282 lines
7.8 KiB
C
Executable file
282 lines
7.8 KiB
C
Executable file
#include "model.h"
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#include "mesh.h"
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#include "resources.h"
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#include "shader.h"
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#include <cgltf.h>
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#include <string.h>
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#include <stdlib.h>
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static struct mModel *lastRendered;
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static struct mModel *loadedModels[100];
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static struct mModel **lastModel = loadedModels;
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static void processnode();
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static void processmesh();
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static void processtexture();
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struct mModel *GetExistingModel(const char *path)
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{
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struct mModel **model = loadedModels;
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while (model++ != lastModel) {
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if (!strcmp(path, (*model)->path))
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goto end;
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return MakeModel(path);
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}
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end:
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return NULL;
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}
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/* TODO: Make this a hash compare for speedup */
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struct mModel *MakeModel(const char *path)
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{
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char *modelPath =
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(char *) malloc(sizeof(char) *
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(strlen(DATA_PATH) + strlen(path) + 1));
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modelPath[0] = '\0';
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strcat(modelPath, DATA_PATH);
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strcat(modelPath, path);
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printf
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("Created new model with modelPath %s, from data_path %s and path %s\n",
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modelPath, DATA_PATH, path);
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struct mModel *newmodel =
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(struct mModel *) malloc(sizeof(struct mModel));
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newmodel->path = path;
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loadmodel(newmodel);
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*lastModel++ = newmodel;
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return newmodel;
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}
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// TODO: Come back to this; simple optimization
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void draw_model(struct mModel *model, struct mShader *shader)
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{
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if (lastRendered != model) {
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lastRendered = model;
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for (uint32_t i = 0; i < (model->mp - model->meshes); i++)
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DrawMesh(&model->meshes[i], shader);
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} else {
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for (uint32_t i = 0; i < (model->mp - model->meshes); i++)
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DrawMeshAgain(&model->meshes[i]);
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}
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}
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void loadmodel(struct mModel *model)
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{
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printf("Loading model at path %s\n", model->path);
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/*
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// Load model with cgltf
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cgltf_options options = {0};
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cgltf_data *data = NULL;
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cgltf_result result = cgltf_parse_file(&options, model->path, &data);
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meshes = (struct mMesh*)malloc(sizeof(Mesh)*cgltf_data->meshes_count);
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directory = get_directory_from_path(model->path);
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for (int i = 0; i < data->nodes_count; i++) {
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if (data->nodes[i]->mesh) {
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for (int j = 0; j < data->nodes[i]->mesh->primatives_count; j++) {
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for (int k = 0; k < data->nodes[i]->mesh->primatives[j]->attributes_count; k++) {
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switch(data->nodes[i]->mesh->primatives[j]->attributes[k]->type) {
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case cgltf_attribute_type_position:
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Vertex *vs = (Vertex*)malloc(sizeof(Vertex) * cgltf_accessor_unpack_floats(:::attributes[k]->accesor, NULL, attributes[k]->accessor.count);
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cgltf_accessor_unpack_floats(:::attributes[k]->accessor, vs, attributes[k]->accessor.count);
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break;
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case cgltf_attribute_type_normal:
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break;
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case cgltf_attribute_type_tangent:
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break;
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case cgltf_attribute_type_texcoord:
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break;
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}
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}
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}
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}
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}
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}
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*/
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/* TODO: DELETE
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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,
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aiProcess_Triangulate |
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aiProcess_GenSmoothNormals |
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aiProcess_FlipUVs |
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aiProcess_CalcTangentSpace);
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// check for errors
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE
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|| !scene->mRootNode) {
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YughLog(0, SDL_LOG_PRIORITY_ERROR,
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"ASSIMP error: %s",
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importer.GetErrorString());
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return;
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}
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directory = get_directory_from_path(path);
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meshes = (Mesh *) malloc(sizeof(Mesh) * 100);
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mp = meshes;
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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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static void processnode()
