OpenGL学习日记之模型绘制

自己编译运行过程中遇到的一些问题

下载Assimp已编译的lib(因为我们公司的电脑有很多权限和限制,也不能自己安装一些没有报备的软件,所以愁方便我就没有用cMake自己编译了)找到一位免费分享的博主的。
https://blog.csdn.net/lady_killer9/article/details/89429092

系统找不到zlib.dll文件的解决方法
https://blog.csdn.net/LHXvs2015/article/details/120674525
https://www.cnblogs.com/yangjinbang/p/8330786.html
在这里插入图片描述
下载Assimp可识别的模型地址
https://learnopengl-cn.github.io/03%20Model%20Loading/03%20Model/

现实生活中,我们都是美术同学通过一些现代的绘图工具,为我们导出模型来绘制,建模工具会自己生成所有的顶点坐标、顶点法线和纹理坐标,我们开发者就不需要去关注这些细节了。

Mesh

Mesh俗称网格,一个网格代表可绘制的实体。我们自定义一个网格类
至少要包含一组顶点数据,这组顶点数据应该包含顶点坐标,顶点法线,已经顶点的uv坐标。
一组绘制顺序索引,用于EBO绑定。
一组贴图数据,用于纹理映射。

#pragma once
// Std. Includes
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <vector>
using namespace std;
// GL Includes
#include <GL/glew.h> // Contains all the necessery OpenGL includes
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>


struct Vertex {
    // Position
    glm::vec3 Position;
    // Normal
    glm::vec3 Normal;
    // TexCoords
    glm::vec2 TexCoords;
};

struct Texture {
    GLuint id;
    string type;
    aiString path;
};

class Mesh {
public:  
    vector<Vertex> vertices;
    vector<GLuint> indices;
    vector<Texture> textures;

    //构造函数
    Mesh(vector<Vertex> vertices, vector<GLuint> 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.
        this->setupMesh();
    }

    void Draw(Shader shader)
    {       
        GLuint diffuseNr = 1;
        GLuint specularNr = 1; 
        //绑定贴图与采样器
        for (GLuint i = 0; i < this->textures.size(); i++)
        {
            glActiveTexture(GL_TEXTURE0 + i);        
            stringstream ss;
            string number;
            string name = this->textures[i].type;
            if (name == "texture_diffuse")
                ss << diffuseNr++; 
            else if (name == "texture_specular")
                ss << specularNr++; 
            number = ss.str(); 
            
            //保证每个uniform采样器对应着正确的纹理单元
            glUniform1i(glGetUniformLocation(shader.Program, (name + number).c_str()), i);           
            glBindTexture(GL_TEXTURE_2D, this->textures[i].id);
        }
      
        glUniform1f(glGetUniformLocation(shader.Program, "material.shininess"), 16.0f);
        glBindVertexArray(this->VAO);
        glDrawElements(GL_TRIANGLES, this->indices.size(), GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);
       
        for (GLuint i = 0; i < this->textures.size(); i++)
        {
            glActiveTexture(GL_TEXTURE0 + i);
            glBindTexture(GL_TEXTURE_2D, 0);
        }
    }
private:  
    GLuint VAO, VBO, EBO;
       
    //初始化各种缓冲和链接数据
    void setupMesh()
    {
      
        //初始化VAO,VBO,EBO 缓冲对象
        glGenVertexArrays(1, &this->VAO);
        glGenBuffers(1, &this->VBO);
        glGenBuffers(1, &this->EBO);

        glBindVertexArray(this->VAO);
       
        //将顶点数据初始化至缓冲中
        glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
        glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(Vertex), &this->vertices[0], GL_STATIC_DRAW);

        //将绘制顺序索引初始到缓冲中
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(GLuint), &this->indices[0], GL_STATIC_DRAW);    
        glEnableVertexAttribArray(0);

        //将数据链接到顶点属性,告诉openGL如何解析这些数据
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Normal));
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, TexCoords));

        glBindVertexArray(0);
    }
};



模型类

现实生活中一个我们看到的模型都是由很多部位组成的,也可以说成是由很多mesh组合而成的,比如一张桌子,是由一个桌板加四个桌脚拼成的为了方便抽象,我们又封装了一层模型的类。
这个类主要就是去解析美术给我们的一个从Blender,Maya等工具导出的模型,将其拆分为一个Mesh数组,然后再调用Mesh类的绘制。

#pragma once
// Std. Includes
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
using namespace std;
// GL Includes
#include <GL/glew.h> // Contains all the necessery OpenGL includes
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <SOIL.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>

