Assimp模型加载
Notes
- 当使用Assimp(Assimp配置)导入一个模型的时候,它通常会将整个模型加载进入一个场景Scene中,将场景载入为一系列的节点,每个节点包含了场景对象中所储存数据的索引,每个节点都可以有任意数量的子节点
- Root节点可能包含子节点(和其它的子节点一样),会有一系列指向场景对象中mMeshes数组中储存的网格数据的索引。secene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的网格数组的索引
- 一个Mesh对象本身包含了渲染所需要的所有相关数据:顶点、法向量、纹理坐标、面和物体的材质
- 一个网格包含了多个面,Face表示的是物体的渲染图元,一个面包含了组成图元的顶点的索引
- 一个网格也包含了一Material对象,包含了一些函数能让我们获取物体的材质属性,比如颜色、纹理
代码示例:
https://gitee.com/NiMiKiss/opengl-notes.git
Mesh.h
#ifndef MESH_H
#define MESH_H
#include <shader.h>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <string>
#include <vector>
using namespace std;
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
};
struct Texture
{
unsigned int id;
string type;
string path;
};
class Mesh
{
public:
// mesh Data
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
unsigned int VAO;
// constructor
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
SetupMesh();
}
// render the mesh
void Draw(Shader& shader)
{
// bind appropriate textures
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for (unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(diffuseNr++);
else if (name == "texture_specular")
number = std::to_string(specularNr++); // transfer unsigned int to stream
else if (name == "texture_normal")
number = std::to_string(normalNr++); // transfer unsigned int to stream
else if (name == "texture_height")
number = std::to_string(heightNr++); // transfer unsigned int to stream
now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
// render data
unsigned int VBO, EBO;
void SetupMesh()
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
};
#endif MESH_H
Model.h
#ifndef MODEL_H
#define MODEL_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <stb_image.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <mesh.h>
#include <shader.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
using namespace std;
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
class Model
{
public:
// model data
vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
vector<Mesh> meshes;
string directory;
bool gammaCorrection;
Model()
{
}
// constructor, expects a filepath to a 3D model.
Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
{
loadModel(path);
}
// draws the model, and thus all its meshes
void Draw(Shader &shader)
{
for(unsigned int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
private:
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
void loadModel(string const &path)
{
// read file via ASSIMP
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
// check for errors
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
return;
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
}
// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
void processNode(aiNode *node, const aiScene *scene)
{
// process each mesh located at the current node
for(unsigned int i = 0; i < node->mNumMeshes; i++)
{
// the node object only contains indices to index the actual objects in the scene.
// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
for(unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene)
{
// data to fill
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
// walk through each of the mesh's vertices
for(unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
// positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
// normals
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
// texture coordinates
if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
{
glm::vec2 vec;
// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
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);
// tangent
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
// bitangent
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
vertices.push_back(vertex);
}
// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
for(unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
// retrieve all indices of the face and store them in the indices vector
for(unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// process materials
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// diffuse: texture_diffuseN
// specular: texture_specularN
// normal: texture_normalN
// 1. diffuse maps
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
// 3. normal maps
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
// 4. height maps
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures);
}
// checks all material textures of a given type and loads the textures if they're not loaded yet.
// the required info is returned as a Texture struct.
vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
{
vector<Texture> textures;
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++)
{
if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
break;
}
}
if(!skip)
{ // if texture hasn't been loaded already, load it
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
}
}
return textures;
}
unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false)
{
string filename = string(path);
filename = directory + '/' + filename;
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: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
};
#endif
OpenGL.cpp
#include <camera.h>
#include <Model.h>
#include <GLFW/glfw3.h>
#pragma region 顶点数据
glm::vec3 lightPos = glm::vec3(0.0f, 5.0f, 20.0f);
glm::vec3 cubePos = glm::vec3(0.0f, 0.0f, 0.0f);
#pragma endregion
GLFWwindow* Init();
void processinput_callback(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpose, double ypose);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void modelMultipleLights(const Shader& shader);
Camera camera(glm::vec3(0.0f, 7.0f, 20.0f));
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool firstMouse = true;
static float lastX = 0.0f, lastY = 0.0f;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
auto window = Init();
Shader cubeShader("../OpenGL/shaders/cubetexture.vs", "../OpenGL/shaders/cubetexture.fs");
Model objModel("../OpenGL/resources/objects/nanosuit/nanosuit.obj");
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processinput_callback(window);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cubeShader.use();
modelMultipleLights(cubeShader);
glm::mat4 trans(glm::mat4(1.0f)), view(glm::mat4(1.0f)), projection(glm::mat4(1.0f)), model(glm::mat4(1.0f));;
view = camera.GetViewMatrix();
projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
model = glm::mat4(1.0f);
model = glm::rotate(model, currentFrame, glm::vec3(0.0f, 3.0f, 0.0f));
cubeShader.setMat4("model", model);
cubeShader.setMat4("view", view);
cubeShader.setMat4("projection", projection);
objModel.Draw(cubeShader);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
GLFWwindow* Init()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
auto window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
}
glEnable(GL_DEPTH_TEST);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
return window;
}
void processinput_callback(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
camera.ProcessKeyboard(FORWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
camera.ProcessKeyboard(LEFT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
camera.ProcessKeyboard(BACKWARD, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
camera.ProcessKeyboard(RIGHT, deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
}
void mouse_callback(GLFWwindow* window, double xpose, double ypose)
{
if (firstMouse)
{
lastX = xpose;
lastY = ypose;
firstMouse = false;
}
auto xoffset = xpose - lastX;
lastX = xpose;
auto yoffset = lastY - ypose;
lastY = ypose;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
void modelMultipleLights(const Shader& shader)
{
shader.setVec3("viewPos", camera.Position);
shader.setFloat("shininess", 32);
//Pointlight 1
shader.setVec3("pointLights[0].position", lightPos);
shader.setVec3("pointLights[0].ambient", glm::vec3(0.2f, 0.2f, 0.2f));
shader.setVec3("pointLights[0].diffuse", glm::vec3(0.6f, 0.6f, 0.6f));
shader.setVec3("pointLights[0].specular", glm::vec3(1.0f, 1.0f, 1.0f));
shader.setFloat(" pointLights[0].constant", 1.0f);
shader.setFloat(" pointLights[0].linear", 0.09);
shader.setFloat(" pointLights[0].quadratic", 0.032);
//Sportlight
shader.setVec3("spotLight.position", camera.Position);
shader.setVec3("spotLight.direction", camera.Front);
shader.setVec3("spotLight.ambient", glm::vec3(0.0f, 0.0f, 0.0f));
shader.setVec3("spotLight.diffuse", glm::vec3(1.0f, 1.0f, 1.0f));
shader.setVec3("spotLight.specular", glm::vec3(1.0f, 1.0f, 1.0f));
shader.setFloat("spotLight.cutOff", 12.5f);
shader.setFloat("spotLight.outerCutOff", 17.5f);
shader.setFloat("spotLight.constant", 1.0f);
shader.setFloat("spotLight.linear", 0.09f);
shader.setFloat("spotLight.quadratic", 0.032);
}
输出效果: