[opengl/GLEW]GLEW 加载 模型 [zt]
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[opengl/GLEW]GLEW 加载 模型 [zt] https://blog.csdn.net/mumufan05/article/details/100573960 -------------------------------------------------------- OpenGL学习笔记:加载模型 加载模型需要使用Assimp来屏蔽掉不同工具的模型文件,Assimp的gayhub 简单说一下,不同的3D编辑工具生成的模型文件格式是不同的,Assimp的作用就是将不同的模型文件转换成相同的格式,然后OpenGL再将Assimp的格式转换成OpenGL的数据格式。Assimp是怎么转换其他模型格式的我们不需要关心,但是我们需要关心转换后的统一的数据格式,因为我们需要将这个格式转换到OpenGL中。关于Assimp的统一数据格式这里就不多介绍了,大家可以自行查看原版教程或者是Assimp的官方资料 关于本例需要说明的是,原版教程中出于程序设计的角度对一些操作进行的面向对象的封装,但通常来说,封装的越好,对工作流程的理解也就越麻烦,这里为了方便理解Assimp的使用流程,尽量不去封装,只有一个必须写成函数的操作进行了函数封装。 #include <iostream> #include <vector> #include <windows.h> #include <glad/glad.h> #include <GLFW/glfw3.h> #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> #include <assimp/Importer.hpp> #include <assimp/scene.h> #include <assimp/postprocess.h> const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; // 定义摄像机的初始信息 glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f); // 位置向量 glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f); // 方向向量 glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f); // 上向量 // 控制移动速度 float deltaTime = 0.0f; float lastFrame = 0.0f; // 上一次鼠标的位置,默认是屏幕中心 float lastX = 400; float lastY = 300; float yaw = -90.0f; float pitch = 0.0f; float fov = 45.0f; bool firstMouse = true; // 本例需要两个着色器 const char *vertexShaderSource = R"1234(#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; out vec2 TexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { TexCoords = aTexCoords; gl_Position = projection * view * model * vec4(aPos, 1.0); } )1234"; // 这个是被光照射的物体的片段着色器,从uniform变量中接受物体的颜色和光源的颜色。 // 将光照的颜色和物体自身的颜色作分量相乘,结果就是最终要显示出来的颜色向量 const char *fragmentShaderSource = R"1234(#version 330 core out vec4 FragColor; in vec2 TexCoords; uniform sampler2D texture_diffuse1; void main() { FragColor = texture(texture_diffuse1, TexCoords); } )1234"; struct Vertex { glm::vec3 Position; glm::vec3 Normal; glm::vec2 TexCoords; }; struct Texture { unsigned int id; std::string type; aiString path; // 我们储存纹理的路径用于与其它纹理进行比较 }; struct Mesh { std::vector<Vertex> vertices; std::vector<unsigned int> indices; std::vector<Texture> textures; unsigned int VAO, VBO, EBO; }; std::vector<Mesh> meshs; std::string strModelPath = "D:/OpenGL/nanosuit/nanosuit.obj"; std::string strModelDirectory = strModelPath.substr(0, strModelPath.find_last_of('/')); void processNode(aiNode *node, const aiScene *scene) { // 处理节点所有的网格(如果有的话) for (unsigned int i = 0; i < node->mNumMeshes; i++) { // 取出当前节点的网格 // Scene下的mMeshes数组储存了真正的Mesh对象 // 节点中的mMeshes数组保存的只是场景中网格数组的索引 aiMesh *aimesh = scene->mMeshes[node->mMeshes[i]]; // 取出网格后将网格的数据转换为OpenGL中的数据格式 Mesh mesh; for (unsigned int j = 0; j < aimesh->mNumVertices; j++) { Vertex vertex; // 处理顶点位置、法线和纹理坐标 glm::vec3 vector; vector.x = aimesh->mVertices[j].x; vector.y = aimesh->mVertices[j].y; vector.z = aimesh->mVertices[j].z; vertex.Position = vector; vector.x = aimesh->mNormals[j].x; vector.y = aimesh->mNormals[j].y; vector.z = aimesh->mNormals[j].z; vertex.Normal = vector; // 网格是否有纹理坐标? if (aimesh->mTextureCoords[0]) { glm::vec2 vec; vec.x = aimesh->mTextureCoords[0][j].x; vec.y = aimesh->mTextureCoords[0][j].y; vertex.TexCoords = vec; } else { vertex.TexCoords = glm::vec2(0.0f, 0.0f); } mesh.vertices.push_back(vertex); } // 处理索引 // 每个网格里都有一个face数组,每个元素都代表了一个图元,我们这里就是一个三角形 // 而每个图元又包含多个顶点索引,就是之前索引缓冲对象章节中的那个索引 // 有了顶点和索引就可以使用glDrawElements来绘图了,像之前章节中介绍的一样 for (unsigned int j = 0; j < aimesh->mNumFaces; j++) { aiFace face = aimesh->mFaces[j]; for (unsigned int k = 0; k < face.mNumIndices; k++) mesh.indices.push_back(face.mIndices[k]); } // 处理材质 if (aimesh->mMaterialIndex >= 0) { // 取出材质 aiMaterial *material = scene->mMaterials[aimesh->mMaterialIndex]; // 加载漫反射 for (unsigned int j = 0; j < material->GetTextureCount(aiTextureType_DIFFUSE); j++) { // 获取纹理文件路径 aiString str; material->GetTexture(aiTextureType_DIFFUSE, j, &str); std::string filename = std::string(str.C_Str()); filename = strModelDirectory + '/' + filename; // 读取纹理文件创建纹理 unsigned int textureID; glGenTextures(1, &textureID); int width, height, nrComponents; unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0); if (data) { GLenum format; if (nrComponents == 1) format = GL_RED; else if (nrComponents == 3) format = GL_RGB; else if (nrComponents == 4) format = GL_RGBA; glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); 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); stbi_image_free(data); } else { std::cout << "Texture failed to load at path: " << filename << std::endl; } Texture texture; texture.id = textureID; texture.type = "texture_diffuse"; texture.path = str; mesh.textures.push_back(texture); } // 加载镜面反光 for (unsigned int j = 0; j < material->GetTextureCount(aiTextureType_SPECULAR); j++) { // 获取纹理文件路径 aiString str; material->GetTexture(aiTextureType_SPECULAR, j, &str); std::string filename = std::string(str.C_Str()); filename = strModelDirectory + '/' + filename; // 读取纹理文件创建纹理 unsigned int textureID; glGenTextures(1, &textureID); int width, height, nrComponents; unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0); if (data) { GLenum format; if (nrComponents == 1) format = GL_RED; else if (nrComponents == 3) format = GL_RGB; else if (nrComponents == 4) format = GL_RGBA; glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); 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); stbi_image_free(data); } else { std::cout << "Texture failed to load at path: " << filename << std::endl; } Texture texture; texture.id = textureID; texture.type = "texture_specular"; texture.path = str; mesh.textures.push_back(texture); } } // 顶点法线索引纹理之类的出读出来了,像之前章节一样,绑定VA0之类的 glGenVertexArrays(1, &mesh.VAO); glGenBuffers(1, &mesh.VBO); glGenBuffers(1, &mesh.EBO); glBindVertexArray(mesh.VAO); glBindBuffer(GL_ARRAY_BUFFER, mesh.VBO); glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(Vertex), &mesh.vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.indices.size() * sizeof(unsigned int), &mesh.indices[0], GL_STATIC_DRAW); // 顶点位置 glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); // 顶点法线 glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal)); // 顶点纹理坐标 glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords)); glBindVertexArray(0); meshs.push_back(mesh); } // 接下来对它的子节点重复这一过程 for (unsigned int i = 0; i < node->mNumChildren; i++) { processNode(node->mChildren[i], scene); } } void framebuffer_size_callback(GLFWwindow *window, int width, int height) { // 每次窗口变化时重新设置图形的绘制窗口,可以理解为画布 glViewport(0, 0, width, height); } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); // 由于前后平移方向上并没有改变,直接在观察方向上进行移动,所以直接加减就可以了 // 但是左右平移需要在左右向量上进行加减,因此需要利用叉乘计算出右向量 // glm::normalize是对右向量的标准化 // 如果我们没对这个向量进行标准化,最后的叉乘结果会根据cameraFront变量返回大小不同的向量。 // 如果我们不对向量进行标准化,我们就得根据摄像机的朝向不同加速或减速移动了, // 但如果进行了标准化移动就是匀速的。 float cameraSpeed = 2.5f * deltaTime; // 相应调整 if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) cameraPos += cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) cameraPos -= cameraSpeed * cameraFront; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed; if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed; } void cursor_position_callback(GLFWwindow* window, double x, double y) { // 防止第一次进入时图像跳动 if (firstMouse) { lastX = x; lastY = y; firstMouse = false; } float xoffset = x - lastX; float yoffset = lastY - y; // 注意这里是相反的,因为y坐标是从底部往顶部依次增大的 lastX = x; lastY = y; // 判断右键是否按下,如果不判断右键按下,每次移动鼠标都会转动视角 // 但计算偏移量必须在if外面,否则右键没有按下时鼠标移动不会更新last坐标导致下次右键图像跳动 if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) { float sensitivity = 0.5f; xoffset *= sensitivity; yoffset *= sensitivity; yaw += xoffset; pitch += yoffset; if (pitch > 89.0f) pitch = 89.0f; if (pitch < -89.0f) pitch = -89.0f; // 数学太渣,这里是真心看不懂 glm::vec3 front; front.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw)); front.y = sin(glm::radians(pitch)); front.