135 lines
4.2 KiB
C++
135 lines
4.2 KiB
C++
#ifndef MODEL_H_
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#define MODEL_H_
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#include <vector>
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#include <string>
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#include <filesystem>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <memory>
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#include "shader.h"
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#include "texture.h"
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enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
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enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
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class Vertex {
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private:
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glm::vec3 m_position;
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glm::vec3 m_normal;
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glm::vec2 m_texCoord;
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public:
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Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
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: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
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public:
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static void DefineAttrib();
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};
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class FaceItem {
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private:
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unsigned int m_vIndex;
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unsigned int m_nIndex;
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unsigned int m_tIndex;
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public:
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FaceItem()
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: m_vIndex(0), m_nIndex(0), m_tIndex(0) {}
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FaceItem(unsigned int vI, unsigned int nI, unsigned int tI)
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: m_vIndex(vI), m_nIndex(nI), m_tIndex(tI) {}
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public:
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inline const unsigned int GetVertex() const { return m_vIndex; }
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inline const unsigned int GetNormal() const { return m_nIndex; }
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inline const unsigned int GetTex() const { return m_tIndex; }
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public:
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inline void SetVertex(unsigned int vIndex) { m_vIndex = vIndex; }
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inline void SetNorm(unsigned int nIndex) { m_nIndex = nIndex; }
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inline void SetTex(unsigned int tIndex) { m_tIndex = tIndex; }
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};
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class Face {
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private:
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std::vector<FaceItem> m_items;
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public:
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Face()
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: m_items(std::vector<FaceItem>()) {}
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public:
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void PushItem(const FaceItem& item);
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public:
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inline const unsigned int GetSize() const { return m_items.size(); }
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inline const FaceItem& GetItem(unsigned int index) const { return m_items[index]; }
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};
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class Material {
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private:
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glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
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glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
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glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
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float m_shininess { 32.0f };
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std::unique_ptr<Texture> m_diffuse_tex { nullptr };
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public:
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Material() = default;
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Material(const Material& other) = default; // copy constructor
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Material& operator=(const Material& other) = default;
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public:
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inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
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inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
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inline const glm::vec3 GetSpecularColor() const { return m_specular; }
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inline const float GetSpecularWeight() const { return m_shininess; }
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inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
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inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
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public:
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inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
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inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
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inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
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inline void SetSpecularWeight(float weight) { m_shininess = weight; }
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inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
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};
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class Mesh {
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public: // TODO: abstract away
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unsigned int m_vao, m_vbo, m_ebo;
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std::vector<Vertex> m_vertexBuffer;
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std::vector<unsigned int> m_indexBuffer;
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public: // TODO: abstract away
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void Bind() { glBindVertexArray(m_vao); }
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void Unbind() { glBindVertexArray(0); }
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void Upload();
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public:
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std::string materialName;
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public:
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Mesh();
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public:
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void Render();
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};
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class Object {
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private:
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std::string m_name;
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std::vector<glm::vec3> m_vertices;
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std::vector<glm::vec3> m_normals;
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std::vector<glm::vec2> m_texCoords;
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std::vector<Mesh> m_meshes;
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std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
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private:
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static inline int NormalizeIndex(const std::string &s, int baseCount);
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private:
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Object();
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public:
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static Object LoadFile(const std::string& filename);
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private:
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void LoadMaterials(const std::filesystem::path& filename);
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private:
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void AddMaterial(std::string name, std::shared_ptr<Material> material);
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std::shared_ptr<Material> GetMaterial(std::string name);
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private:
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Mesh& GetLastMesh();
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void CreateNewMesh(const std::string& materialName);
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public:
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void Render(Shader& shader);
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};
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#endif // MODEL_H_
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