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//-----------------------------------------------------------------------------
// Name: model.h
// Developer: Wolfire Games LLC
// Author: David Rosen
// Description: This class loads and displays models
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include "Math/vec2.h"
#include "Math/mat3.h"
#include "Graphics/vbocontainer.h"
#include "Internal/filesystem.h"
#include "Asset/Asset/image_sampler.h"
#include <opengl.h>
#include <vector>
#include <stdio.h>
#include <string>
class Mesh;
class DrawBatch;
//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------
enum ModelFlags{
_MDL_CENTER = (1<<0),
_MDL_SIMPLE = (1<<1),
_MDL_FLIP_FACES = (1<<2),
_MDL_USE_TANGENT = (1<<3)
};
const unsigned short _model_cache_version = 41;
const unsigned short _morph_cache_version = 3;
class Model;
class vec4;
class Model {
public:
std::vector<GLfloat> vertices;
std::vector<GLfloat> normals;
std::vector<GLfloat> tangents;
std::vector<GLfloat> bitangents;
std::vector<vec3> face_normals;
std::vector<GLfloat> tex_coords;
std::vector<GLfloat> tex_coords2;
std::vector<GLfloat> aux;
std::vector<GLuint> faces;
std::vector<vec4> bone_weights;
std::vector<vec4> bone_ids;
std::vector<std::vector<vec4> > transform_vec;
std::vector<vec2> tex_transform_vec;
std::vector<vec3> morph_transform_vec;
std::set<ImageSamplerRef> image_samplers;
vec3 min_coords, max_coords, center_coords;
bool vbo_loaded;
bool vbo_enabled;
unsigned short checksum;
VBOContainer VBO_vertices;
VBOContainer VBO_normals;
VBOContainer VBO_tangents;
VBOContainer VBO_bitangents;
VBOContainer VBO_tex_coords;
VBOContainer VBO_tex_coords2;
VBOContainer VBO_aux;
VBOContainer VBO_faces;
std::vector<int> optimize_vert_reorder;
std::vector<int> precollapse_vert_reorder;
int precollapse_num_vertices;
bool use_tangent;
vec3 old_center;
vec3 bounding_sphere_origin;
float bounding_sphere_radius;
float texel_density;
float average_triangle_edge_length;
std::string path; //Source file. Primarily for debugging purposes.
ModID modsource_;
int lineCheckNoBackface(const vec3& p1,const vec3& p2, vec3* p, vec3 *normal=0) const;
int lineCheck(const vec3& p1,const vec3& p2, vec3* p, vec3 *normal=0, bool backface = true) const;
void LoadObj(const std::string &name, char flags = _MDL_CENTER, const std::string &alt_name = "", const PathFlags searchPaths = kAnyPath);
void RemoveDoubledTriangles();
void Draw();
void DrawAltTexCoords();
void DrawToTextureCoords();
void SmoothNormals();
void SmoothTangents();
void calcFaceNormals();
void calcBoundingBox();
void calcBoundingSphere();
void CenterModel();
void calcNormals();
void calcTangents();
void calcNormals(bool smooth);
void createVBO();
void ResizeVertices(int size);
void ResizeFaces(int size);
void WriteToFile(FILE *file);
void ReadFromFile(FILE *file);
void CalcTexelDensity();
void CalcAverageTriangleEdge();
void Dispose();
bool LoadAuxFromImage(const std::string &image_path);
Model();
Model(const Model ©);
Model& operator=( const Model © );
virtual ~Model();
void StartPreset();
void EndPreset();
void DrawPreset();
void CopyFacesFromModel( const Model &source_model, const std::vector<int> &faces );
void LoadObjMorph( const std::string &name, const std::string &base_name );
void CopyVertCollapse( const Model &source_model );
void RemoveDuplicatedVerts();
void OptimizeTriangleOrder();
void SortTrianglesBackToFront(const vec3 &camera);
void PrintACMR();
void OptimizeVertexOrder();
void SaveObj(std::string name);
void RemoveDegenerateTriangles();
const static int ERROR_MORE_THAN_ONE_OBJECT;
int SimpleLoadTriangleCutObj(const std::string &name_to_load);
const char* GetLoadErrorString(int err);
};
void CopyTexCoords2( Model &a, const Model& b );
class Shaders;
class Graphics;
void DrawModelVerts(Model& model, const char* vert_attrib_str, Shaders* shaders, Graphics* graphics, int shader);
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