Model loading and texturing

This commit is contained in:
Dane Johnson
2021-01-18 18:25:47 -06:00
parent 66bf7776c7
commit 155b572aca
1283 changed files with 533814 additions and 42 deletions

View File

@@ -5,7 +5,9 @@ Mesh::Mesh() {
}
Mesh::~Mesh() {
delete material;
if (material) {
delete material;
}
}
Mesh::Mesh(VertexList vertices, IndexList indices) {
@@ -38,8 +40,26 @@ void Mesh::SetupMesh() {
glBindVertexArray(0);
}
Mesh Mesh::FromFile(const char *filename) {
return Mesh();
Mesh* Mesh::FromFile(const char *filename) {
// HOCUS: https://assimp-docs.readthedocs.io/en/latest/usage/use_the_lib.html
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(
filename, // Read the file
aiProcess_Triangulate | // We only do triangles
aiProcess_GenNormals | // We want normals precalculated
aiProcess_GenUVCoords // We want UV mappings precalculated
);
if (!scene) {
std::cerr << importer.GetErrorString() << std::endl;
exit(1);
}
aiNode *root = scene->mRootNode;
aiMesh *mesh_to_import = scene->mMeshes[root->mMeshes[0]];
return Util::aiMesh2Mesh(mesh_to_import);
}
void Mesh::Draw() {

View File

@@ -2,8 +2,16 @@
#define MESH_H
#include <list>
#include <iostream>
#include <stdlib.h>
// Thirdpart includes
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "types.h"
#include "Util.h"
#include "Spatial.h"
#include "Vertex.h"
#include "Index.h"
@@ -17,7 +25,7 @@ public:
Mesh();
~Mesh();
Mesh(VertexList vertices, IndexList indices);
static Mesh FromFile(const char *filename);
static Mesh *FromFile(const char *filename);
virtual bool IsDrawable() const {return true;}
virtual void Draw();
virtual void SetupMesh();

18
core/Util.cpp Normal file
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@@ -0,0 +1,18 @@
#include "Util.h"
Mesh *Util::aiMesh2Mesh(aiMesh *aimesh){
Mesh *mymesh = new Mesh();
for (int i = 0; i < aimesh->mNumVertices; i++) {
aiVector3D aiPosition = aimesh->mVertices[i];
aiVector3D aiUV = aimesh->mTextureCoords[0][i]; // TODO get ALL texture coords
Vertex vertex(aiPosition.x, aiPosition.y, aiPosition.z, aiUV.x, aiUV.y);
mymesh->vertices.push_back(vertex);
}
for (int i = 0; i < aimesh->mNumFaces; i++) {
// We're importing triangulated meshes, so each face is three indices
unsigned int *face = aimesh->mFaces[i].mIndices;
Index index(face[0], face[1], face[2]);
mymesh->indices.push_back(index);
}
return mymesh;
}

15
core/Util.h Normal file
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@@ -0,0 +1,15 @@
#ifndef UTIL_H
#define UTIL_H
// Thirdparty includes
#include <assimp/mesh.h>
// Gahhhhhh mutual inclusion!
#include "Mesh.h"
class Mesh;
namespace Util {
Mesh *aiMesh2Mesh(aiMesh *mesh);
}
#endif /* UTIL_H */