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{
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/*
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for (uint32_t i = 0; i < node->mNumMeshes; i++) {
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aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
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*mp = processMesh(mesh, scene);
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mp++;
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}
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for (uint32_t i = 0; i < node->mNumChildren; i++) {
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processnode(node->mChildren[i], scene);
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}
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*/
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}
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static void processmesh()
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{
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/*
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Vertex *vertices =
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(Vertex *) malloc(sizeof(Vertex) * mesh->mNumVertices);
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Vertex *vp = vertices + mesh->mNumVertices;
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Vertex *p = vertices;
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for (int i = 0; i < mesh->mNumVertices; i++) {
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// positions
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(p + i)->Position.x = mesh->mVertices[i][0];
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(p + i)->Position.y = mesh->mVertices[i][1];
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(p + i)->Position.z = mesh->mVertices[i][2];
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// normals
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if (mesh->HasNormals()) {
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(p + i)->Normal.x = mesh->mNormals[i][0];
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(p + i)->Normal.y = mesh->mNormals[i].y;
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(p + i)->Normal.z = mesh->mNormals[i].z;
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}
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// texture coordinates
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if (mesh->mTextureCoords[0]) {
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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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(p + i)->TexCoords.x = mesh->mTextureCoords[0][i].x;
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(p + i)->TexCoords.y = mesh->mTextureCoords[0][i].y;
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// tangent
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(p + i)->Tangent.x = mesh->mTangents[i].x;
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(p + i)->Tangent.y = mesh->mTangents[i].y;
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(p + i)->Tangent.z = mesh->mTangents[i].z;
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// bitangent
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(p + i)->Bitangent.x = mesh->mBitangents[i].x;
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(p + i)->Bitangent.y = mesh->mBitangents[i].y;
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(p + i)->Bitangent.z = mesh->mBitangents[i].z;
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} else
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(p + i)->TexCoords = glm::vec2(0.0f, 0.0f);
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}
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// TODO: Done quickly, find better way. Go through for loop twice!
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int numindices = 0;
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// now walk 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 (uint32_t i = 0; i < mesh->mNumFaces; i++) {
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numindices += mesh->mFaces[i].mNumIndices;
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}
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uint32_t *indices = (uint32_t *) malloc(sizeof(uint32_t) * numindices);
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uint32_t *ip = indices;
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for (uint32_t i = 0; i < mesh->mNumFaces; i++) {
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for (uint32_t j = 0; j < mesh->mFaces[i].mNumIndices; j++) {
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*ip = mesh->mFaces[i].mIndices[j];
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ip++;
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}
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}
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// std::vector<Texture> textures;
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aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
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// TODO: Allocating 100 to be safe, can probably be way less
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textures_loaded = (Texture *) malloc(sizeof(Texture) * 100);
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tp = textures_loaded;
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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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loadMaterialTextures(material, aiTextureType_DIFFUSE,
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"texture_diffuse");
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// 2. specular maps
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loadMaterialTextures(material, aiTextureType_SPECULAR,
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"texture_specular");
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// 3. normal maps
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loadMaterialTextures(material, aiTextureType_NORMALS,
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"texture_normal");
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// 4. height maps
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loadMaterialTextures(material, aiTextureType_AMBIENT,
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"texture_height");
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// return a mesh object created from the extracted mesh data
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return Mesh(vertices, vp, indices, ip, textures_loaded, tp);
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*/
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}
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// TODO: This routine mallocs inside the function
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static void processtexture()
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{
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/*
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for (uint32_t i = 0; i < mat->GetTextureCount(type); i++) {
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aiString str;
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mat->GetTexture(type, i, &str);
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for (Texture * tpp = textures_loaded; tpp != tp; tpp++) {
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if (strcmp(tpp->path, str.data) == 0)
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goto next; // Check if we already have this texture
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}
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tp->id = TextureFromFile(str.data, this->directory);
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tp->type = (char *) malloc(sizeof(char) * strlen(typeName));
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strcpy(tp->type, typeName);
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tp->path = (char *) malloc(sizeof(char) * strlen(str.data));
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strcpy(tp->path, str.data);
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tp++;
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next:;
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}
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*/
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}
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