opengldemo学习

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main

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include "shader.h"
#include"stb_image.h"
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include"camera.h"
#include <iostream>
#include"model.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
bool blinn = false;
bool blinnKeyPressed = false;
//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;
float mixValue = 0.2f;
//
float deltaTime = 0.0f;
float lastFram = 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;
    }
    
    // build and compile our shader program
    // ------------------------------------
    glEnable(GL_DEPTH_TEST);
   
    //
    Shader  model1Shader("model1vertexShader.glsl", "model1fragmentShader.glsl");
    Shader  lightcubeShader("lightvertexShader.glsl", "lightfragmentShader.glsl");
    Model ourModel2("resourses/objects/nanosuit/nanosuit.obj");
    Model ourModel1("resourses/objects/E-45-Aircraft/E 45 Aircraft_obj.obj");
    //Model ourModel("resourses/objects/dolphin/10014_dolphin_v2_max2011_it2.obj");
    float vertices[] = {
       -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
       -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
       -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,

       -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
        0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
       -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,
       -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,

       -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
       -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
       -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
       -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
       -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
       -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,

        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

       -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
       -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
       -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,

       -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
       -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
       -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
    };
    unsigned int lightCubeVAO,VBO;
    glGenVertexArrays(1, &lightCubeVAO);
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glBindVertexArray(lightCubeVAO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    

    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        float currentFram = glfwGetTime();
        deltaTime = currentFram - lastFram;
        lastFram = currentFram;
         processInput(window);

        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        //
        //lightPos = glm::vec3(sin(glfwGetTime()), 1.0f, 1.2f);
        glm::vec3 lightPos(8.0f ,20.0f , 5.0f);
        model1Shader.use();
        model1Shader.setVec3("light.position", lightPos); //光源位置
        model1Shader.setVec3("viewPos", camera.Position);
        //light
        glm::vec3 lightColor(1.0, 1.0, 1.0);
        glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
        glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f);
        model1Shader.setVec3("light.ambient", lightColor);
        model1Shader.setVec3("light.diffuse", lightColor);
        model1Shader.setVec3("light.specular",1.0f,1.0f,1.0f);
        model1Shader.setInt("blinn", blinn);
        //material
        model1Shader.setFloat("material.shininess", 64.0f);
        //mvp变换
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        model1Shader.setMat4("projection", projection);

        model1Shader.setMat4("view", view);
        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::rotate(model, glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
        model = glm::rotate(model, glm::radians(-15.0f), glm::vec3(1.0f, 0.0f, 0.0f));
        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
        model1Shader.setMat4("model", model);
        ourModel1.Draw(model1Shader);
        //model = glm::mat4(1.0f);
        //model = glm::translate(model, glm::vec3(0.0f, 0.0f, 5.0f)); // translate it down so it's at the center of the scene
        //model = glm::rotate(model, glm::radians(180.f), glm::vec3(0.0f, 1.0f, 0.0f));
        //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
        //model1Shader.setMat4("model", model);
        //ourModel2.Draw(model1Shader);
        //灯源箱子模型绘制
        lightcubeShader.use();
        lightcubeShader.setMat4("projection", projection);
        lightcubeShader.setMat4("view", view);
        model = glm::mat4(1.0f);
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(2.2f));
        lightcubeShader.setMat4("model", model);
        glBindVertexArray(lightCubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);





        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glDeleteVertexArrays(1, &lightCubeVAO);
    glDeleteBuffers(1, &VBO);
    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_UP) == GLFW_PRESS)
    {
        mixValue += 0.001f;
        if (mixValue >= 1.0f)
        {
            mixValue = 1.0f;
        }
    }
    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
    {
        mixValue -= 0.001f;
        if (mixValue <= 0.0f)
        {
            mixValue = 0.0f;
        }
    }
    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);

    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !blinnKeyPressed)
    {
        blinn = !blinn;
        blinnKeyPressed = true;
    }
    if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
    {
        blinnKeyPressed = false;
    }
}

// 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);
}
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
    float xpos = static_cast<float>(xposIn);
    float ypos = static_cast<float>(yposIn);

    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(static_cast<float>(yoffset));
}

vertexshader

#version 330
layout(location = 0 ) in vec3 aPos;
layout(location = 1 ) in vec3 aNormal;
layout(location = 2 ) in vec2 aTexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
void main()
{
    FragPos = vec3(model * vec4( aPos,1.0));
    Normal = mat3(transpose(inverse(model))) * aNormal;  
    TexCoords = aTexCoords;
    gl_Position=projection * view * model * vec4(aPos,1.0);
    
