9.9.2 model 模型
一个模型拥有多个网格组成,并配有相应的处理函数,如节点处理、网格处理、加载模型、加载纹理、渲染等
模型类:
class Model{
public:
Model(char* path) {
loadModel(path);
}
void Draw(Shader shader);
private:
std::vector<Mesh> meshes;
std::string directory;
void loadModel(std::string path);
void processNode(aiNode* node, const aiScene* scene);
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
std::vector<Texture> loadMaterialtextures(aiMaterial* mat, aiTextureType type, std::string typeName);
};
下面介绍相关函数:
(1)draw 函数
这函数只需要遍历成员变量meshes,调用每个mesh的Draw函数就可以了。
//渲染
void Model::Draw(Shader shader) {
for (int i = 0; i < meshes.size(); ++i)
meshes[i].Draw(shader);
}
(2)loadModel
在这函数中,我们会把模型用Assimp加载进来,保存成一个scene对象。这是Assimp的一个根对象。模型加载成scene对象之后,我们就可以从里面读取数据进行转换纹理。
//加载模型
void Model::loadModel(std::string path) {
//导入成scene对象
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
//检测是否成功
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
std::cout << "Assimp加载模型失败,错误信息: " << importer.GetErrorString() << std::endl;
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
(3)processNode
processNode来处理节点数据,每一个节点都可能包含子节点,所以这个函数会在其内部进行递归调用。Assimp的节点类中包含一些网格索引信息,检索和处理每个网格是我们的函数要做的主要事情。
//处理节点
void Model::processNode(aiNode* node, const aiScene* scene) {
//处理节点的所有网格信息
for (int i = 0; i < node->mNumMeshes; ++i) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
//对所有的子节点做相同处理
for (int i = 0; i < node->mNumChildren; ++i) {
processNode(node->mChildren[i], scene);
}
}
(4)processMesh
将一个aiMesh对象转换成我们的mesh对象并不难,我们所要做的就是获取aiMesh中网格的所有属性,然后将其保存到mesh对象中。
//处理网格
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
for (int i = 0; i < mesh->mNumVertices; ++i) {
Vertex vertex;
//处理顶点,法线和纹理坐标
...
vertices.push_back(vertex);
}
//处理索引
...
//处理材质
if (mesh->mMaterialIndex >= 0) {
...
}
return Mesh(vertices, indices, textures);
}
processMesh中网格处理
收拾一个网格基本上有三个步骤要做:检索所有的顶点数据、检索所有的网格索引、检索相关的材质数据。将处理完成的数据保存到3个向量中,传递给Mesh的构造函数,生成一个新的Mesh对象返回。
检索顶点数据:在mVertices(位置),mNormals(法线),mTextureCoords(纹理坐标)
//处理顶点,法线和纹理坐标
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
if (mesh->mTextureCoords[0]) { //看看是否有纹理信息
glm::vec2 vec;
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);
检索索引:
//处理索引
for (int i = 0; i < mesh->mNumFaces; ++i) {
aiFace face = mesh->mFaces[i];
for (int j = 0; j < face.mNumIndices; ++j)
indices.push_back(face.mIndices[j]);
}
相关材质:
//处理材质
if (mesh->mMaterialIndex >= 0) {
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialtextures(material,
aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialtextures(material,
aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
}
std::vector<Texture> Model::loadMaterialtextures(aiMaterial* mat, aiTextureType type, std::string typeName) {
std::vector<Texture> textures;
for (int i = 0; i < mat->GetTextureCount(type); ++i) {
aiString str;
mat->GetTexture(type, i, &str);
Texture texture;
texture.id = TextureFromFile(str.C_Str(), directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
}
return textures;
}
纹理复用:加载纹理前先搜索已经加载的纹理,如果没加载过就加载,加载过了直接保存。
std::vector<Texture> Model::loadMaterialtextures(aiMaterial* mat, aiTextureType type, std::string typeName) {
std::vector<Texture> textures;
for (int i = 0; i < mat->GetTextureCount(type); ++i) {
aiString str;
mat->GetTexture(type, i, &str);
bool skip = false;
for (int j = 0; j < textures_loaded.size(); ++j) {
if (std::strcmp(textures_loaded[j].path.c_str(), str.C_Str()) == 0) {
textures.push_back(textures_loaded[j]);
skip = true;
break;
}
}
if (!skip) {
Texture texture;
texture.id = TextureFromFile(str.C_Str(), directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture);
}
}
return textures;
}
完整代码:
#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 <learnopengl/mesh.h>
#include <learnopengl/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 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