opengl学习之模型加载vs2013

将cmake下载下来,可见https://cmake.org/download/
将我分享的https://download.csdn.net/download/Zhangle11/12859046压缩包下载下来后里面有
版本为assimp-3.1.1,一个加载的模型,编译assimp所需的Directx,以及Directx修复软件

打开cmake编译assimp-3.1.1,按下图数字进行操作
在这里插入图片描述

需要注意的是构建Assimp时可能会出现一些问题,所以我会将它们的解决方案列在这里,便于大家排除错误
  1. CMake在读取配置列表时,不断报出DirectX库丢失的错误。这个问题的解决方案是安装DirectX SDK,如果你之前没安装过的话。在我分享的资源里面
  2. 安装DirectX SDK时,可能遇到一个错误码为s1023的错误。这种情况下,请在安装SDK之前根据这个先卸载C++ Redistributable package(s)。 在系统的程序与功能里面搜索有这个把对应版本的给卸载掉。如果在卸载完发现有其他的程序打不开,可在配置完这节之后使用修复工具进行修复。
  3. 一旦配置完成,你就可以生成解决方案文件了,打开解决方案文件并编译Assimp库(可以编译为Debug版本也可以编译为Release版本,只要能工作就行)。
  4. 使用默认配置构建的Assimp是一个动态库(Dynamic Library),所以我们需要包含所生成的assimp.dll文件以及程序的二进制文件。你可以简单地将DLL复制到我们程序可执行文件的同一目录中。
  5. Assimp编译之后,生成的库和DLL文件位于code/Debug或者code/Release文件夹中。接着把编译好的LIB文件和DLL文件拷贝到工程的相应目录下,并在解决方案中链接它们。并且记得把Assimp的头文件也复制到你的include目录中(头文件可以在从Assimp中下载的include目录里找到)。

配置完成后
运行结果为
在这里插入图片描述

主程序代码为

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include "shader.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "Camera.h"
#include "Mesh.h"
#include "Model.h"
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

	// glfw window creation
	// --------------------
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetScrollCallback(window, scroll_callback);

	// tell GLFW to capture our mouse
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	// tell stb_image.h to flip loaded texture's on the y-axis (before loading model).
	stbi_set_flip_vertically_on_load(true);

	// configure global opengl state
	// -----------------------------
	glEnable(GL_DEPTH_TEST);

	// build and compile shaders
	// -------------------------
	Shader ourShader("model_loading_vs.glsl", "model_loading_fs.glsl");

	// load models
	// -----------
	Model ourModel("D:/OPenGLenvironment/nanosuit/nanosuit.obj");


	// draw in wireframe
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// per-frame time logic
		// --------------------
		float currentFrame = glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;

		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		// don't forget to enable shader before setting uniforms
		ourShader.use();

		// view/projection transformations
		glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
		glm::mat4 view = camera.GetViewMatrix();
		ourShader.setMat4("projection", projection);
		ourShader.setMat4("view", view);

		// render the loaded model
		glm::mat4 model = glm::mat4(1.0f);
		model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's at the center of the scene
		model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));	// it's a bit too big for our scene, so scale it down
		ourShader.setMat4("model", model);
		ourModel.Draw(ourShader);


		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	glfwTerminate();
	return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);

	if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
		camera.ProcessKeyboard(FORWARD, deltaTime);
	if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
		camera.ProcessKeyboard(BACKWARD, deltaTime);
	if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
		camera.ProcessKeyboard(LEFT, deltaTime);
	if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
		camera.ProcessKeyboard(RIGHT, deltaTime);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	// make sure the viewport matches the new window dimensions; note that width and 
	// height will be significantly larger than specified on retina displays.
	glViewport(0, 0, width, height);
}

// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
	if (firstMouse)
	{
		lastX = xpos;
		lastY = ypos;
		firstMouse = false;
	}

	float xoffset = xpos - lastX;
	float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top

	lastX = xpos;
	lastY = ypos;

	camera.ProcessMouseMovement(xoffset, yoffset);
}

// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
	camera.ProcessMouseScroll(yoffset);
}

Model.h

#ifndef MODEL_H
#define MODEL_H
#include <glad/glad.h> 
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#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;

	// 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_GenSmoothNormals | 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
			if (mesh->HasNormals())
			{
				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;
				// 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;
			}
			else
				vertex.TexCoords = glm::vec2(0.0f, 0.0f);

			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)
{
	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


Mesh.h



#ifndef MESH_H
#define MESH_H

#include <glad/glad.h> // holds all OpenGL type declarations
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include "shader.h"

#include <string>
#include <vector>
using namespace std;

struct Vertex {
	// position
	glm::vec3 Position;
	// normal
	glm::vec3 Normal;
	// texCoords
	glm::vec2 TexCoords;
	// tangent
	glm::vec3 Tangent;
	// bitangent
	glm::vec3 Bitangent;
};

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;

		// now that we have all the required data, set the vertex buffers and its attribute pointers.
		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;

	// initializes all the buffer objects/arrays
	void setupMesh()
	{
		// create buffers/arrays
		glGenVertexArrays(1, &VAO);
		glGenBuffers(1, &VBO);
		glGenBuffers(1, &EBO);

		glBindVertexArray(VAO);
		// load data into vertex buffers
		glBindBuffer(GL_ARRAY_BUFFER, VBO);
		// A great thing about structs is that their memory layout is sequential for all its items.
		// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
		// again translates to 3/2 floats which translates to a byte array.
		glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);

		// set the vertex attribute pointers
		// vertex Positions
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
		// vertex normals
		glEnableVertexAttribArray(1);
		glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
		// vertex texture coords
		glEnableVertexAttribArray(2);
		glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
		// vertex tangent
		glEnableVertexAttribArray(3);
		glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
		// vertex bitangent
		glEnableVertexAttribArray(4);
		glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));

		glBindVertexArray(0);
	}
};
#endif


model_loading_fs.glsl

#version 330 core
out vec4 FragColor;

in vec2 TexCoords;

uniform sampler2D texture_diffuse1;

void main()
{    
    FragColor = texture(texture_diffuse1, TexCoords);
}


model_loading_vs.glsl

#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);
}


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