    
}

fragshader

#version 330
out vec4 aColor;
struct Material
{
   sampler2D diffuse;
   sampler2D specular;
   sampler2D emission;
   float shininess;
};
struct Light{
   vec3 position;
   vec3 ambient;
   vec3 diffuse;
   vec3 specular;
};
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;
//
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
uniform bool blinn;
//
void main()
{
   vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
   //
   vec3 norm = normalize(Normal);
   vec3 lightDir = normalize(( light.position - FragPos));
   float diff = max(dot(norm,lightDir),0.0);
   vec3 diffuse = light.diffuse *diff * texture(material.diffuse,TexCoords).rgb;
   //
   vec3 ref = reflect(-lightDir,norm);
   vec3 view = normalize(viewPos - FragPos);
   float spec =0.0;
   if(blinn)
   {
      vec3 halfwayDir = normalize(lightDir +view);
      spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
   }
   else
   {
      vec3 reflectDir = reflect(-lightDir,norm);
      spec = pow(max(dot(view,reflectDir),0.0),8.0);
   }
   
   vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
   //
   aColor = vec4(ambient + diffuse + specular ,1.0);
}

camera.h

#ifndef CAMERA_H
#define CAMERA_H
#include<glad/glad.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<vector>
enum Camera_Movement {
	FORWARD,
	BACKWARD,
	LEFT,
	RIGHT
};
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;

class Camera
{
public:
	glm::vec3 Position;
	glm::vec3 Front;
	glm::vec3 Up;
	glm::vec3 Right;
	glm::vec3 WorldUp;
	float Yaw;
	float Pitch;
	float MovementSpeed;
	float MouseSensitivity;
	float Zoom;
	Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM)
	{
		Position = position;
		WorldUp = up;
		Yaw = yaw;
		Pitch = pitch;
		updateCameraVectors();
	}
	glm::mat4 GetViewMatrix()
	{
		return glm::lookAt(Position, Position + Front, Up);
	}
	void ProcessKeyboard(Camera_Movement direction, float deltaTime)
	{
		float velocity = MovementSpeed * deltaTime;
		if (direction == FORWARD)
			Position += Front * velocity;
		if (direction == BACKWARD)
			Position -= Front * velocity;
		if (direction == LEFT)
			Position -= Right * velocity;
		if (direction == RIGHT)
			Position += RIGHT * velocity;
	}
	void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
	{
		xoffset *= MouseSensitivity;
		yoffset *= MouseSensitivity;

		Yaw += xoffset;
		Pitch += yoffset;

		// make sure that when pitch is out of bounds, screen doesn't get flipped
		if (constrainPitch)
		{
			if (Pitch > 89.0f)
				Pitch = 89.0f;
			if (Pitch < -89.0f)
				Pitch = -89.0f;
		}

		// update Front, Right and Up Vectors using the updated Euler angles
		updateCameraVectors();
	}

	// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
	void ProcessMouseScroll(float yoffset)
	{
		Zoom -= (float)yoffset;
		if (Zoom < 1.0f)
			Zoom = 1.0f;
		if (Zoom > 45.0f)
			Zoom = 45.0f;
	}
private:
	void updateCameraVectors()
	{
		// calculate the new Front vector
		glm::vec3 front;
		front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
		front.y = sin(glm::radians(Pitch));
		front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
		Front = glm::normalize(front);
		// also re-calculate the Right and Up vector
		Right = glm::normalize(glm::cross(Front, WorldUp));  // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
		Up = glm::normalize(glm::cross(Right, Front));
	}
};
#endif // !CAMERA_H

mesh.h

#pragma once
#include <glad/glad.h> // 所有头文件
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "shader.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <vector>
using namespace std;
//顶点
struct Vertex {
	// 位置
	glm::vec3 Position;
	// 法向量
	glm::vec3 Normal;
	// 纹理坐标
	glm::vec2 TexCoords;
	// u向量
	glm::vec3 Tangent;
	// v向量
	glm::vec3 Bitangent;
};
//纹理
struct Texture {
	unsigned int id;
	string type;
	string path;
};
//Mesh类
class Mesh {
public:
	/*  Mesh 数据  */
	vector<Vertex> vertices;
	vector<unsigned int> indices;
	vector<Texture> textures;
	unsigned int VAO;

	/*  函数  */
	// 构造函数 参数:顶点 索引 纹理
	Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
	{
		this->vertices = vertices;
		this->indices = indices;
		this->textures = textures;
		// 现在我们拥有了所有必需的数据,设置顶点缓冲区及其属性指针。
		setupMesh();
	}

