diffuse + specular;
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return ambient + diffuse + specular;
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}
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}
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194
src/main.cc
194
src/main.cc
@ -14,6 +14,14 @@
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#include "glm/gtx/rotate_vector.hpp"
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#include "glm/gtx/rotate_vector.hpp"
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#include "glm/gtx/string_cast.hpp"
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#include "glm/gtx/string_cast.hpp"
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// Assimp
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#include "assimp/Importer.hpp"
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#include "assimp/postprocess.h"
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#include "assimp/scene.h"
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#include "assimp/mesh.h"
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#include "assimp/material.h"
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#include "assimp/types.h"
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// SDL
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// SDL
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_timer.h>
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#include <SDL2/SDL_timer.h>
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@ -67,16 +75,23 @@ class Shader {
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static const char *get_shader_type_string(GLenum shader_type);
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static const char *get_shader_type_string(GLenum shader_type);
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};
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};
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enum TextureType : unsigned char {
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TEXTURE_TYPE_DIFFUSE,
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TEXTURE_TYPE_SPECULAR,
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};
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class Texture2D {
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class Texture2D {
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public:
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public:
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Texture2D(const char *filename, GLint texture_unit, const char *name);
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Texture2D(const char *filename, GLint texture_unit, TextureType type);
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~Texture2D();
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~Texture2D();
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void activate() const;
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void activate() const;
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std::string name(unsigned int index) const;
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int width;
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int width;
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int height;
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int height;
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int channels;
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int channels;
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const char *filename;
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GLint texture_unit;
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GLint texture_unit;
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std::string name;
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TextureType type;
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private:
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private:
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GLuint texture;
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GLuint texture;
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GLint format;
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GLint format;
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@ -101,6 +116,25 @@ class Mesh {
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void setup_mesh();
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void setup_mesh();
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};
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};
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class Model {
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public:
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Model(const char *path) {
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load_model(path);
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}
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void draw(Shader &shader);
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private:
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std::vector<Texture2D> loaded_textures;
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std::vector<Mesh> meshes;
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std::string directory;
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GLint texture_unit = GL_TEXTURE0;
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void load_model(std::string path);
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void process_node(aiNode *node, const aiScene *scene);
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Mesh process_mesh(aiMesh *mesh, const aiScene *scene);
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std::vector<Texture2D> load_material_textures(aiMaterial *mat, aiTextureType type);
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};
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int main() {
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int main() {
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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return EXIT_CODE_SDL_INIT_FAILED;
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return EXIT_CODE_SDL_INIT_FAILED;
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@ -179,12 +213,7 @@ int main() {
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13, 15, 16
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13, 15, 16
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};
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};
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std::vector<Texture2D> textures = {
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Model backpack = {"models/backpack/backpack.obj"};
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Texture2D("images/container2.png", GL_TEXTURE0, "material.diffuse"),
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Texture2D("images/container2_specular.png", GL_TEXTURE1, "material.specular"),
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};
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Mesh container = {vertices, indices, textures};
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Mesh light = {vertices, indices, {}};
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Mesh light = {vertices, indices, {}};
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Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
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Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
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@ -207,24 +236,10 @@ int main() {
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glm::mat3 normal_mat = glm::mat3(1.0f);
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glm::mat3 normal_mat = glm::mat3(1.0f);
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main_shader.set_mat4 ("projection", projection);
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main_shader.set_mat4 ("projection", projection);
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main_shader.set_vec3 ("material.specular", glm::vec3(0.5f, 0.5f, 0.5f));
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main_shader.set_float("material.shininess", 32.0f);
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main_shader.set_float("material.shininess", 32.0f);
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light_shader.set_mat4("projection", projection);
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light_shader.set_mat4("projection", projection);
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std::vector<glm::vec3> cube_positions = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 4.0f, 6.0f, -15.0f),
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glm::vec3(-3.5f, -3.2f, -2.5f),
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glm::vec3(-5.8f, -3.0f, -12.3f),
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glm::vec3( 4.4f, -1.4f, -3.5f),
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glm::vec3(-3.7f, 4.0f, -7.5f),
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glm::vec3( 3.3f, -3.0f, -2.5f),
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glm::vec3( 3.5f, 3.0f, -2.5f),
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glm::vec3( 3.5f, 1.2f, -1.5f),
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glm::vec3(-3.3f, 2.0f, -1.5f)
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};
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std::vector<glm::vec3> point_light_positions = {
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std::vector<glm::vec3> point_light_positions = {
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glm::vec3( 0.7f, 0.2f, 2.0f),
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glm::vec3( 0.7f, 0.2f, 2.0f),
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glm::vec3( 2.3f, -3.3f, -4.0f),
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glm::vec3( 2.3f, -3.3f, -4.0f),
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@ -364,15 +379,12 @@ int main() {
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glClearColor(0.04f, 0.08f, 0.08f, 1.0f);
