Split model file loading and buffer creation into separate classes
This commit is contained in:
@@ -19,28 +19,12 @@
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#ifndef Model_h__
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#define Model_h__
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#include <string>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <vector>
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#include <memory>
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#include <cstdlib>
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#include <stack>
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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 <boost/filesystem/path.hpp>
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#include "Core/ResourceManager.h"
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#include "Rendering/Texture.h"
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#include "Rendering/Skeleton.h"
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#include "Rendering/RawModel.h"
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namespace dd
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{
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class Model : public Resource
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class Model : public RawModel
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{
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friend class ResourceManager;
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@@ -50,54 +34,12 @@ private:
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public:
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~Model();
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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 BiTangent;
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glm::vec2 TextureCoords;
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glm::vec4 DiffuseVertexColor;
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glm::vec4 SpecularVertexColor;
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glm::vec4 BoneIndices1;
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glm::vec4 BoneIndices2;
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glm::vec4 BoneWeights1;
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glm::vec4 BoneWeights2;
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};
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struct MaterialGroup
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{
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float Shininess;
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std::shared_ptr<dd::Texture> Texture;
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std::shared_ptr<dd::Texture> NormalMap;
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std::shared_ptr<dd::Texture> SpecularMap;
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unsigned int StartIndex;
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unsigned int EndIndex;
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};
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GLuint VAO;
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GLuint ElementBuffer;
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std::vector<MaterialGroup> TextureGroups;
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std::vector<std::shared_ptr<Texture>> texture;
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glm::mat4 GetMatrix();
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std::vector<glm::vec3> Vertices;
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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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std::vector<glm::ivec2> BoneIndices;
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std::vector<glm::vec2> BoneWeights;
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std::vector<glm::vec3> Normals;
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std::vector<glm::vec4> DiffuseVertexColor;
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std::vector<glm::vec4> SpecularVertexColor;
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std::vector<glm::vec3> TangentNormals;
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std::vector<glm::vec3> BiTangentNormals;
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std::vector<glm::vec2> TextureCoords;
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GLuint VertexBuffer;
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GLuint DiffuseVertexColorBuffer;
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GLuint SpecularVertexColorBuffer;
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@@ -105,8 +47,6 @@ private:
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GLuint TangentNormalsBuffer;
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GLuint BiTangentNormalsBuffer;
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GLuint TextureCoordBuffer;
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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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}
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@@ -0,0 +1,99 @@
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RawModel_h__
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#define RawModel_h__
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#include <string>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <vector>
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#include <memory>