	// 画网格模型
	void Draw(Shader shader)
	{
		// 绑定适当的纹理
		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); // 绑定前激活适当的纹理单元
											  // 获取纹理编号(diffuse_textureN中的N)
			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++);
			else if (name == "texture_normal")
				number = std::to_string(normalNr++);
			else if (name == "texture_height")
				number = std::to_string(heightNr++);
			// 现在将采样器设置为正确的纹理单元
			glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
			// 最后绑定纹理
			glBindTexture(GL_TEXTURE_2D, textures[i].id);
		}
		// 画网格
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
		glBindVertexArray(0);
		// 一旦配置完毕将一切设置回默认值总是很好的做法,。
		glActiveTexture(GL_TEXTURE0);
	}

private:
	/*  渲染数据  */
	unsigned int VBO, EBO;

	/*  函数    */
	// 初始化所有缓冲区对象/数组
	void setupMesh()
	{
		// 创建缓冲区/数组
		glGenVertexArrays(1, &VAO);
		glGenBuffers(1, &VBO);
		glGenBuffers(1, &EBO);

		glBindVertexArray(VAO);
		//将数据加载到顶点缓冲区中
		glBindBuffer(GL_ARRAY_BUFFER, VBO);
		// 关于结构的一个好处是它们的内存布局对于它的所有项都是顺序的。
		// 结果是我们可以简单地将指针传递给结构,并且它完美地转换为glm :: vec3 / 2数组,该数组再次转换为3/2浮点数,转换为字节数组。
		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);
		// 设置顶点属性指针
		// 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));
		// u向量
		glEnableVertexAttribArray(3);
		glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
		// v向量
		glEnableVertexAttribArray(4);
		glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
		glBindVertexArray(0);
	}
};

model.h

#pragma once
#include <glad/glad.h>                 //所有头文件 
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define STB_IMAGE_IMPLEMENTATION        //原作者没写
#include "stb_image.h"
#include <assimp/Importer.hpp>        //assimp库头文件
#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;
//从文件中读取纹理
unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false);
//Model类
class Model
{
public:
	/*  Model数据 */
	//存储到目前为止加载的所有纹理,优化以确保纹理不会被加载多次。
	vector<Texture> textures_loaded;
	vector<Mesh> meshes;
	string directory;
	bool gammaCorrection;

	/*  函数  */
	// 构造汉化,需要一个3D模型的文件路径
	Model(string const& path, bool gamma = false) : gammaCorrection(gamma)
	{
		loadModel(path);
	}

	// 绘制模型,从而绘制所有网格
	void Draw(Shader shader)
	{
		for (unsigned int i = 0; i < meshes.size(); i++)
			meshes[i].Draw(shader);
	}

private:
	/*  函数   */
	// 从文件加载支持ASSIMP扩展的模型,并将生成的网格存储在网格矢量中。
	void loadModel(string const& path)
	{
		// 通过ASSIMP读文件
		Assimp::Importer importer;
		const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
		// 检查错误
		if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // 如果不是0
		{
			cout << "错误::ASSIMP:: " << importer.GetErrorString() << endl;
			return;
		}
		// 检索文件路径的目录路径
		directory = path.substr(0, path.find_last_of('/'));

		// 以递归方式处理ASSIMP的根节点
		processNode(scene->mRootNode, scene);
	}

	// 以递归方式处理节点。 处理位于节点处的每个单独网格,并在其子节点(如果有)上重复此过程。
	void processNode(aiNode* node, const aiScene* scene)
	{
		// 处理位于当前节点的每个网格
		for (unsigned int i = 0; i < node->mNumMeshes; i++)
		{
			// 节点对象仅包含索引用来索引场景中的实际对象。
			// 场景包含所有数据,节点只是为了有组织的保存东西(如节点之间的关系)。
			aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
			meshes.push_back(processMesh(mesh, scene));
		}
		// 在我们处理完所有网格(如果有的话)后,我们会递归处理每个子节点
		for (unsigned int i = 0; i < node->mNumChildren; i++)
		{
			processNode(node->mChildren[i], scene);
		}
	}

	Mesh processMesh(aiMesh* mesh, const aiScene* scene)
	{
		// 要填写的数据
		vector<Vertex> vertices;
		vector<unsigned int> indices;
		vector<Texture> textures;

