-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmesh.cpp
More file actions
229 lines (178 loc) · 6.55 KB
/
mesh.cpp
File metadata and controls
229 lines (178 loc) · 6.55 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
/*
Copyright 2011 Etay Meiri
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "stdafx.h"
#include <assert.h>
#include "mesh.h"
Mesh::MeshEntry::MeshEntry()
{
VB = INVALID_OGL_VALUE;
IB = INVALID_OGL_VALUE;
NumIndices = 0;
MaterialIndex = INVALID_MATERIAL;
};
Mesh::MeshEntry::~MeshEntry()
{
if (VB != INVALID_OGL_VALUE)
{
glDeleteBuffers(1, &VB);
}
if (IB != INVALID_OGL_VALUE)
{
glDeleteBuffers(1, &IB);
}
}
void Mesh::MeshEntry::Init(const std::vector<Vertex>& Vertices,
const std::vector<unsigned int>& Indices)
{
NumIndices = Indices.size();
glGenBuffers(1, &VB);
glBindBuffer(GL_ARRAY_BUFFER, VB);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * Vertices.size(), &Vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &IB);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IB);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * NumIndices, &Indices[0], GL_STATIC_DRAW);
}
Mesh::Mesh()
{
}
Mesh::~Mesh()
{
Clear();
}
void Mesh::Clear()
{
for (unsigned int i = 0 ; i < m_Textures.size() ; i++) {
SAFE_DELETE(m_Textures[i]);
}
}
bool Mesh::LoadMesh(const std::string& Filename)
{
// Release the previously loaded mesh (if it exists)
Clear();
bool Ret = false;
Assimp::Importer Importer;
const aiScene* pScene = Importer.ReadFile(Filename.c_str(), aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs);
if (pScene) {
Ret = InitFromScene(pScene, Filename);
}
else {
printf("Error parsing '%s': '%s'\n", Filename.c_str(), Importer.GetErrorString());
}
return Ret;
}
bool Mesh::InitFromScene(const aiScene* pScene, const std::string& Filename)
{
m_Entries.resize(pScene->mNumMeshes);
m_Textures.resize(pScene->mNumMaterials);
// Initialize the meshes in the scene one by one
for (unsigned int i = 0 ; i < m_Entries.size() ; i++) {
const aiMesh* paiMesh = pScene->mMeshes[i];
InitMesh(i, paiMesh);
}
return InitMaterials(pScene, Filename);
}
void Mesh::InitMesh(unsigned int Index, const aiMesh* paiMesh)
{
m_Entries[Index].MaterialIndex = paiMesh->mMaterialIndex;
std::vector<Vertex> Vertices;
std::vector<unsigned int> Indices;
const aiVector3D Zero3D(0.0f, 0.0f, 0.0f);
for (unsigned int i = 0 ; i < paiMesh->mNumVertices ; i++) {
const aiVector3D* pPos = &(paiMesh->mVertices[i]);
const aiVector3D* pNormal = &(paiMesh->mNormals[i]);
const aiVector3D* pTexCoord = paiMesh->HasTextureCoords(0) ? &(paiMesh->mTextureCoords[0][i]) : &Zero3D;
Vertex v(Vector3f(pPos->x, pPos->y, pPos->z),
Vector2f(pTexCoord->x, pTexCoord->y),
Vector3f(pNormal->x, pNormal->y, pNormal->z));
Vertices.push_back(v);
}
for (unsigned int i = 0 ; i < paiMesh->mNumFaces ; i++) {
const aiFace& Face = paiMesh->mFaces[i];
assert(Face.mNumIndices == 3);
Indices.push_back(Face.mIndices[0]);
Indices.push_back(Face.mIndices[1]);
Indices.push_back(Face.mIndices[2]);
}
m_Entries[Index].Init(Vertices, Indices);
}
bool Mesh::InitMaterials(const aiScene* pScene, const std::string& Filename)
{
// Extract the directory part from the file name
std::string::size_type SlashIndex = Filename.find_last_of("/");
std::string Dir;
if (SlashIndex == std::string::npos) {
Dir = ".";
}
else if (SlashIndex == 0) {
Dir = "/";
}
else {
Dir = Filename.substr(0, SlashIndex);
}
bool Ret = true;
// Initialize the materials
for (unsigned int i = 0 ; i < pScene->mNumMaterials ; i++) {
const aiMaterial* pMaterial = pScene->mMaterials[i];
m_Textures[i] = NULL;
if (pMaterial->GetTextureCount(aiTextureType_DIFFUSE) > 0) {
aiString Path;
if (pMaterial->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
std::string FullPath = Dir + "/" + Path.data;
//AdT change
SlashIndex = FullPath.find_last_of("$");
if (SlashIndex != std::string::npos) { //b³edna nazwa pliku
SlashIndex = Filename.find_last_of(".");
FullPath = Dir + "/" + Filename.substr(0, SlashIndex)+".bmp";
}
m_Textures[i] = new Texture(GL_TEXTURE_2D, FullPath.c_str());
if (!m_Textures[i]->Load()) {
printf("Error loading texture '%s'\n", FullPath.c_str());
delete m_Textures[i];
m_Textures[i] = NULL;
Ret = false;
}
else {
printf("Loaded texture '%s'\n", FullPath.c_str());
}
}
}
// Load a white texture in case the model does not include its own texture
if (!m_Textures[i]) {
m_Textures[i] = new Texture(GL_TEXTURE_2D, "./white.bmp");
Ret = m_Textures[i]->Load();
}
}
return Ret;
}
void Mesh::Render()
{
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
for (unsigned int i = 0 ; i < m_Entries.size() ; i++) {
glBindBuffer(GL_ARRAY_BUFFER, m_Entries[i].VB);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)20);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Entries[i].IB);
const unsigned int MaterialIndex = m_Entries[i].MaterialIndex;
if (MaterialIndex < m_Textures.size() && m_Textures[MaterialIndex]) {
m_Textures[MaterialIndex]->Bind(GL_TEXTURE0);
}
glDrawElements(GL_TRIANGLES, m_Entries[i].NumIndices, GL_UNSIGNED_INT, 0);
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}