#include "Mesh.h"

GLint TextureFromFile(const char* path, string directory);

class Model
{
public:
    /*  Functions   */
    // Constructor, expects a filepath to a 3D model.
    Model(string path)
    {
        this->loadModel(path);
    }

    // Draws the model, and thus all its meshes
    void Draw(Shader shader)
    {
        for (GLuint i = 0; i < this->meshes.size(); i++)
            this->meshes[i].Draw(shader);
    }

private:
    /*  Model Data  */
    vector<Mesh> meshes;
    string directory;
    vector<Texture> textures_loaded;	// Stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.

    int mycount = 0;
    void loadModel(string path)
    {
        
        Assimp::Importer importer;
        const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);     
        if (!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
        {
            cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
            return;
        }       
        this->directory = path.substr(0, path.find_last_of('/'));
        this->processNode(scene->mRootNode, scene);
        //printf("mesh个数: %d", mycount);
    }

    void processNode(aiNode* node, const aiScene* scene)
    {
       
        for (GLuint i = 0; i < node->mNumMeshes; i++)
        {           
            aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];          
            this->meshes.push_back(this->processMesh(mesh, scene));
        }       
        for (GLuint i = 0; i < node->mNumChildren; i++)
        {
            this->processNode(node->mChildren[i], scene);
        }

    }

    Mesh processMesh(aiMesh* mesh, const aiScene* scene)
    {
        mycount++;
        vector<Vertex> vertices;
        vector<GLuint> indices;
        vector<Texture> textures;
      
        for (GLuint i = 0; i < mesh->mNumVertices; i++)
        {
            Vertex vertex;
            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]) 
            {
                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);
            vertices.push_back(vertex);
        }
      
        for (GLuint i = 0; i < mesh->mNumFaces; i++)
        {
            aiFace face = mesh->mFaces[i];
          
            for (GLuint j = 0; j < face.mNumIndices; j++)
                indices.push_back(face.mIndices[j]);
        }
       
        if (mesh->mMaterialIndex >= 0)
        {
            aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];            
          
            vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
            textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
           
            vector<Texture> specularMaps = this->loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
            textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
        }      
        return Mesh(vertices, indices, textures);
    }

    vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName)
    {
        vector<Texture> textures;
        for (GLuint i = 0; i < mat->GetTextureCount(type); i++)
        {
            aiString str;
            mat->GetTexture(type, i, &str);           
            GLboolean skip = false;
            for (GLuint 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(), this->directory);
                texture.type = typeName;
                texture.path = str;
                textures.push_back(texture);
                this->textures_loaded.push_back(texture); 
            }
        }
        return textures;
    }
};




GLint TextureFromFile(const char* path, string directory)
{  
    string filename = string(path);
    filename = directory + '/' + filename;
    GLuint textureID;
    glGenTextures(1, &textureID);
    int width, height;
    unsigned char* image = SOIL_load_image(filename.c_str(), &width, &height, 0, SOIL_LOAD_RGB);
    
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
    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);
    glBindTexture(GL_TEXTURE_2D, 0);
    SOIL_free_image_data(image);
    return textureID;
}

