Split model file loading and buffer creation into separate classes
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@@ -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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