I have been trying to load a model with Assimp and all the sudden it gives me an access violation and I do not know why.
model.h
#pragma once
#include <string>
#include <GL\glew.h>
#include "mesh.h"
#include "..\..\shaders\shaderProgram.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <SOIL\SOIL.h>
namespace JokesterEngine {
namespace gameobject {
class Model {
public:
Model(GLchar* path);
void Draw(shaders::ShaderProgram shader);
private:
std::vector<Mesh> meshes;
std::string directory;
std::vector<Texture> textures_loaded;
void loadModel(std::string path);
void processNode(aiNode* node, const aiScene* scene);
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName);
GLuint TextureFromFile(const char* path, std::string directory);
};
}
}
model.cpp
#include "model.h"
namespace JokesterEngine {
namespace gameobject {
Model::Model(GLchar* path)
{
loadModel(path);
}
void Model::Draw(shaders::ShaderProgram shader)
{
for (GLuint i = 0; i < this->meshes.size(); i++)
this->meshes[i].Draw(shader);
}
void Model::loadModel(std::string path)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
if (!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
return;
}
this->directory = path.substr(0, path.find_last_of('/'));
this->processNode(scene->mRootNode, scene);
}
void Model::processNode(aiNode* node, const aiScene* scene)
{
for (GLuint i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
this->meshes.push_back(this->processMesh(mesh, scene));
}
for (GLuint i = 0; i < node->mNumChildren; i++)
{
this->processNode(node->mChildren[i], scene);
}
}
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
{
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
std::vector<Texture> textures;
for (GLuint i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
if (mesh->mTextureCoords[0])
{
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
for (GLuint i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
for (GLuint j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
if (mesh->mMaterialIndex >= 0)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
}
return Mesh(vertices, indices, textures);
}
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName)
{
std::vector<Texture> textures;
for (GLuint i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
GLboolean skip = false;
for (GLuint j = 0; j < textures_loaded.size(); j++)
{
if (textures_loaded[j].path == str)
{
textures.push_back(textures_loaded[j]);
skip = true;
break;
}
}
if (!skip)
{
Texture texture;
texture.id = TextureFromFile(str.C_Str(), directory);
texture.type = typeName;
texture.path = str;
textures.push_back(texture);
textures_loaded.push_back(texture);
}
}
return textures;
}
GLuint Model::TextureFromFile(const char* path, std::string directory)
{
//Generate texture ID and load texture data
std::string filename = std::string(path);
filename = directory + '/' + filename;
GLuint textureID;
glGenTextures(1, &textureID);
int width, height;
unsigned char* image = SOIL_load_image(filename.c_str(), &width, &height, 0, SOIL_LOAD_RGB);
// Assign texture to ID
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
// Parameters
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);
glBindTexture(GL_TEXTURE_2D, 0);
SOIL_free_image_data(image);
return textureID;
}
}
}