最后就是渲染代码


```cpp
// Std. Includes
#include <string>

// GLEW
#define GLEW_STATIC
#include <GL/glew.h>

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

// GL includes
#include "Shader.h"
#include "Camera.h"
#include "Model.h"

// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

// Other Libs
#include <SOIL.h>

// Properties
GLuint screenWidth = 800, screenHeight = 600;

// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();

const GLuint WIDTH = 800, HEIGHT = 600;
// Camera
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
GLfloat yaw = -90.0f;	// Yaw is initialized to -90.0 degrees since a yaw of 0.0 results in a direction vector pointing to the right (due to how Eular angles work) so we initially rotate a bit to the left.
GLfloat pitch = 0.0f;
GLfloat lastX = WIDTH / 2.0;
GLfloat lastY = HEIGHT / 2.0;
bool keys[1024];
bool firstMouse = true;

GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;

// The MAIN function, from here we start our application and run our Game loop
int main()
{
    // Init GLFW
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

    GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
    glfwMakeContextCurrent(window);

    // Set the required callback functions
    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // Options
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // Initialize GLEW to setup the OpenGL Function pointers
    glewExperimental = GL_TRUE;
    glewInit();

    // Define the viewport dimensions
    glViewport(0, 0, screenWidth, screenHeight);

    // Setup some OpenGL options
    glEnable(GL_DEPTH_TEST);

    // Setup and compile our shaders
    Shader shader("VertexShaderSource2_2_1.txt", "FragmentShaderSource2_2_1.txt");

    // Load models
    Model ourModel("nanosuit/nanosuit.obj");

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

    // Game loop
    while (!glfwWindowShouldClose(window))
    {
        // Set frame time
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // Check and call events
        glfwPollEvents();
        Do_Movement();

        // Clear the colorbuffer
        glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shader.Use();   // <-- Don't forget this one!
        // Transformation matrices

        glm::mat4 view(1);
        glm::mat4 projection(1);

        view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
        projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
        // Get the uniform locations

        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));

        // Draw the loaded model
        glm::mat4 model(1);
        model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // Translate it down a bit so it's at the center of the scene
        model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f));	// It's a bit too big for our scene, so scale it down
        glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
        ourModel.Draw(shader);

        // Swap the buffers
        glfwSwapBuffers(window);
    }

    glfwTerminate();
    return 0;
}

#pragma region "User input"

// Moves/alters the camera positions based on user input
void Do_Movement()
{
    // Camera controls
    GLfloat cameraSpeed = 5.0f * deltaTime;
    if (keys[GLFW_KEY_W])
        cameraPos += cameraSpeed * cameraFront;
    if (keys[GLFW_KEY_S])
        cameraPos -= cameraSpeed * cameraFront;
    if (keys[GLFW_KEY_A])
        cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    if (keys[GLFW_KEY_D])
        cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
}

// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);

    if (action == GLFW_PRESS)
        keys[key] = true;
    else if (action == GLFW_RELEASE)
        keys[key] = false;
}

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
    /*if (firstMouse)
{
    lastX = xpos;
    lastY = ypos;
    firstMouse = false;
}

GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos; // Reversed since y-coordinates go from bottom to left
lastX = xpos;
lastY = ypos;

GLfloat sensitivity = 0.05;	// Change this value to your liking
xoffset *= sensitivity;
yoffset *= sensitivity;

yaw += xoffset;
pitch += yoffset;

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

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));
cameraFront = glm::normalize(front);*/
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{

}

#pragma endregion

顶点着色器代码

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;

out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0f);
    TexCoords = texCoords;
}

片段着色器代码

#version 330 core

in vec2 TexCoords;

out vec4 color;

uniform sampler2D texture_diffuse1;

void main()
{    
    color = vec4(texture(texture_diffuse1, TexCoords));
}

参考链接:https://learnopengl-cn.readthedocs.io/zh/latest/03%20Model%20Loading/03%20Model/

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实验一 OpenGL+GLUT开发平台搭建 5 小实验1: 开发环境设置 5 小实验2: 控制窗口位置和大小 6 小实验3:默认的可视化范围 6 小实验4:自定义可视化范围 7 小实验5: 几何对象变形的原因 8 小实验6: 视口坐标系及视口定义 8 小实验7:动态调整长宽比例,保证几何对象不变形 9 实验二 动画和交互 10 小实验1: 单缓冲动画技术 10 小实验2: 双缓冲动画技术 11 小实验3:键盘控制 13 小实验4:鼠标控制【试着单击鼠标左键或者右键,试着按下鼠标左键后再移动】 14 实验三 几何变换、观察变换、三维对象 16 小实验1:二维几何变换 16 小实验2:建模观察(MODELVIEW)矩阵堆栈 17 小实验3:正平行投影1 19 小实验4:正平行投影2 19 小实验5:正平行投影3 20 小实验6:透射投影1 21 小实验6:透射投影2 22 小实验7:三维对象 24 实验四 光照模型和纹理映射 26 小实验1:光照模型1----OpenGL简单光照效果的关键步骤。 26 小实验2:光照模型2----光源位置的问题 28 小实验3:光照模型3----光源位置的问题 31 小实验4:光照模型4----光源位置的问题 33 小实验5:光照模型5----光源位置的问题 35 小实验6:光照模型6----光源位置的问题 38 小实验7:光照模型7----光源位置的动态变化 40 小实验8:光照模型8----光源位置的动态变化 43 小实验9:光照模型9---光源位置的动态变化 45 小实验10:光照模型10---聚光灯效果模拟 48 小实验11:光照模型11---多光源效果模拟 50 小实验12:光照效果和雾效果的结合 53 小实验13:纹理映射初步—掌握OpenGL纹理映射的一般步骤 56 小实验13:纹理映射—纹理坐标的自动生(基于参数的曲面映射) 59 小实验14:纹理映射—纹理坐标的自动生(基于参考面距离) 61

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