OpenGL利用Assimp加载骨骼动画Skeletal Animation using Assimp

本文介绍了使用OpenGL结合Assimp库加载和呈现骨骼动画的方法。主要内容包括SkinningTechnique类的实现,该类用于设置着色器程序;SkinnedMesh类,负责解析模型并处理骨骼变换矩阵;以及Texture类,用于加载纹理。
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main.cpp

#include <iostream>	
#include <stdlib.h>
#include <vector>	
#include <string>

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <math.h>
#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#define PI 3.14159265
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

#include "SkinnedMesh.h"
#include "SkinningTechnique.h"
#include "math_3d.h"

void RenderScene(SkinningTechnique*& m_pEffect, SkinnedMesh& m_mesh, GLFWwindow*& window);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);

const unsigned int SCR_WIDTH = 1920; //纹理图大小,分辨率越大,从纹理中采样出来得到的结果越清晰,锯齿越少。
const unsigned int SCR_HEIGHT = 1080;


// camera
Camera camera(glm::vec3(0.0f, 3.0f, -1.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
float time_start = 0.0f;
int main()
{
   
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	int count = 2;
	// 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);
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
   
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	glEnable(GL_DEPTH_TEST);
	SkinningTechnique* m_pEffect = new SkinningTechnique();

	const char* vertexShader = "./shaders/myskinning.vs";
	const char* fragmentShader = "./shaders/myskinning.fs";
	m_pEffect->Init(vertexShader, fragmentShader);
	glUseProgram(m_pEffect->m_shaderProg);  // bind shader programme
	
	SkinnedMesh m_mesh;
	// LoadMesh
	if (!m_mesh.LoadMesh("../Content/boblampclean.md5mesh")) {
   
		cout << "Mesh load failed" << endl;
		return false;
	};
	glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
	while (!glfwWindowShouldClose(window))
	{
   
		RenderScene(m_pEffect, m_mesh, window);
	}


}

void RenderScene(SkinningTechnique* &m_pEffect, SkinnedMesh & m_mesh,  GLFWwindow* &window)
{
   
	glUseProgram(m_pEffect->m_shaderProg);  // bind shader programme
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	vector<Matrix4f> Transforms;
	float RunningTime = glfwGetTime() - time_start;

	m_mesh.BoneTransform(RunningTime, Transforms);
	for (uint i = 0; i < Transforms.size(); i++)
	{
   
		m_pEffect->SetBoneTransform(i, Transforms[i]);
	}
	glEnable(GL_DEPTH_TEST);
	glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
	//glm::mat4 view = camera.GetViewMatrix();
	glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 5.0f),
								 glm::vec3(0.0f, 0.0f, 0.0f),
								 glm::vec3(0.0f, 1.0f, 0.0f));
	glUniformMatrix4fv(glGetUniformLocation(m_pEffect->m_shaderProg, "projection"), 1, GL_FALSE, &projection[0][0]);
	glUniformMatrix4fv(glGetUniformLocation(m_pEffect->m_shaderProg, "view"), 1, GL_FALSE, &view[0][0]);

	//float angle = i;
	glm::mat4 model = glm::mat4(1.0f);
	model = glm::translate(model, glm::vec3(0.0f, -1.2f, 0.0f));
	model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
	model = glm::scale(model, glm::vec3(0.04f, 0.04f, 0.04f));

	glUniformMatrix4fv(glGetUniformLocation(m_pEffect->m_shaderProg, "model"), 1, GL_FALSE, &model[0][0]);
	m_mesh.Render(); // draw call
	glfwSwapBuffers(window);
	glfwPollEvents();
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
   
	glViewport(0, 0, width, height);
}

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
   
	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);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
   
	camera.ProcessMouseScroll(yoffset);
}

void processInput(GLFWwindow* window)
{
   
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);

	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
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