概述
参考:这里
这一节主要封装模型类:用来加载各种格式的模型。
#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 unnecesery 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
程序代码:就比较简单了,直接利用Model类加载和绘制。
Model类只设置漫反射和高光贴图,而且shader里的名字要和Model里设置的对应。
一些其他的uniform变量还需我们自己设置。
//顺序不能错
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/Shader.h>
#include <learnopengl/Camera.h>
#include <learnopengl/Model.h>
#include <iostream>
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double x, double y);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
unsigned int loadTexture(const char* path);
const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2, lastY = SCR_WIDTH / 2;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
int main()
{
//Init
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
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "hahaha", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window !" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to init GLAD !" << endl;
}
//configure
glEnable(GL_DEPTH_TEST);
//反转贴图Y轴:如果模型贴图Y轴显示颠倒,需要反转
//stbi_set_flip_vertically_on_load(true);
//隐藏光标
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//build and compile shader
Shader shader("Shaders/Learn17.vs", "Shaders/Learn17.fs");
Model ourModel("Models/1/nanosuit.obj");
//render loop
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
//input
processInput(window);
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
shader.setVec3("viewPos", camera.Position);
//绕Y轴旋转
shader.setVec3("dirLight.direction", glm::vec3(sin(glfwGetTime()*5),0.0f, cos(glfwGetTime() * 5)));
shader.setVec3("dirLight.ambient", 1.0f, 1.0f, 1.0f);
shader.setVec3("dirLight.diffuse", 1.0f, 1.0f, 1.0f);
shader.setVec3("dirLight.specular", 1.0f, 1.0f, 0.0f);
shader.setFloat("material.shininess", 32);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, -5.0f, -10.0f));
model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
shader.setMat4("model", model);
ourModel.Draw(shader);
//swap buffer
glfwSwapBuffers(window);
//call event
glfwPollEvents();
}
//terminate clearing all previously allocated GLFW resources
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
}
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)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
void mouse_callback(GLFWwindow* window, double x, double y)
{
if (firstMouse)
{
lastX = x;
lastY = y;
firstMouse = false;
}
float xoffset = x - lastX;
float yoffset = lastY - y;
lastX = x;
lastY = y;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
unsigned int loadTexture(const char* path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//load
int width, height, channels;
auto data = stbi_load(path, &width, &height, &channels, 0);
if (data)
{
//根据通道数判断图片格式
GLenum format;
if (channels == 1)
format = GL_RED;
if (channels == 3)
format = GL_RGB;
if (channels == 4)
format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
cout << "failed to load texture!" << path << endl;
}
stbi_image_free(data);
return textureID;
}
顶点着色器:
#version 330 core
layout(location=0)in vec3 aPos;
layout(location=1)in vec3 aNormal;
layout(location=2)in vec2 aTexcoord;
out vec3 normal;
out vec3 fragPos;
out vec2 uv;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position=projection*view*model*vec4(aPos,1.0);
fragPos=vec3(model*vec4(aPos,1.0));
normal=mat3(transpose(inverse(model)))*aNormal;
uv=aTexcoord;
}
片元着色器:
#version 330 core
out vec4 fragColor;
struct Material
{
sampler2D texture_diffuse1;
sampler2D texture_specular1;
float shininess;
};
//定向光
struct DirLight
{
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform DirLight dirLight;
in vec2 uv;
in vec3 normal;
in vec3 fragPos;
uniform vec3 viewPos;
vec3 CalcDirLight(DirLight light,vec3 normal,vec3 viewDir)
{
vec3 lightDir=normalize(-light.direction);
//环境光
vec3 ambient=light.ambient* vec3(texture(material.texture_diffuse1,uv));
//漫反射
float dif=max(dot(normal,lightDir),0.0);
vec3 diffuse=light.diffuse*dif*vec3(texture(material.texture_diffuse1,uv));
//高光
vec3 reflectDir=reflect(-lightDir,normal);
float spe=pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
vec3 specular=light.specular*spe*vec3(texture(material.texture_specular1,uv));
return ambient+diffuse+specular;
}
void main()
{
vec3 worldNormal=normalize(normal);
vec3 viewDir=normalize(viewPos-fragPos);
//定向光
vec3 result=CalcDirLight(dirLight,worldNormal,viewDir);
fragColor=vec4(result,1.0);
}
最后
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