89 lines
2.9 KiB
C++
89 lines
2.9 KiB
C++
#ifndef RawModelCustom_h__
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#define RawModelCustom_h__
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <cstdlib>
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#include <stack>
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#include <boost/filesystem/path.hpp>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ResourceManager.h"
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#include "Texture.h"
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#include "Skeleton.h"
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#include "boost\endian\buffers.hpp"
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class RawModel : public Resource
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{
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friend class ResourceManager;
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protected:
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RawModel(std::string fileName);
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public:
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~RawModel();
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struct Vertex
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{
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glm::vec3 Position;
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glm::vec3 Normal;
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glm::vec3 Tangent;
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glm::vec3 BiNormal;
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glm::vec2 TextureCoords;
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glm::vec4 BoneIndices;
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glm::vec4 BoneWeights;
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};
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struct MaterialGroup
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{
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float SpecularExponent;
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float ReflectionFactor;
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unsigned int StartIndex;
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unsigned int EndIndex;
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//float Transparency;
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std::string TexturePath;
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std::shared_ptr<::Texture> Texture;
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std::string NormalMapPath;
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std::shared_ptr<::Texture> NormalMap;
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std::string SpecularMapPath;
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std::shared_ptr<::Texture> SpecularMap;
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std::string IncandescenceMapPath;
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std::shared_ptr<::Texture> IncandescenceMap;
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};
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std::vector<MaterialGroup> MaterialGroups;
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std::vector<Vertex> m_Vertices;
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std::vector<unsigned int> m_Indices;
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Skeleton* m_Skeleton = nullptr;
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glm::mat4 m_Matrix;
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private:
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void ReadMeshFile(std::string filePath);
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void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialFile(std::string filePath);
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void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationFile(std::string filePath);
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void ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips);
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void ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex);
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void ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
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//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
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};
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#endif
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