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#include <cstdlib>
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#include <stack>
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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 <boost/filesystem/path.hpp>
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#include "Core/ResourceManager.h"
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#include "Rendering/Texture.h"
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#include "Rendering/Skeleton.h"
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namespace dd
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{
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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 BiTangent;
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glm::vec2 TextureCoords;
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glm::vec4 DiffuseVertexColor;
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glm::vec4 SpecularVertexColor;
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glm::vec4 BoneIndices1;
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glm::vec4 BoneIndices2;
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glm::vec4 BoneWeights1;
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glm::vec4 BoneWeights2;
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};
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struct MaterialGroup
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{
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float Shininess;
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std::shared_ptr<dd::Texture> Texture;
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std::shared_ptr<dd::Texture> NormalMap;
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std::shared_ptr<dd::Texture> SpecularMap;
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unsigned int StartIndex;
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unsigned int EndIndex;
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};
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std::vector<MaterialGroup> TextureGroups;
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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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private:
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std::vector<glm::ivec2> BoneIndices;
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std::vector<glm::vec2> BoneWeights;
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std::vector<glm::vec3> Normals;
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std::vector<glm::vec4> DiffuseVertexColor;
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std::vector<glm::vec4> SpecularVertexColor;
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std::vector<glm::vec3> TangentNormals;
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std::vector<glm::vec3> BiTangentNormals;
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std::vector<glm::vec2> TextureCoords;
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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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}
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#endif // Model_h__
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@@ -20,15 +20,8 @@
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#include "Rendering/Model.h"
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dd::Model::Model(std::string fileName)
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: RawModel(fileName)
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{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate);
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if (scene == nullptr) {
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LOG_ERROR("Failed to load model \"%s\"", fileName.c_str());
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LOG_ERROR("Assimp error: %s", importer.GetErrorString());
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return;
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}
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auto m = scene->mRootNode->mTransformation;
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m_Matrix = glm::mat4(
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@@ -39,271 +32,6 @@ dd::Model::Model(std::string fileName)
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);
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m_Matrix = glm::transpose(m_Matrix);
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auto meshes = scene->mMeshes;
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// Pre-count vertices
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int numVertices = 0;
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int numIndices = 0;
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for (int i = 0; i < scene->mNumMeshes; ++i) {
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numVertices += meshes[i]->mNumVertices;
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// Faces
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for (int j = 0; j < meshes[i]->mNumFaces; ++j) {
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auto face = meshes[i]->mFaces[j];
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numIndices += face.mNumIndices;
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}
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}
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LOG_DEBUG("Vertex count %i", numVertices);