		// 遍历每个网格的顶点
		for (unsigned int i = 0; i < mesh->mNumVertices; i++)
		{
			Vertex vertex;
			// 我们声明一个占位符向量,因为assimp使用它自己的向量类,它不直接转换为glm的vec3类,所以我们首先将数据传递给这个占位符glm :: vec3。
			glm::vec3 vector;
			// 位置
			vector.x = mesh->mVertices[i].x;
			vector.y = mesh->mVertices[i].y;
			vector.z = mesh->mVertices[i].z;
			vertex.Position = vector;
			// 法线
			vector.x = mesh->mNormals[i].x;
			vector.y = mesh->mNormals[i].y;
			vector.z = mesh->mNormals[i].z;
			vertex.Normal = vector;
			// 纹理坐标
			if (mesh->mTextureCoords[0]) // 网格是否包含纹理坐标?
			{
				glm::vec2 vec;
				// 顶点最多可包含8个不同的纹理坐标。 因此,我们假设我们不会使用顶点可以具有多个纹理坐标的模型,因此我们总是采用第一个集合(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);
			// u向量
			vector.x = mesh->mTangents[i].x;
			vector.y = mesh->mTangents[i].y;
			vector.z = mesh->mTangents[i].z;
			vertex.Tangent = vector;
			// v向量
			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);
		}
		//现在遍历每个网格面(一个面是一个三角形的网格)并检索相应的顶点索引。
		for (unsigned int i = 0; i < mesh->mNumFaces; i++)
		{
			aiFace face = mesh->mFaces[i];
			// 检索面的所有索引并将它们存储在索引向量中
			for (unsigned int j = 0; j < face.mNumIndices; j++)
				indices.push_back(face.mIndices[j]);
		}
		// 加工材料
		aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
		// 我们假设着色器中的采样器名称约定。 每个漫反射纹理应命名为'texture_diffuseN',其中N是从1到MAX_SAMPLER_NUMBER的序列号。
		//同样适用于其他纹理,如下列总结:
		// diffuse: texture_diffuseN
		// specular: texture_specularN
		// normal: texture_normalN

		// 1. 漫反射贴图
		vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
		textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
		// 2. 高光贴图
		vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
		textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
		// 3.法线贴图
		std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
		textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
		// 4. 高度贴图
		std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
		textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());

		// 返回从提取的网格数据创建的网格对象
		return Mesh(vertices, indices, textures);
	}

	// 检查给定类型的所有材质纹理,如果尚未加载纹理,则加载纹理。
	// 所需信息作为Texture结构返回。
	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);
			// 检查之前是否加载了纹理,如果是,则继续下一次迭代:跳过加载新纹理
			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;
					break;// 已加载具有相同文件路径的纹理,继续下一个(优化)。
				}
			}
			if (!skip)
			{   // 如果尚未加载纹理,请加载它
				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);  //将其存储为整个模型加载的纹理,以确保我们不会加载重复纹理。
			}
		}
		return textures;
	}
};
//从文件读取纹理函数
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 << "纹理无法从此路径加载: " << path << std::endl;
		stbi_image_free(data);
	}
	return textureID;
}

shader.h

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
    // ------------------------------------------------------------------------
    Shader(const char* vertexPath, const char* fragmentPath)
    {
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        try
        {
            // open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
        }
        catch (std::ifstream::failure& e)
        {
            std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char* fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessary
        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use()
    {
        glUseProgram(ID);
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string& name, bool value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string& name, int value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string& name, float value) const
    {
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    }
    void setVec2(const std::string& name, const glm::vec2& value) const
    {
        glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec2(const std::string& name, float x, float y) const
    {
        glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
    }
    // ------------------------------------------------------------------------
    void setVec3(const std::string& name, const glm::vec3& value) const
    {
        glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec3(const std::string& name, float x, float y, float z) const
    {
        glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
    }
    // ------------------------------------------------------------------------
    void setVec4(const std::string& name, const glm::vec4& value) const
    {
        glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec4(const std::string& name, float x, float y, float z, float w) const
    {
        glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
    }
    // ------------------------------------------------------------------------
    void setMat2(const std::string& name, const glm::mat2& mat) const
    {
        glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat3(const std::string& name, const glm::mat3& mat) const
    {
        glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat4(const std::string& name, const glm::mat4& mat) const
    {
        glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }

private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(unsigned int shader, std::string type)
    {
        int success;
        char infoLog[1024];
        if (type != "PROGRAM")
        {
            glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
            if (!success)
            {
                glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
        else
        {
            glGetProgramiv(shader, GL_LINK_STATUS, &success);
            if (!success)
            {
                glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
            }
        }
    }
};
#endif

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