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw)); cameraFront = glm::normalize(front); } } void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { if (fov >= 1.0f && fov <= 45.0f) fov -= yoffset; if (fov <= 1.0f) fov = 1.0f; if (fov >= 45.0f) fov = 45.0f; } int main(int argc, char **argv) { // 初始化,配置版本号,配置核心模式 glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 创建窗口 GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "mytest", NULL, NULL); if (!window) { std::cout << "Create Window Error!\n"; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // 注册窗口大小变化的回调函数 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, cursor_position_callback); glfwSetScrollCallback(window, scroll_callback); // 让鼠标消失 // glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // 初始化glad // 我们给GLAD传入了用来加载系统相关的OpenGL函数指针地址的函数。 // GLFW给我们的是glfwGetProcAddress,它根据我们编译的系统定义了正确的函数。 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; glfwTerminate(); glfwDestroyWindow(window); return -1; } // 从模型文件中加载模型到OpenGL Assimp::Importer import; const aiScene *scene = import.ReadFile(strModelPath, aiProcess_Triangulate | aiProcess_FlipUVs); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl; return -1; } // 递归处理所有子节点 processNode(scene->mRootNode, scene); // 本例对着色器的使用并不复杂,下面简单实现一下 int success; char infoLog[512] = { 0 }; unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, sizeof(infoLog), NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { memset(infoLog, 0, sizeof(infoLog)); glGetShaderInfoLog(fragmentShader, sizeof(infoLog), NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } unsigned int shader; shader = glCreateProgram(); glAttachShader(shader, vertexShader); glAttachShader(shader, fragmentShader); glLinkProgram(shader); glGetProgramiv(shader, GL_LINK_STATUS, &success); if (!success) { memset(infoLog, 0, sizeof(infoLog)); glGetProgramInfoLog(shader, sizeof(infoLog), NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << infoLog << std::endl; } glUseProgram(shader); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // 启用深度测试 glEnable(GL_DEPTH_TEST); // 创建渲染循环 while (!glfwWindowShouldClose(window)) { float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // 处理输入事件 processInput(window); // 清空背景颜色,这次设置为黑色背景 glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // 由于我们使用了深度测试,所以需要再与上一个GL_DEPTH_BUFFER_BIT清楚深度缓冲 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 绘制物体 glUseProgram(shader); glm::mat4 projection(1.0f); projection = glm::perspective(glm::radians(fov), 800.0f / 600.0f, 0.1f, 100.0f); glm::mat4 view(1.0f); view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); glUniformMatrix4fv(glGetUniformLocation(shader, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(shader, "view"), 1, GL_FALSE, glm::value_ptr(view)); glm::mat4 model = glm::mat4(1.0f); glUniformMatrix4fv(glGetUniformLocation(shader, "model"), 1, GL_FALSE, glm::value_ptr(model)); for (unsigned int i = 0; i < meshs.size(); i++) { Mesh mesh = meshs[i]; unsigned int diffuseNr = 1; unsigned int specularNr = 1; for (unsigned int j = 0; j < meshs[i].textures.size(); j++) { glActiveTexture(GL_TEXTURE0 + j); // 在绑定之前激活相应的纹理单元 // 获取纹理序号(diffuse_textureN 中的 N) std::string number; std::string name = meshs[i].textures[j].type; if (name == "texture_diffuse") number = std::to_string(diffuseNr++); else if (name == "texture_specular") number = std::to_string(specularNr++); glUniform1f(glGetUniformLocation(shader, ("material." + name + number).c_str()), j); glBindTexture(GL_TEXTURE_2D, meshs[i].textures[j].id); } glActiveTexture(GL_TEXTURE0); // 绘制网格 glBindVertexArray(meshs[i].VAO); glDrawElements(GL_TRIANGLES, meshs[i].indices.size(), GL_UNSIGNED_INT, 0); glBindVertexArray(0); } glfwPollEvents(); glfwSwapBuffers(window); Sleep(1); } // 测试代码,先允许存在内存泄露 // glDeleteVertexArrays(1, &cubeVAO); // glDeleteVertexArrays(1, &lightVAO); // glDeleteBuffers(1, &VBO); glfwTerminate(); glfwDestroyWindow(window); return 0; }
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