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LOG_DEBUG("Index count %i", numIndices);
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LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
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std::vector<std::tuple<std::string, glm::mat4>> boneInfo;
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std::map<std::string, int> boneNameMapping;
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for (int i = 0; i < scene->mNumMeshes; ++i) {
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auto mesh = meshes[i];
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auto material = scene->mMaterials[mesh->mMaterialIndex];
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unsigned int indexOffset = m_Vertices.size();
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// Vertices, normals and texture coordinates
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for (int vertexIndex = 0; vertexIndex < mesh->mNumVertices; ++vertexIndex) {
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Vertex desc;
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// Position
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auto position = mesh->mVertices[vertexIndex];
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desc.Position = glm::vec3(position.x, position.y, position.z);
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// Normal
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auto normal = mesh->mNormals[vertexIndex];
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desc.Normal = glm::vec3(normal.x, normal.y, normal.z);
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//if (mesh->HasTangentsAndBitangents()) {
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// // Tangent
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// auto tangent = mesh->mTangents[vertexIndex];
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// desc.Tangent = glm::vec3(tangent.x, tangent.y, tangent.z);
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// // Bi-tangent
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// auto bitangent = mesh->mBitangents[vertexIndex];
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// desc.BiTangent = glm::vec3(bitangent.x, bitangent.y, bitangent.z);
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//}
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// UV
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if (mesh->HasTextureCoords(0)) {
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auto uv = mesh->mTextureCoords[0][vertexIndex];
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desc.TextureCoords = glm::vec2(uv.x, uv.y);
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}
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// Material diffuse color
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aiColor4D diffuse;
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material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
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desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, diffuse.a);
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// Material specular color
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aiColor4D specular;
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material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
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desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, specular.a);
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m_Vertices.push_back(desc);
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}
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// Faces
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for (int j = 0; j < mesh->mNumFaces; ++j) {
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auto face = mesh->mFaces[j];
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for (int k = 0; k < face.mNumIndices; ++k) {
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unsigned int index = face.mIndices[k];
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m_Indices.push_back(indexOffset + index);
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}
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}
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// Calculate normal mapping tangents
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for (int i = 0; i < m_Indices.size(); i += 3) {
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Vertex& v0 = m_Vertices[m_Indices[i]];
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Vertex& v1 = m_Vertices[m_Indices[i + 1]];
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Vertex& v2 = m_Vertices[m_Indices[i + 2]];
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glm::vec3 edge1 = v1.Position - v0.Position;
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glm::vec3 edge2 = v2.Position - v0.Position;
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float deltaU1 = v1.TextureCoords.x - v0.TextureCoords.x;
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float deltaV1 = v1.TextureCoords.y - v0.TextureCoords.y;
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float deltaU2 = v2.TextureCoords.x - v0.TextureCoords.x;
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float deltaV2 = v2.TextureCoords.y - v0.TextureCoords.y;
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float f = 1.0f / (deltaU1 * deltaV2 - deltaU2 * deltaV1);
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glm::vec3 tangent;
