模型加载库 Assimp
由于实际存在很多种不同的模型文件格式,因此就需要使用Assimp从这些不同的文件格式中抽象出来,把不同类型的模型数据加载至Assimp的通用数据结构,以便于我们直接使用其提供的数据结构就可获得需要的数据。
当使用Assimp导入一个模型的时候,它通常会将整个模型加载进一个场景(Scene)对象,它会包含导入的模型/场景中的所有数据。Assimp会将场景载入为一系列的节点(Node),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。Assimp数据结构的(简化)模型如下:
和材质和网格(Mesh)一样,所有的场景/模型数据都包含在Scene对象中。Scene对象也包含了场景根节点的引用。
场景的Root node(根节点)可能包含子节点(和其它的节点一样),它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。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。
一个Mesh对象本身包含了渲染所需要的所有相关数据,像是顶点位置、法向量、纹理坐标、面(Face)和物体的材质。
一个网格包含了多个面。Face代表的是物体的渲染图元(Primitive)(三角形、方形、点)。一个面包含了组成图元的顶点的索引。由于顶点和索引是分开的,使用一个索引缓冲来渲染是非常简单的。
最后,一个网格也包含了一个Material对象,它包含了一些函数能让我们获取物体的材质属性,比如说颜色和纹理贴图(比如漫反射和镜面光贴图)。
网格
当使用建模工具对物体建模的时候,艺术家通常不会用单个形状创建出整个模型。通常每个模型都由几个子模型/形状组合而成。组合模型的每个单独的形状就叫做一个网格(Mesh)。比如说有一个人形的角色:艺术家通常会将头部、四肢、衣服、武器建模为分开的组件,并将这些网格组合而成的结果表现为最终的模型。一个网格是我们在OpenGL中绘制物体所需的最小单位(顶点数据、索引和材质属性)。一个模型(通常)会包括多个网格。
理解
场景 : 一个存储了 网格和 材质真实数据的数据结构,并使用一颗树存储了不同网格之间的结构关系。
网格 : 网格存储OpenGL进行一次绘制的所有的基础数据,是不可再分的最小单位。
材质 : 材质是一个网格进行渲染时所需要用的漫反射贴图,镜面反射贴图等等。
模型 : 模型是一个很复杂的结构,由最基本的 网格组成,这些网格可进行组合形成一些形状或者子模型,从而根据一些父子关系的层级结构,形成一个完整的模型。
然而模型加载库提供给我们的数据结构,并不是OpenGL能够直接使用的形式,因此我们仍需创建自己的Model与Mesh类,从模型加载库的通用数据结构中提取出我们所需要的数据,并实现相应绘制方法。
Mesh
网格存储OpenGL进行一次绘制的所有的基础数据,是不可再分的最小单位。因此必然包含所有的顶点数据、材质以及相应的绘制索引。Mesh类中实现了相应完整的数据加载过程以及绘制过程。
offsetof
C++结构体有一个很棒的特性,它们的内存布局是连续的(Sequential)。也就是说,如果我们将结构体作为一个数据数组使用,那么它将会以顺序排列结构体的变量,这将会直接转换为我们在数组缓冲中所需要的float(实际上是字节)数组。比如说,如果我们有一个填充后的Vertex结构体,那么它的内存布局将会等于:
Vertex vertex;
vertex.Position = glm::vec3(0.2f, 0.4f, 0.6f);
vertex.Normal = glm::vec3(0.0f, 1.0f, 0.0f);
vertex.TexCoords = glm::vec2(1.0f, 0.0f);
// = [0.2f, 0.4f, 0.6f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f];
由于有了这个有用的特性,我们能够直接传入一大列的Vertex结构体的指针作为缓冲的数据,它们将会完美地转换为glBufferData所能用的参数
自然sizeof运算也可以用在结构体上来计算它的字节大小。这个应该是32字节的(8个float * 每个4字节)。
结构体的另外一个很好的用途是它的预处理指令offsetof(s, m),它的第一个参数是一个结构体,第二个参数是这个结构体中变量的名字。这个宏会返回那个变量距结构体头部的字节偏移量(Byte Offset)。这正好可以用在定义glVertexAttribPointer函数中的偏移参数:
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
纹理命名标准
由于不知道网格有多少个纹理,以及纹理的相应类型,在设置纹理单元和采样器的时候必然会存在一些问题。为了解决这个问题,我们需要设定一个命名标准:每个漫反射纹理被命名为texture_diffuseN,每个镜面光纹理应该被命名为texture_specularN,其中N的范围是1到纹理采样器最大允许的数字。
//3个漫反射纹理,2个镜面光纹理
uniform sampler2D texture_diffuse1;
uniform sampler2D texture_diffuse2;
uniform sampler2D texture_diffuse3;
uniform sampler2D texture_specular1;
uniform sampler2D texture_specular2;
Mesh类
#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_s.h>
#include <string>
#include <vector>
using namespace std;
#define MAX_BONE_INFLUENCE 4
struct Vertex {
// position
glm::vec3 Position;
// normal
glm::vec3 Normal;
// texCoords
glm::vec2 TexCoords;
// tangent
glm::vec3 Tangent;
// bitangent
glm::vec3 Bitangent;
//bone indexes which will influence this vertex
int m_BoneIDs[MAX_BONE_INFLUENCE];
//weights from each bone
float m_Weights[MAX_BONE_INFLUENCE];
};
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 string
else if (name == "texture_normal")
number = std::to_string(normalNr++); // transfer unsigned int to string
else if (name == "texture_height")
number = std::to_string(heightNr++); // transfer unsigned int to string
// 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, static_cast<unsigned int>(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));
// ids
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
// weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
glBindVertexArray(0);
}
};
#endif
Model
一个模型的是按照一定的层次结构,由多个网格组成的。所以在使用Assimp模型加载库加载完模型之后,需要遍历这颗树,将所有需要绘制网格进行提取(提取所有数据相关,转换成自己Mesh类型的数据结构形式)。在绘制模型时,只需调用所有网格的绘制函数即可。
补充:
1. 所有的数据都存放在aiSence场景类中,每个aiNode中只是存储了aiMesh 的下标。
2. 为了避免每个网格都单独加载自己的材质,而这些材质可能都是重复相同的,造成内存浪费。因此所有的材质数据都加载成全局变量,之后网格在加载材质时,先检查全局变量中是否有自己需要的材质,没有再进行加载,否则直接从全局变量中提取。
#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_s.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 unnecessary 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