#pragma once #include "mesh.h" #include "simpleengine/gfx/texture.h" #include "../vector.h" #include #include #include //#include namespace simpleengine::gfx { enum ModelProcessingFlags { MdlProcFlag_NONE = 0x0, MdlProcFlag_FLIP_TEX_COORDS_VERTICALLY = 0x1, MdlProcFlag_FLIP_TEX_COORDS_HORIZONTALLY = 0x2, MdlProcFlag_CALCULATE_TANGENT_SPACE = 0x4, MdlProcFlag_TRANSPARENT = 0x8, }; /** * @brief A Model is a group of Meshes read from the 3D model file. * * The engine uses assimp, so all formats that it supports can be found here: * https://github.com/assimp/assimp/blob/master/doc/Fileformats.md * */ class Model : public simpleengine::Transformable { protected: std::string model_directory; // May be needed int additional_assimp_flags; int model_processing_flags; public: std::vector meshes; Model(std::string file_path, int model_processing_flags = ModelProcessingFlags::MdlProcFlag_NONE, int assimp_flags = 0); void load_model(std::string path); void process_node(std::unordered_map>>& processed_textures, aiNode* node, const aiScene* scene); gfx::Mesh process_mesh(std::unordered_map>>& processed_textures, aiMesh* mesh, const aiScene* scene); std::unordered_map> load_all_textures(aiMaterial* material); std::vector> load_material_texture(std::unordered_map>>& processed_textures, aiMaterial* material, aiTextureType type); protected: void post_process(); public: void vertically_flip_tex_coords(); void horizontally_flip_tex_coords(); void calculate_tangents(); }; }