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tangent.x = f * (deltaV2 * edge1.x - deltaV1 * edge2.x);
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tangent.y = f * (deltaV2 * edge1.y - deltaV1 * edge2.y);
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tangent.z = f * (deltaV2 * edge1.z - deltaV1 * edge2.z);
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v0.Tangent += tangent;
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v1.Tangent += tangent;
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v2.Tangent += tangent;
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}
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for (auto& vertex : m_Vertices) {
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vertex.Tangent = glm::normalize(vertex.Tangent);
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vertex.BiTangent = glm::normalize(glm::cross(vertex.Tangent, glm::normalize(vertex.Normal)));
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}
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// Material info
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MaterialGroup matGroup;
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matGroup.StartIndex = indexOffset;
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matGroup.EndIndex = m_Indices.size() - 1;
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// Material shininess
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material->Get(AI_MATKEY_SHININESS, matGroup.Shininess);
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LOG_DEBUG("Shininess: %f", matGroup.Shininess);
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// Diffuse texture
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LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
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if (material->GetTextureCount(aiTextureType_DIFFUSE)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
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matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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// Normal map
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LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
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if (material->GetTextureCount(aiTextureType_HEIGHT)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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LOG_DEBUG("Normal map: %s", absolutePath.c_str());
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matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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// Specular map
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LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
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if (material->GetTextureCount(aiTextureType_SPECULAR)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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LOG_DEBUG("Specular map: %s", absolutePath.c_str());
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matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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TextureGroups.push_back(matGroup);
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// Bones
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std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
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for (int j = 0; j < mesh->mNumBones; ++j) {
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auto bone = mesh->mBones[j];
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std::string boneName = bone->mName.C_Str();
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auto mat = bone->mOffsetMatrix;
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glm::mat4 glmMat(mat.a1, mat.b1, mat.c1, mat.d1,
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mat.a2, mat.b2, mat.c2, mat.d2,
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mat.a3, mat.b3, mat.c3, mat.d3,
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mat.a4, mat.b4, mat.c4, mat.d4);
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int boneIndex;
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if (boneNameMapping.find(boneName) != boneNameMapping.end()) {
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boneIndex = boneNameMapping[boneName];
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} else {
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boneIndex = boneInfo.size();
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boneInfo.push_back(std::make_tuple(boneName, glmMat));
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boneNameMapping[boneName] = boneIndex;
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}
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for (int k = 0; k < bone->mNumWeights; ++k) {
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auto weight = bone->mWeights[k];
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unsigned int offsetVertexId = weight.mVertexId + indexOffset;
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vertexWeights[offsetVertexId].push_back(std::make_tuple(boneIndex, weight.mWeight));
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}
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}
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for (auto &pair : vertexWeights) {
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auto weights = pair.second;
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Vertex& desc = m_Vertices[pair.first];
