263 lines
10 KiB
C++
263 lines
10 KiB
C++
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#ifndef MODEL_H
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#define MODEL_H
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#include "glad/glad.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <stb_image.h>
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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 "mesh.h"
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#include "shader.h"
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <map>
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#include <vector>
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using namespace std;
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unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
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class Model
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{
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public:
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unsigned long vertexCount = 0;
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unsigned long triangleCount = 0;
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unsigned long textureCount = 0;
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// model data
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vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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vector<Mesh> meshes;
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string directory;
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bool gammaCorrection;
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// constructor, expects a filepath to a 3D model.
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Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
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{
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loadModel(path);
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}
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// draws the model, and thus all its meshes
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void Draw(Shader &shader)
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{
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for(unsigned int i = 0; i < meshes.size(); i++)
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meshes[i].Draw(shader);
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}
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private:
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// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
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void loadModel(string const &path)
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{
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// read file via ASSIMP
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
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// check for errors
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if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
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{
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cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
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return;
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}
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for(unsigned int i = 0; i < scene->mNumMaterials; i++){
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const aiMaterial* material = scene->mMaterials[i];
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textureCount += material->GetTextureCount(aiTextureType_DIFFUSE);
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}
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// retrieve the directory path of the filepath
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directory = path.substr(0, path.find_last_of('/'));
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// process ASSIMP's root node recursively
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processNode(scene->mRootNode, scene);
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}
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// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
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void processNode(aiNode *node, const aiScene *scene)
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{
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// process each mesh located at the current node
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for(unsigned int i = 0; i < node->mNumMeshes; i++)
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{
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// the node object only contains indices to index the actual objects in the scene.
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// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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vertexCount += mesh->mNumVertices;
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triangleCount += mesh->mNumFaces;
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meshes.push_back(processMesh(mesh, scene));
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}
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// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
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for(unsigned int i = 0; i < node->mNumChildren; i++)
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{
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processNode(node->mChildren[i], scene);
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}
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}
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Mesh processMesh(aiMesh *mesh, const aiScene *scene)
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{
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// data to fill
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vector<Vertex> vertices;
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vector<unsigned int> indices;
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vector<Texture> textures;
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// walk through each of the mesh's vertices
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for(unsigned int i = 0; i < mesh->mNumVertices; i++)
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{
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Vertex vertex;
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glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
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// positions
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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vertex.Position = vector;
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// normals
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if (mesh->HasNormals())
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{
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vector.x = mesh->mNormals[i].x;
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vector.y = mesh->mNormals[i].y;
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vector.z = mesh->mNormals[i].z;
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vertex.Normal = vector;
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}
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// texture coordinates
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if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
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{
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glm::vec2 vec;
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// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
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// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
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vec.x = mesh->mTextureCoords[0][i].x;
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vec.y = mesh->mTextureCoords[0][i].y;
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vertex.TexCoords = vec;
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// tangent
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vector.x = mesh->mTangents[i].x;
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vector.y = mesh->mTangents[i].y;
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vector.z = mesh->mTangents[i].z;
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vertex.Tangent = vector;
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// bitangent
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vector.x = mesh->mBitangents[i].x;
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vector.y = mesh->mBitangents[i].y;
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vector.z = mesh->mBitangents[i].z;
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vertex.Bitangent = vector;
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}
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else
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vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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vertices.push_back(vertex);
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}
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// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
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for(unsigned int i = 0; i < mesh->mNumFaces; i++)
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{
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aiFace face = mesh->mFaces[i];
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// retrieve all indices of the face and store them in the indices vector
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for(unsigned int j = 0; j < face.mNumIndices; j++)
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indices.push_back(face.mIndices[j]);
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}
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// process materials
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
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// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
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// Same applies to other texture as the following list summarizes:
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// diffuse: texture_diffuseN
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// specular: texture_specularN
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// normal: texture_normalN
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// 1. diffuse maps
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vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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// 2. specular maps
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vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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// 3. normal maps
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std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
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textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
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// 4. height maps
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std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
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textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
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// return a mesh object created from the extracted mesh data
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return Mesh(vertices, indices, textures);
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}
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// checks all material textures of a given type and loads the textures if they're not loaded yet.
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// the required info is returned as a Texture struct.
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vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
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{
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vector<Texture> textures;
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for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
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{
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aiString str;
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mat->GetTexture(type, i, &str);
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// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
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bool skip = false;
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for(unsigned int j = 0; j < textures_loaded.size(); j++)
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{
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if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
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{
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textures.push_back(textures_loaded[j]);
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skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
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break;
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}
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}
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if(!skip)
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{ // if texture hasn't been loaded already, load it
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Texture texture;
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texture.id = TextureFromFile(str.C_Str(), this->directory);
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texture.type = typeName;
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texture.path = str.C_Str();
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textures.push_back(texture);
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textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
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}
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}
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return textures;
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}
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};
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unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
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{
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string filename = string(path);
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filename = directory + '/' + filename;
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
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if (data)
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{
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GLenum format;
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if (nrComponents == 1)
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format = GL_RED;
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else if (nrComponents == 3)
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format = GL_RGB;
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else if (nrComponents == 4)
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format = GL_RGBA;
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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else
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{
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std::cout << "Texture failed to load at path: " << path << std::endl;
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stbi_image_free(data);
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}
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return textureID;
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}
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#endif
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