OpenGL模型加载篇--模型--17-1——添加加载FBX内嵌贴图

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#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);
unsigned int TextureFrom_FBX_EmbeddedTexture(const aiTexture* aiTex, bool gama = false);
unsigned int GenerateTex(unsigned char* data, int width, int height, int nrComponents, bool gama = 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", scene);
		textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
		// 2. specular maps
		vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular", scene);
		textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
		// 3. normal maps
		std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal", scene);
		textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
		// 4. height maps
		std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height", scene);
		textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());


		// return a mesh object created from the extracted mesh data
		return Mesh(vertices, indices, textures);
	}

	//load FBX
	vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName, const aiScene* scene)
	{
		vector<Texture> textures;
		for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
		{
			aiString imagePath;
			mat->GetTexture(type, i, &imagePath);
			// 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(), imagePath.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;

				//auto filePath = directory + str.C_Str() ;

				//利用此方法判断是否是FBX模型内嵌贴图
				auto tex = scene->GetEmbeddedTexture(imagePath.C_Str());

				if (tex != nullptr)
				{
					//有内嵌贴图
					texture.id = TextureFrom_FBX_EmbeddedTexture(tex);
				}
				else
				{
					//无内嵌贴图,就按外部图片路径加载
					texture.id = TextureFromFile(imagePath.C_Str(), this->directory);
				}

				texture.type = typeName;
				texture.path = imagePath.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;

	int width, height, nrComponents;//通道数

	//obj格式模型用stbi_load加载路径下的图片。
	unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);

	return GenerateTex(data, width, height, nrComponents);
}

unsigned int TextureFrom_FBX_EmbeddedTexture(const aiTexture* aiTex, bool gama)
{
	int width, height, channels;
	//unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
	unsigned char* data = nullptr;

	//FBX模型用stbi_load_form_memory加载
	if (aiTex->mHeight == 0)
	{
		data = stbi_load_from_memory(reinterpret_cast<unsigned char*>(aiTex->pcData), aiTex->mWidth, &width, &height, &channels, 0);
	}
	else
	{
		data = stbi_load_from_memory(reinterpret_cast<unsigned char*>(aiTex->pcData), aiTex->mWidth * aiTex->mHeight, &width, &height, &channels, 0);
	}

	return GenerateTex(data, width, height, channels);
}

unsigned int GenerateTex(unsigned char* data, int width, int height, int nrComponents, bool gama)
{	
	unsigned int textureID;
	glGenTextures(1, &textureID);

	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);

		//伽马矫正需要设置内部格式(第三个参数)为GL_SRGB或者GL_SRGB_ALPHA,这里未设置,可参考伽马矫正那一章节
		//https://learnopengl-cn.github.io/05%20Advanced%20Lighting/02%20Gamma%20Correction/
		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: " << std::endl;
		stbi_image_free(data);
	}

	return textureID;
}

#endif

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### 回答1: Qt3D是一个用于创建3D应用程序的Qt模块,支持和展示各种3D模型格式,包括FBX模型。 要FBX模型,首先需要在Qt项目中引入Qt3D模块,并在代码中创建一个Qt3D场景和一个Qt3D实体(Entity)。然后,可以通过Qt3D提供的器(如QSceneLoader)来FBX模型文件。 FBX模型的步骤如下: 1. 创建一个Qt3D场景和一个实体: Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity(); Qt3DRender::QCamera *cameraEntity = view.camera(); 2. 创建一个Qt3D器,并设置器的模型文件路径: Qt3DRender::QSceneLoader *loader = new Qt3DRender::QSceneLoader(); loader->setSource(QUrl::fromLocalFile("path/to/your/fbx/file.fbx")); 3. 将添加到实体中: rootEntity->addComponent(loader); 4. 将根实体添加到场景中,并将相机与场景关联: Qt3DExtras::Qt3DWindow view; view.setRootEntity(rootEntity); view.show(); 以上步骤将并展示FBX模型。你可以通过进一步的Qt3D组件和功能来实现模型的自定义渲染、动画控制和交互等。 需要注意的是,FBX是一种二进制文件格式,需要先将其转换为Qt3D可读取的格式。可以使用FBX SDK或其他相关工具来进行模型转换和预处理。 总结,通过引入Qt3D模块和使用Qt3D器,我们可以在Qt应用程序中和展示FBX模型。灵活的Qt3D框架还提供了许多功能来处理和渲染3D模型,使我们能够在应用程序中创建丰富的3D体验。 ### 回答2: Qt3D 是一个用于创建3D图形应用程序的Qt模块。它支持多种3D模型格式,其中包括FBXFBX是一种广泛使用的3D模型格式,由Autodesk开发并支持。 要一个FBX模型,我们需要进行以下步骤: 1. 首先,我们需要在我们的Qt应用程序中包含Qt3D模块。在.pro文件中添加如下行: ``` QT += 3dcore 3drender 3dinput ``` 2. 然后,我们需要创建一个Qt3D渲染窗口来显示我们的3D场景。我们可以使用QQuickView或QWindow派生的自定义窗口,具体使用哪个取决于我们的应用程序需求。 3. 接下来,我们需要创建一个QEntity对象作为场景的根节点。这个对象可以包含其他实体和组件。 4. 然后,我们可以使用QSceneLoader组件来FBX模型文件。我们需要将这个组件添加到场景中,并指定FBX文件的路径。 ```cpp QSceneLoader *sceneLoader = new QSceneLoader(); sceneLoader->setSource(QUrl::fromLocalFile("path/to/fbx/file.fbx")); QEntity *modelEntity = new QEntity(); modelEntity->addComponent(sceneLoader); ``` 5. 最后,我们可以将模型实体添加到场景的根节点中,并在渲染窗口中显示场景。 ```cpp rootEntity->addEntity(modelEntity); view->setRootEntity(rootEntity); view->show(); ``` 这样,我们就成功FBX模型并在Qt3D应用程序中显示出来了。我们可以通过添加其他组件和实体来对模型进行进一步的修改和控制。 在FBX模型之前,我们需要确保我们的应用程序已经安装了Qt3D模块。可以使用Qt的在线安装程序或源码编译安装Qt以获取Qt3D模块。 以上是一个简单的示例,演示了如何使用Qt3DFBX模型。根据我们的需求,我们可以在模型之后进行更多高级操作和修改。 ### 回答3: Qt3D是Qt框架中的一个模块,用于实现3D图形的渲染和交互。而FBX是一种用于存储和传输3D模型和动画数据的文件格式。 要在Qt3D中并显示FBX模型,首先需要导入Qt3D相关的头文件,并创建一个Qt3D的场景。 然后,需要创建一个Qt3D中的实体(Entity)来表示我们要FBX模型。可以使用Qt3D提供的QEntity类来创建实体,并将其添加到场景中。 接下来,需要创建一个Qt3D中的组件(Component),将FBX模型到实体中。Qt3D提供了QSceneLoader组件,可以用来FBX模型文件。通过调用QSceneLoader的setSource函数,可以指定要FBX文件路径。然后,将该组件添加到实体中。 最后,将实体添加到场景中,并启动Qt3D的渲染循环,即可在窗口中显示FBX模型。 除了FBX模型,Qt3D还提供了许多其他功能,如光照、材质、相机等,可以通过设置相应的组件和属性来实现。在后,可以通过操作相应的组件来对模型进行旋转、平移、缩放等操作,实现交互效果。 需要注意的是,FBX模型时需要保证FBX文件的路径正确,并且需要安装对应的FBX导入插件,以便Qt3D能够正常解析和FBX文件。

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