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const int maxWeights = 8;
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if (weights.size() > maxWeights) {
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LOG_WARNING("Vertex weights (%i) greater than max weights per vertex (%i)", weights.size(), maxWeights);
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}
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for (int weightIndex = 0; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 4; ++weightIndex) {
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std::tie(desc.BoneIndices1[weightIndex], desc.BoneWeights1[weightIndex]) = weights[weightIndex];
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}
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for (int weightIndex = 4; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 8; ++weightIndex) {
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std::tie(desc.BoneIndices2[weightIndex - 4], desc.BoneWeights2[weightIndex - 4]) = weights[weightIndex];
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}
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}
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//break;
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}
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// Traverse the node tree and build a skeleton
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if (!boneInfo.empty()) {
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m_Skeleton = new Skeleton();
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CreateSkeleton(boneInfo, boneNameMapping, scene->mRootNode, -1);
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int numBones = m_Skeleton->Bones.size();
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LOG_DEBUG("Bone count: %i", numBones);
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if (numBones > 0) {
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m_Skeleton->PrintSkeleton();
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}
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}
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// Animations
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LOG_DEBUG("Animation count: %i", scene->mNumAnimations);
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for (int i = 0; i < scene->mNumAnimations; ++i) {
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auto animation = scene->mAnimations[i];
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std::string animationName = animation->mName.C_Str();
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LOG_DEBUG("Animation: %s", animationName.c_str());
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LOG_DEBUG("Duration: %f", animation->mDuration);
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LOG_DEBUG("Ticks per second: %f", animation->mTicksPerSecond);
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Skeleton::Animation skelAnim;
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skelAnim.Name = animationName;
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skelAnim.Duration = animation->mDuration / animation->mTicksPerSecond;
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std::map<int, double> frameTimes;
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std::map<int, std::map<int, Skeleton::Animation::Keyframe::BoneProperty>> frameBoneProperties;
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// For each animation channel (bone)
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for (int channelIndex = 0; channelIndex < animation->mNumChannels; ++channelIndex) {
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auto channel = animation->mChannels[channelIndex];
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std::string boneName = channel->mNodeName.C_Str();
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int boneID = m_Skeleton->GetBoneID(boneName);
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if (boneID == -1) {
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LOG_ERROR("Animation referenced a bone that doesn't exist: %s", boneName.c_str());
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continue;
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}
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// If you don't have the same amount of keyframes for every transformation type you're dumb.
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if (channel->mNumPositionKeys != channel->mNumRotationKeys || channel->mNumPositionKeys != channel->mNumScalingKeys) {
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LOG_ERROR("Hey, animation! You're dumb!", animationName.c_str());
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int keyframe = 0; keyframe < channel->mNumPositionKeys; ++keyframe) {
|
||||
auto posKey = channel->mPositionKeys[keyframe];
|
||||
auto rotKey = channel->mRotationKeys[keyframe];
|
||||
auto scaleKey = channel->mScalingKeys[keyframe];
|
||||
|
||||
frameTimes[keyframe] = posKey.mTime;
|
||||
|
||||
auto &property = frameBoneProperties[keyframe][boneID];
|
||||
property.ID = keyframe;
|
||||
property.Position = glm::vec3(posKey.mValue.x, posKey.mValue.y, posKey.mValue.z);
|
||||
property.Rotation = glm::quat(rotKey.mValue.w, rotKey.mValue.x, rotKey.mValue.y, rotKey.mValue.z);
|
||||
property.Scale = glm::vec3(scaleKey.mValue.x, scaleKey.mValue.y, scaleKey.mValue.z);
|
||||
}
|
||||
}
|
||||
|
||||
// Create keyframes from bone properties
|
||||
for (auto &kv : frameBoneProperties) {