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glClearColor(0.04f, 0.08f, 0.08f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (int i = 0; i < cube_positions.size(); ++i) {
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model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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model = glm::translate(glm::mat4(1.0f), cube_positions[i]);
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normal_mat = glm::transpose(glm::inverse(model));
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model = glm::rotate(model, glm::radians(10.0f * i), glm::vec3(1.0f, 0.3f, 0.5f));
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main_shader.activate();
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normal_mat = glm::transpose(glm::inverse(model));
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main_shader.set_mat4("model", model);
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main_shader.activate();
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main_shader.set_mat3("normal_mat", normal_mat);
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main_shader.set_mat4("model", model);
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backpack.draw(main_shader);
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main_shader.set_mat3("normal_mat", normal_mat);
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container.draw(main_shader);
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}
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// Draw light source
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// Draw light source
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for (int i = 0; i < point_light_positions.size(); ++i) {
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for (int i = 0; i < point_light_positions.size(); ++i) {
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@ -531,7 +543,7 @@ const char *Shader::get_shader_type_string(GLenum shader_type) {
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return output;
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return output;
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}
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}
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Texture2D::Texture2D(const char *filename, GLint texture_unit, const char *name) : texture_unit(texture_unit), name(name) {
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Texture2D::Texture2D(const char *filename, GLint texture_unit, TextureType type) : filename(filename), texture_unit(texture_unit), type(type) {
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uint8_t *image = stbi_load(filename, &width, &height, &channels, 0);
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uint8_t *image = stbi_load(filename, &width, &height, &channels, 0);
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if (!image) {
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if (!image) {
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return;
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return;
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@ -562,6 +574,23 @@ void Texture2D::activate() const {
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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}
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std::string Texture2D::name(unsigned int index) const {
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std::string output = "material.";
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switch (type) {
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case TEXTURE_TYPE_DIFFUSE:
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output += "diffuse";
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break;
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case TEXTURE_TYPE_SPECULAR:
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output += "specular";
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break;
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}
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output += std::to_string(index);
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return output.c_str();
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}
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Mesh::Mesh(std::vector<Vertex> vertices, std::vector<GLuint> indices, std::vector<Texture2D> textures)
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Mesh::Mesh(std::vector<Vertex> vertices, std::vector<GLuint> indices, std::vector<Texture2D> textures)
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: vertices(vertices), indices(indices), textures(textures) {
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: vertices(vertices), indices(indices), textures(textures) {
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setup_mesh();
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setup_mesh();
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@ -589,9 +618,14 @@ void Mesh::setup_mesh() {
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}
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}
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void Mesh::draw(Shader &shader) {
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void Mesh::draw(Shader &shader) {
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unsigned int diffuse = 1;
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unsigned int specular = 1;
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unsigned int index;
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for (int i = 0; i < textures.size(); ++i) {
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for (int i = 0; i < textures.size(); ++i) {
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const Texture2D &texture = textures[i];
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const Texture2D &texture = textures[i];
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shader.set_int(texture.name.c_str(), texture.texture_unit - GL_TEXTURE0);
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index = texture.type == TEXTURE_TYPE_DIFFUSE ? diffuse++ : specular++;
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shader.set_int(texture.name(index).c_str(), texture.texture_unit - GL_TEXTURE0);
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texture.activate();
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texture.activate();
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}
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}
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@ -599,3 +633,97 @@ void Mesh::draw(Shader &shader) {
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
|
||||||
|
|
||||||
|
void Model::draw(Shader &shader) {
|
||||||
|
for (int i = 0; i < meshes.size(); ++i) {
|
||||||
|
meshes[i].draw(shader);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Model::load_model(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) {
|
||||||
|
printf("Failed to load model: %s. Error: %s\n", path.c_str(), importer.GetErrorString());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
directory = path.substr(0, path.find_last_of('/'));
|
||||||
|
process_node(scene->mRootNode, scene);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Model::process_node(aiNode *node, const aiScene *scene) {
|
||||||
|
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
|
||||||
|
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
|
||||||
|
meshes.push_back(process_mesh(mesh, scene));
|
||||||
|
}
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
|
||||||
|
process_node(node->mChildren[i], scene);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Mesh Model::process_mesh(aiMesh *mesh, const aiScene *scene) {
|
||||||
|
std::vector<Vertex> vertices;
|
||||||
|
std::vector<GLuint> indices;
|
||||||
|
std::vector<Texture2D> textures;
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||||
|
Vertex vertex;
|
||||||
|
|
||||||
|
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]) {
|
||||||
|
vertex.tex_coord = glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
|
||||||
|
} else {
|
||||||
|
vertex.tex_coord = glm::vec2(0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
vertices.push_back(vertex);
|
||||||
|
}
|
||||||
|
|
||||||
|
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]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mesh->mMaterialIndex >= 0) {
|
||||||
|
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
|
||||||
|
|
||||||
|
std::vector<Texture2D> diffuse_maps = load_material_textures(material, aiTextureType_DIFFUSE);
|
||||||
|
textures.insert(textures.end(), diffuse_maps.begin(), diffuse_maps.end());
|
||||||
|
|
||||||
|
std::vector<Texture2D> specular_maps = load_material_textures(material, aiTextureType_SPECULAR);
|
||||||
|
textures.insert(textures.end(), specular_maps.begin(), specular_maps.end());
|
||||||
|
}
|
||||||
|
|
||||||
|
return Mesh(vertices, indices, textures);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<Texture2D> Model::load_material_textures(aiMaterial *material, aiTextureType type) {
|
||||||
|
std::vector<Texture2D> textures;
|
||||||
|
for (unsigned int i = 0; i < material->GetTextureCount(type); ++i) {
|
||||||
|
aiString path;
|
||||||
|
material->GetTexture(type, i, &path);
|
||||||
|
std::string absolute_path = directory + '/' + path.C_Str();
|
||||||
|
|
||||||
|
bool skip = false;
|
||||||
|
for (unsigned int j = 0; i < loaded_textures.size(); ++j) {
|
||||||
|
if (std::strcmp(loaded_textures[j].filename, absolute_path.c_str()) == 0) {
|
||||||
|
textures.push_back(loaded_textures[j]);
|
||||||
|
skip = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!skip) {
|
||||||
|
TextureType tex_type = type == aiTextureType_DIFFUSE ? TEXTURE_TYPE_DIFFUSE : TEXTURE_TYPE_SPECULAR;
|
||||||
|
Texture2D texture = {absolute_path.c_str(), texture_unit++, tex_type};
|
||||||
|
textures.push_back(texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return textures;
|
||||||
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user