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squidout/include/Core/Model.h
T
2015-09-04 10:02:06 +02:00

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2.8 KiB
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/*
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/>.
*/
#ifndef Model_h__
#define Model_h__
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <memory>
#include <cstdlib>
#include <stack>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <boost/filesystem/path.hpp>
#include "Core/ResourceManager.h"
#include "Core/Texture.h"
#include "Core/Skeleton.h"
namespace dd
{
class Model : public Resource
{
friend class ResourceManager;
private:
Model(std::string fileName);
public:
~Model();
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiTangent;
glm::vec2 TextureCoords;
glm::vec4 DiffuseVertexColor;
glm::vec4 SpecularVertexColor;
glm::vec4 BoneIndices1;
glm::vec4 BoneIndices2;
glm::vec4 BoneWeights1;
glm::vec4 BoneWeights2;
};
struct MaterialGroup
{
float Shininess;
std::shared_ptr<dd::Texture> Texture;
std::shared_ptr<dd::Texture> NormalMap;
std::shared_ptr<dd::Texture> SpecularMap;
unsigned int StartIndex;
unsigned int EndIndex;
};
GLuint VAO;
GLuint ElementBuffer;
std::vector<MaterialGroup> TextureGroups;
std::vector<std::shared_ptr<Texture>> texture;
glm::mat4 GetMatrix();
std::vector<glm::vec3> Vertices;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
private:
std::vector<glm::ivec2> BoneIndices;
std::vector<glm::vec2> BoneWeights;
std::vector<glm::vec3> Normals;
std::vector<glm::vec4> DiffuseVertexColor;
std::vector<glm::vec4> SpecularVertexColor;
std::vector<glm::vec3> TangentNormals;
std::vector<glm::vec3> BiTangentNormals;
std::vector<glm::vec2> TextureCoords;
GLuint VertexBuffer;
GLuint DiffuseVertexColorBuffer;
GLuint SpecularVertexColorBuffer;
GLuint NormalBuffer;
GLuint TangentNormalsBuffer;
GLuint BiTangentNormalsBuffer;
GLuint TextureCoordBuffer;
void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};
}
#endif // Model_h__