ThreeLab/Engine/Components/ModelComponent.cpp

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#include "ModelComponent.h"
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#include "stb_image.h"
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#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
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#include <iostream>
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#include <sstream>
#include <map>
#include <algorithm>
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// Constructor: initialize default values.
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ModelComponent::ModelComponent()
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: modelPath("./assets/models/sponza.obj"),
diffuseColor(1.0f, 1.0f, 1.0f),
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specularColor(1.0f, 1.0f, 1.0f),
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shininess(32.0f)
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{
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// Load the model on construction.
LoadModel(modelPath);
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}
ModelComponent::~ModelComponent() {
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// Clean up each submesh.
for (auto &mesh : meshes) {
if(mesh.VAO) glDeleteVertexArrays(1, &mesh.VAO);
if(mesh.VBO) glDeleteBuffers(1, &mesh.VBO);
if(mesh.EBO) glDeleteBuffers(1, &mesh.EBO);
if(mesh.diffuseTexture) glDeleteTextures(1, &mesh.diffuseTexture);
}
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}
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void ModelComponent::SetupMesh(SubMesh &mesh) {
glGenVertexArrays(1, &mesh.VAO);
glGenBuffers(1, &mesh.VBO);
glGenBuffers(1, &mesh.EBO);
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glBindVertexArray(mesh.VAO);
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glBindBuffer(GL_ARRAY_BUFFER, mesh.VBO);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(Vertex), &mesh.vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.indices.size() * sizeof(GLuint), &mesh.indices[0], GL_STATIC_DRAW);
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// Vertex attributes:
// Positions.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
// Normals.
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
glEnableVertexAttribArray(1);
// TexCoords.
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
glEnableVertexAttribArray(2);
// Tangents.
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
glEnableVertexAttribArray(3);
glBindVertexArray(0);
}
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bool ModelComponent::LoadDiffuseTexture(const std::string &filepath, GLuint &textureID) {
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int w, h, channels;
unsigned char* data = stbi_load(filepath.c_str(), &w, &h, &channels, 0);
if (!data) {
std::cout << "Failed to load diffuse texture: " << filepath << std::endl;
return false;
}
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glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
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GLenum format = (channels == 3) ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
return true;
}
bool ModelComponent::LoadNormalTexture(const std::string &filepath) {
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// Similar to LoadDiffuseTexture but for normalTexture; not used in this submesh example.
return true;
}
// Loads a model using tiny_obj_loader and groups faces by material.
bool ModelComponent::LoadModel(const std::string &filepath) {
modelPath = filepath;
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warn, err;
// Get the directory of the OBJ file.
std::string baseDir = "";
size_t lastSlash = filepath.find_last_of("/\\");
if (lastSlash != std::string::npos) {
baseDir = filepath.substr(0, lastSlash + 1);
}
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, filepath.c_str(), baseDir.c_str());
if (!warn.empty()) {
std::cout << "[Warning] " << warn << std::endl;
}
if (!err.empty()) {
std::cerr << "[Error] " << err << std::endl;
}
if (!ret) {
std::cerr << "[Error] Failed to load/parse OBJ file: " << filepath << std::endl;
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return false;
}
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// Clear any existing submeshes.
meshes.clear();
// For each shape in the OBJ file.
for (size_t s = 0; s < shapes.size(); s++) {
// Use a map to group faces by material ID.
std::map<int, SubMesh> submeshMap;
size_t index_offset = 0;
// Iterate over each face.
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
std::cout << "[Info] AssetManager: Loading Mesh: "<< i << std::endl;
int fv = shapes[s].mesh.num_face_vertices[f];
// Get material ID for this face.
int matID = -1;
if (shapes[s].mesh.material_ids.size() > f)
matID = shapes[s].mesh.material_ids[f];
// If submesh for this material does not exist, create it.
if (submeshMap.find(matID) == submeshMap.end())
submeshMap[matID] = SubMesh();
SubMesh &currentMesh = submeshMap[matID];
// Process each vertex in the face.
for (size_t v = 0; v < fv; v++) {
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
Vertex vertex;
// Position.
vertex.Position = glm::vec3(
attrib.vertices[3 * idx.vertex_index + 0],
attrib.vertices[3 * idx.vertex_index + 1],
attrib.vertices[3 * idx.vertex_index + 2]
);
// Normal.
if (idx.normal_index >= 0 && 3 * idx.normal_index + 2 < attrib.normals.size()) {
vertex.Normal = glm::vec3(
attrib.normals[3 * idx.normal_index + 0],
attrib.normals[3 * idx.normal_index + 1],
attrib.normals[3 * idx.normal_index + 2]
);
} else {
vertex.Normal = glm::vec3(0.0f);
}
// Texture Coordinates.
if (idx.texcoord_index >= 0 && 2 * idx.texcoord_index + 1 < attrib.texcoords.size()) {
vertex.TexCoords = glm::vec2(
attrib.texcoords[2 * idx.texcoord_index + 0],
attrib.texcoords[2 * idx.texcoord_index + 1]
);
} else {
vertex.TexCoords = glm::vec2(0.0f);
}
// Tangent not provided.
vertex.Tangent = glm::vec3(0.0f);
// Add vertex and index.
currentMesh.vertices.push_back(vertex);
currentMesh.indices.push_back(static_cast<GLuint>(currentMesh.vertices.size() - 1));
}
index_offset += fv;
}
// For each group (submesh) in this shape, set material properties and create buffers.
for (auto &pair : submeshMap) {
int matID = pair.first;
SubMesh &subMesh = pair.second;
// If there is a valid material, assign its properties.
if (matID >= 0 && matID < static_cast<int>(materials.size())) {
tinyobj::material_t mat = materials[matID];
subMesh.diffuseColor = glm::vec3(mat.diffuse[0], mat.diffuse[1], mat.diffuse[2]);
subMesh.specularColor = glm::vec3(mat.specular[0], mat.specular[1], mat.specular[2]);
subMesh.shininess = mat.shininess;
if (!mat.diffuse_texname.empty()) {
std::string texturePath = baseDir + mat.diffuse_texname;
LoadDiffuseTexture(texturePath, subMesh.diffuseTexture);
}
}
// Setup the OpenGL buffers for this submesh.
SetupMesh(subMesh);
// Add submesh to our model.
meshes.push_back(subMesh);
}
}
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return true;
}
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// Draws the entire model by drawing each submesh.
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void ModelComponent::Draw() {
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for (auto &mesh : meshes) {
// Bind the appropriate texture if available.
if(mesh.diffuseTexture) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.diffuseTexture);
}
glBindVertexArray(mesh.VAO);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
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}