OpenGL 学习笔记--Assimp模型加载(10)

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
    在这里插入图片描述

在这里插入图片描述
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:
在这里插入图片描述

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