|
||||
int keyframe = kv.first;
|
||||
Skeleton::Animation::Keyframe animationFrame;
|
||||
animationFrame.Index = keyframe;
|
||||
animationFrame.Time = frameTimes[keyframe] / animation->mTicksPerSecond;
|
||||
for (auto &kv2 : kv.second) {
|
||||
int boneID = kv2.first;
|
||||
auto &property = kv2.second;
|
||||
animationFrame.BoneProperties[boneID] = property;
|
||||
}
|
||||
skelAnim.Keyframes.push_back(animationFrame);
|
||||
}
|
||||
|
||||
m_Skeleton->Animations[animationName] = skelAnim;
|
||||
}
|
||||
|
||||
// Generate GL buffers
|
||||
GLuint buffer;
|
||||
glGenBuffers(1, &buffer);
|
||||
@@ -359,28 +87,5 @@ dd::Model::Model(std::string fileName)
|
||||
|
||||
dd::Model::~Model()
|
||||
{
|
||||
if (m_Skeleton) {
|
||||
delete m_Skeleton;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Model::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID)
|
||||
{
|
||||
std::string nodeName = node->mName.C_Str();
|
||||
|
||||
// Find the bone by name in the bone info list
|
||||
if (boneNameMapping.find(nodeName) == boneNameMapping.end()) {
|
||||
LOG_DEBUG("Node \"%s\" was not a bone", nodeName.c_str());
|
||||
} else {
|
||||
glm::mat4 offsetMatrix;
|
||||
int ID = boneNameMapping[nodeName];
|
||||
std::tie(std::ignore, offsetMatrix) = boneInfo[ID];
|
||||
m_Skeleton->CreateBone(ID, parentID, nodeName, offsetMatrix);
|
||||
parentID = ID;
|
||||
}
|
||||
|
||||
for (int childIndex = 0; childIndex < node->mNumChildren; ++childIndex) {
|
||||
aiNode* child = node->mChildren[childIndex];
|
||||
CreateSkeleton(boneInfo, boneNameMapping, child, parentID);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,325 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Rendering/RawModel.h"
|
||||
|
||||
dd::RawModel::RawModel(std::string fileName)
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate);
|
||||
|
||||
if (scene == nullptr) {
|
||||
LOG_ERROR("Failed to load model \"%s\"", fileName.c_str());
|
||||
LOG_ERROR("Assimp error: %s", importer.GetErrorString());
|
||||
return;
|
||||
}
|
||||
|
||||
auto meshes = scene->mMeshes;
|
||||
|
||||
// Pre-count vertices
|
||||
int numVertices = 0;
|
||||
int numIndices = 0;
|
||||
for (int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
numVertices += meshes[i]->mNumVertices;
|
||||
|
||||
// Faces
|
||||
for (int j = 0; j < meshes[i]->mNumFaces; ++j) {
|
||||
auto face = meshes[i]->mFaces[j];
|
||||
numIndices += face.mNumIndices;
|
||||
}
|
||||
}
|
||||
LOG_DEBUG("Vertex count %i", numVertices);
|
||||
LOG_DEBUG("Index count %i", numIndices);
|
||||
|
||||
LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
|
||||
|
||||
std::vector<std::tuple<std::string, glm::mat4>> boneInfo;
|
||||
std::map<std::string, int> boneNameMapping;
|
||||
|
||||
for (int i = 0; i < scene->mNumMeshes; ++i) {
|
||||
auto mesh = meshes[i];
|
||||
auto material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
unsigned int indexOffset = m_Vertices.size();
|
||||
|
||||
// Vertices, normals and texture coordinates
|
||||
for (int vertexIndex = 0; vertexIndex < mesh->mNumVertices; ++vertexIndex) {
|
||||
Vertex desc;
|
||||
|
||||
// Position
|
||||
auto position = mesh->mVertices[vertexIndex];
|
||||
desc.Position = glm::vec3(position.x, position.y, position.z);
|
||||
|
||||
// Normal
|
||||
auto normal = mesh->mNormals[vertexIndex];
|
||||
desc.Normal = glm::vec3(normal.x, normal.y, normal.z);
|
||||
|
||||
//if (mesh->HasTangentsAndBitangents()) {
|
||||
// // Tangent
|
||||
// auto tangent = mesh->mTangents[vertexIndex];
|
||||
// desc.Tangent = glm::vec3(tangent.x, tangent.y, tangent.z);
|
||||
|
||||
// // Bi-tangent
|
||||
// auto bitangent = mesh->mBitangents[vertexIndex];
|
||||
// desc.BiTangent = glm::vec3(bitangent.x, bitangent.y, bitangent.z);
|
||||
//}
|
||||
|
||||
// UV
|
||||
if (mesh->HasTextureCoords(0)) {
|
||||
auto uv = mesh->mTextureCoords[0][vertexIndex];
|
||||
desc.TextureCoords = glm::vec2(uv.x, uv.y);
|
||||
}
|
||||
|
||||
// Material diffuse color
|
||||
aiColor4D diffuse;
|
||||
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
|
||||
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, diffuse.a);
|
||||
// Material specular color
|
||||
aiColor4D specular;
|
||||
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
|
||||
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, specular.a);
|
||||
|
||||
m_Vertices.push_back(desc);
|
||||
}
|
||||
|
||||
// Faces
|
||||
for (int j = 0; j < mesh->mNumFaces; ++j) {
|
||||
auto face = mesh->mFaces[j];
|
||||
for (int k = 0; k < face.mNumIndices; ++k) {
|
||||
unsigned int index = face.mIndices[k];
|
||||
m_Indices.push_back(indexOffset + index);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate normal mapping tangents
|
||||
for (int i = 0; i < m_Indices.size(); i += 3) {
|
||||
Vertex& v0 = m_Vertices[m_Indices[i]];
|
||||
Vertex& v1 = m_Vertices[m_Indices[i + 1]];
|
||||
Vertex& v2 = m_Vertices[m_Indices[i + 2]];
|
||||
|
||||
glm::vec3 edge1 = v1.Position - v0.Position;
|
||||
glm::vec3 edge2 = v2.Position - v0.Position;
|
||||
|
||||
float deltaU1 = v1.TextureCoords.x - v0.TextureCoords.x;
|
||||
float deltaV1 = v1.TextureCoords.y - v0.TextureCoords.y;
|
||||
float deltaU2 = v2.TextureCoords.x - v0.TextureCoords.x;
|
||||
float deltaV2 = v2.TextureCoords.y - v0.TextureCoords.y;
|
||||
|
||||
float f = 1.0f / (deltaU1 * deltaV2 - deltaU2 * deltaV1);
|
||||
|
||||
glm::vec3 tangent;
|
||||
tangent.x = f * (deltaV2 * edge1.x - deltaV1 * edge2.x);
|
||||
tangent.y = f * (deltaV2 * edge1.y - deltaV1 * edge2.y);
|
||||
tangent.z = f * (deltaV2 * edge1.z - deltaV1 * edge2.z);
|
||||
|
||||
v0.Tangent += tangent;
|
||||
v1.Tangent += tangent;
|
||||
v2.Tangent += tangent;
|
||||
}
|
||||
for (auto& vertex : m_Vertices) {
|
||||
vertex.Tangent = glm::normalize(vertex.Tangent);
|
||||
vertex.BiTangent = glm::normalize(glm::cross(vertex.Tangent, glm::normalize(vertex.Normal)));
|
||||
}
|
||||
|
||||
// Material info
|
||||
MaterialGroup matGroup;
|
||||
matGroup.StartIndex = indexOffset;
|
||||
matGroup.EndIndex = m_Indices.size() - 1;
|
||||
// Material shininess
|
||||
material->Get(AI_MATKEY_SHININESS, matGroup.Shininess);
|
||||
LOG_DEBUG("Shininess: %f", matGroup.Shininess);
|
||||
// Diffuse texture
|
||||
LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
|
||||
if (material->GetTextureCount(aiTextureType_DIFFUSE)) {
|
||||
aiString path;
|
||||
aiTextureMapping mapping;
|
||||
material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
|
||||
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
||||
LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
|
||||
matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
|
||||
}
|
||||
// Normal map
|
||||
LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
|
||||
if (material->GetTextureCount(aiTextureType_HEIGHT)) {
|
||||
aiString path;
|
||||
aiTextureMapping mapping;
|
||||
material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
|
||||
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
||||
LOG_DEBUG("Normal map: %s", absolutePath.c_str());
|
||||
matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
|
||||
}
|
||||
// Specular map
|
||||
LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
|
||||
if (material->GetTextureCount(aiTextureType_SPECULAR)) {
|
||||
aiString path;
|
||||
aiTextureMapping mapping;
|
||||
material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
|
||||
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
|
||||
LOG_DEBUG("Specular map: %s", absolutePath.c_str());
|
||||
matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
|
||||
}
|
||||
TextureGroups.push_back(matGroup);
|
||||
|
||||
// Bones
|
||||
std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
|
||||
for (int j = 0; j < mesh->mNumBones; ++j) {
|
||||
auto bone = mesh->mBones[j];
|
||||
std::string boneName = bone->mName.C_Str();
|
||||
|
||||
auto mat = bone->mOffsetMatrix;
|
||||
glm::mat4 glmMat(mat.a1, mat.b1, mat.c1, mat.d1,
|
||||
mat.a2, mat.b2, mat.c2, mat.d2,
|
||||
mat.a3, mat.b3, mat.c3, mat.d3,
|
||||
mat.a4, mat.b4, mat.c4, mat.d4);
|
||||
|
||||
int boneIndex;
|
||||
if (boneNameMapping.find(boneName) != boneNameMapping.end()) {
|
||||
boneIndex = boneNameMapping[boneName];
|
||||
} else {
|
||||
boneIndex = boneInfo.size();
|
||||
boneInfo.push_back(std::make_tuple(boneName, glmMat));
|
||||
boneNameMapping[boneName] = boneIndex;
|
||||
}
|
||||
|
||||
for (int k = 0; k < bone->mNumWeights; ++k) {
|
||||
auto weight = bone->mWeights[k];
|
||||
unsigned int offsetVertexId = weight.mVertexId + indexOffset;
|
||||
vertexWeights[offsetVertexId].push_back(std::make_tuple(boneIndex, weight.mWeight));
|
||||
}
|
||||
}
|
||||
for (auto &pair : vertexWeights) {
|
||||
auto weights = pair.second;
|
||||
Vertex& desc = m_Vertices[pair.first];
|
||||
|
||||
const int maxWeights = 8;
|
||||
if (weights.size() > maxWeights) {
|
||||
LOG_WARNING("Vertex weights (%i) greater than max weights per vertex (%i)", weights.size(), maxWeights);
|
||||
}
|
||||
for (int weightIndex = 0; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 4; ++weightIndex) {
|
||||
std::tie(desc.BoneIndices1[weightIndex], desc.BoneWeights1[weightIndex]) = weights[weightIndex];
|
||||
}
|
||||
for (int weightIndex = 4; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 8; ++weightIndex) {
|
||||
std::tie(desc.BoneIndices2[weightIndex - 4], desc.BoneWeights2[weightIndex - 4]) = weights[weightIndex];
|
||||
}
|
||||
}
|
||||
|
||||
//break;
|
||||
}
|
||||
|
||||
// Traverse the node tree and build a skeleton
|
||||
if (!boneInfo.empty()) {
|
||||
m_Skeleton = new Skeleton();
|
||||
CreateSkeleton(boneInfo, boneNameMapping, scene->mRootNode, -1);
|
||||
int numBones = m_Skeleton->Bones.size();
|
||||
LOG_DEBUG("Bone count: %i", numBones);
|
||||
if (numBones > 0) {
|
||||
m_Skeleton->PrintSkeleton();
|
||||
}
|
||||
}
|
||||
|
||||
// Animations
|
||||
LOG_DEBUG("Animation count: %i", scene->mNumAnimations);
|
||||
for (int i = 0; i < scene->mNumAnimations; ++i) {
|
||||
auto animation = scene->mAnimations[i];
|
||||
std::string animationName = animation->mName.C_Str();
|
||||
LOG_DEBUG("Animation: %s", animationName.c_str());
|
||||
LOG_DEBUG("Duration: %f", animation->mDuration);
|
||||
LOG_DEBUG("Ticks per second: %f", animation->mTicksPerSecond);
|
||||
|
||||
Skeleton::Animation skelAnim;
|
||||
skelAnim.Name = animationName;
|
||||
skelAnim.Duration = animation->mDuration / animation->mTicksPerSecond;
|
||||
|
||||
std::map<int, double> frameTimes;
|
||||
std::map<int, std::map<int, Skeleton::Animation::Keyframe::BoneProperty>> frameBoneProperties;
|
||||
// For each animation channel (bone)
|
||||
for (int channelIndex = 0; channelIndex < animation->mNumChannels; ++channelIndex) {
|
||||
auto channel = animation->mChannels[channelIndex];
|
||||
std::string boneName = channel->mNodeName.C_Str();
|
||||
int boneID = m_Skeleton->GetBoneID(boneName);
|
||||
if (boneID == -1) {
|
||||
LOG_ERROR("Animation referenced a bone that doesn't exist: %s", boneName.c_str());
|
||||
continue;
|
||||
}
|
||||
|
||||
// If you don't have the same amount of keyframes for every transformation type you're dumb.
