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modelload.cpp
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499 lines (433 loc) · 18.8 KB
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#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include "Shader.h"
#include "Camera.h"
#include "stb_image.h"
#include<iostream>
#include<algorithm>
#include<cstdint>
#include<glm.hpp>
#include<gtc/matrix_transform.hpp>
#include<gtc/type_ptr.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void move_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xpos, double ypos);
void processInput(GLFWwindow* window);
void updateDelta();
unsigned int loadTexture(const char* path);
float clamp(float up, float down, float val);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
float lastX = SCR_WIDTH / 2;
float lastY = SCR_HEIGHT / 2;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
bool firstMouse = true;
Camera camera(glm::vec3(0.0f, 0.0f, 6.0f));
glm::vec3 LightPos(1.0f, 1.0f, 2.0f);
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
};
struct Texture {
unsigned int id = 0;
std::string type; // diffuse or specular
std::string path;
};
class Mesh {
public:
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures) {
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
setupMesh();
}
void Draw(Shader &shader) {
unsigned int diffuseCount = 1;
unsigned int specularCount = 1;
for (unsigned int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i); // activate texture unit i
std::string number;
std::string name = textures[i].type;
if (name == "diffuse")
number = std::to_string(diffuseCount++);
else if (name == "specular")
number = std::to_string(specularCount++);
shader.setFloat("material." + name + number, (float)i); // material.diffuse1, material.specular1, ...
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glActiveTexture(GL_TEXTURE0);
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
private:
unsigned int VAO, VBO, EBO;
void setupMesh() {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex),
&vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() *
sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
// vertex positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, TexCoords));
glBindVertexArray(0);
}
};
class Model {
public:
Model(std::string path) {
loadModel(path);
}
void Draw(Shader &shader) {
for (unsigned int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
private:
std::vector<Mesh> meshes;
std::string directory;
std::vector<Texture> textures_loaded;
void loadModel(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)
{
std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
void processNode(aiNode* node, const aiScene* scene) {
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> 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.TexCoords = glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
}
else {
vertex.TexCoords = 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<Texture> diffuse = loadMaterialTextures(material, aiTextureType_DIFFUSE, "diffuse");
textures.insert(textures.end(), diffuse.begin(), diffuse.end());
std::vector<Texture> specular = loadMaterialTextures(material, aiTextureType_SPECULAR, "specular");
textures.insert(textures.end(), specular.begin(), specular.end());
}
return Mesh(vertices, indices, textures);
}
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName) {
std::vector<Texture> textures;
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
bool skip = false;
aiString str; // texture filename
mat->GetTexture(type, i, &str);
const char* path = str.C_Str();
std::string filename = std::string(path);
for (unsigned int j = 0; j < textures_loaded.size(); j++) {
if (std::strcmp(textures_loaded[j].path.data(), path) == 0) {
textures.push_back(textures_loaded[j]);
skip = true;
break;
}
}
if (!skip) {
filename = directory + '/' + filename;
Texture texture;
texture.id = loadTexture(filename.c_str());
texture.type = typeName;
texture.path = std::string(path);
textures.push_back(texture);
textures_loaded.push_back(texture);
}
}
return textures;
}
};
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, move_callback);
glfwSetScrollCallback(window, scroll_callback);
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader lightShader("basic_lighting_shader_light.vert", "basic_lighting_shader_light.frag");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// position normal vector texture coordinates
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
unsigned stride = 8 * sizeof(float);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(0);
// normal vector attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coordinate attibute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(0);
glEnable(GL_DEPTH_TEST);
Model backpack("./carrot/carrot.obj");
Shader backpackShader("modelloading.vert", "modelloading.frag");
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
updateDelta();
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(VAO);
// LookAt: position, target, up vector
glm::vec3 lightPos = glm::vec3(LightPos.x * glm::sin(glfwGetTime()), LightPos.y * glm::cos(glfwGetTime()), LightPos.z);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / SCR_HEIGHT, 0.1f, 100.0f);
// render cube object under light
glBindVertexArray(VAO);
// render lamp object
lightShader.use();
lightShader.setMat4("view", view);
lightShader.setMat4("projection", projection);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f));
lightShader.setMat4("model", model);
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, sizeof(vertices) / stride);
// render backpack 3d
backpackShader.use();
backpackShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
backpackShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
backpackShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
backpackShader.setVec3("light.position", lightPos);
backpackShader.setFloat("light.constant", 1.0f);
backpackShader.setFloat("light.linear", 0.09f);
backpackShader.setFloat("light.quadratic", 0.032f);
backpackShader.setVec3("viewPos", camera.Position);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's at the center of the scene
model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f)); // it's a bit too big for our scene, so scale it down
backpackShader.setMat4("view", view);
backpackShader.setMat4("projection", projection);
backpackShader.setMat4("model", model);
backpack.Draw(backpackShader);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteVertexArrays(1, &lightVAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::RIGHT, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
float clamp(float up, float down, float val) {
if (val > up) return up;
if (val < down) return down;
return val;
}
void updateDelta() {
float time = glfwGetTime();
deltaTime = time - lastFrame;
lastFrame = time;
}
void move_callback(GLFWwindow* window, double xpos, double ypos) {
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_RELEASE) {
firstMouse = true;
return;
}
float xoffset = xpos - lastX;
float yoffset = ypos - lastY;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xpos, double ypos) {
camera.ProcessMouseScroll(static_cast<float>(ypos));
}
unsigned int loadTexture(const char* path) {
// initialize texture object
unsigned int textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId); // all upcoming GL_TEXTURE_2D operations have effect on this object
// texture wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width, height, nrChannels;
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0);
GLenum format = GL_RGBA;
if (nrChannels == 1)
format = GL_RED;
else if (nrChannels == 3)
format = GL_RGB;
else if (nrChannels == 4)
format = GL_RGBA;
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
return textureId;
}