|
||||
if (channel->mNumPositionKeys != channel->mNumRotationKeys || channel->mNumPositionKeys != channel->mNumScalingKeys) {
|
||||
LOG_ERROR("Hey, animation! You're dumb!", animationName.c_str());
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int keyframe = 0; keyframe < channel->mNumPositionKeys; ++keyframe) {
|
||||
auto posKey = channel->mPositionKeys[keyframe];
|
||||
auto rotKey = channel->mRotationKeys[keyframe];
|
||||
auto scaleKey = channel->mScalingKeys[keyframe];
|
||||
|
||||
frameTimes[keyframe] = posKey.mTime;
|
||||
|
||||
auto &property = frameBoneProperties[keyframe][boneID];
|
||||
property.ID = keyframe;
|
||||
property.Position = glm::vec3(posKey.mValue.x, posKey.mValue.y, posKey.mValue.z);
|
||||
property.Rotation = glm::quat(rotKey.mValue.w, rotKey.mValue.x, rotKey.mValue.y, rotKey.mValue.z);
|
||||
property.Scale = glm::vec3(scaleKey.mValue.x, scaleKey.mValue.y, scaleKey.mValue.z);
|
||||
}
|
||||
}
|
||||
|
||||
// Create keyframes from bone properties
|
||||
for (auto &kv : frameBoneProperties) {
|
||||
int keyframe = kv.first;
|
||||
Skeleton::Animation::Keyframe animationFrame;
|
||||
animationFrame.Index = keyframe;
|
||||
animationFrame.Time = frameTimes[keyframe] / animation->mTicksPerSecond;
|
||||
for (auto &kv2 : kv.second) {
|
||||
int boneID = kv2.first;
|
||||
auto &property = kv2.second;
|
||||
animationFrame.BoneProperties[boneID] = property;
|
||||
}
|
||||
skelAnim.Keyframes.push_back(animationFrame);
|
||||
}
|
||||
|
||||
m_Skeleton->Animations[animationName] = skelAnim;
|
||||
}
|
||||
}
|
||||
|
||||
dd::RawModel::~RawModel()
|
||||
{
|
||||
if (m_Skeleton) {
|
||||
delete m_Skeleton;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::RawModel::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID)
|
||||
{
|
||||
std::string nodeName = node->mName.C_Str();
|
||||
|
||||
// Find the bone by name in the bone info list
|
||||
if (boneNameMapping.find(nodeName) == boneNameMapping.end()) {
|
||||
LOG_DEBUG("Node \"%s\" was not a bone", nodeName.c_str());
|
||||
} else {
|
||||
glm::mat4 offsetMatrix;
|
||||
int ID = boneNameMapping[nodeName];
|
||||
std::tie(std::ignore, offsetMatrix) = boneInfo[ID];
|
||||
m_Skeleton->CreateBone(ID, parentID, nodeName, offsetMatrix);
|
||||
parentID = ID;
|
||||
}
|
||||
|
||||
for (int childIndex = 0; childIndex < node->mNumChildren; ++childIndex) {
|
||||
aiNode* child = node->mChildren[childIndex];
|
||||
CreateSkeleton(boneInfo, boneNameMapping, child, parentID);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user