基于C++的OpenGL 13 之Mesh
1. 引言
本文基于C++语言,描述OpenGL的Mesh
前置知识可参考:
笔者这里不过多描述每个名词、函数和细节,更详细的文档可以参考:
2. 概述
3D建模工具(3D Modeling Tool)会在导出到模型文件的时候自动生成所有的顶点坐标、顶点法线以及纹理坐标
所以,解析这些导出的模型文件以及提取所有有用的信息,将它们储存为OpenGL能够理解的格式,就可以进行绘制
Assimp是一个非常流行的模型导入库,能够导入很多种不同的模型文件格式(并也能够导出部分的格式),会将所有的模型数据加载至Assimp的通用数据结构中
Assimp的GitHub站点为:assimp/assimp: The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure. (github.com)
3. 构建Assimp
参考官方构建手册:assimp/Build.md at master · assimp/assimp (github.com)
笔者使用CMake在Linux上构建
拉取源码:
git clone https://github.com/assimp/assimp.git
CMake构建:
cd assimp cmake CMakeLists.txt
编译:
make
安装:
sudo make install
4. 编写Mesh类
一个完整的模型往往是由多个组件构成,单个的组件称之为Mesh
多个Mesh组成Model,在这里,先定义Mesh类
定义顶点:
struct Vertex { glm::vec3 Position; glm::vec3 Normal; glm::vec2 TexCoords; };
定义纹理:
struct Texture { unsigned int id; string type; };
定义Mesh类:
class Mesh { public: /* 网格数据 */ vector<Vertex> vertices; vector<unsigned int> indices; vector<Texture> textures; /* 函数 */ Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures); void Draw(Shader shader); private: /* 渲染数据 */ unsigned int VAO, VBO, EBO; /* 函数 */ void setupMesh(); };
构造函数:
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures) { this->vertices = vertices; this->indices = indices; this->textures = textures; setupMesh(); }
初始化Mesh:
void setupMesh() { glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW); // 顶点位置 glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); // 顶点法线 glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal)); // 顶点纹理坐标 glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords)); glBindVertexArray(0); }
渲染函数:
void Draw(Shader shader) { unsigned int diffuseNr = 1; unsigned int specularNr = 1; for(unsigned int i = 0; i < textures.size(); i++) { glActiveTexture(GL_TEXTURE0 + i); // 在绑定之前激活相应的纹理单元 // 获取纹理序号(diffuse_textureN 中的 N) string number; string name = textures[i].type; if(name == "texture_diffuse") number = std::to_string(diffuseNr++); else if(name == "texture_specular") number = std::to_string(specularNr++); shader.setInt(("material." + name + number).c_str(), i); glBindTexture(GL_TEXTURE_2D, textures[i].id); } glActiveTexture(GL_TEXTURE0); // 绘制网格 glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); glBindVertexArray(0); }
Mesh类的调用见:基于C++的OpenGL 14 之模型加载 - 当时明月在曾照彩云归 - 博客园 (cnblogs.com)
5. 完整代码
主要文件mesh.hpp
:
#ifndef MESH_HPP #define MESH_HPP #include <glad/glad.h> // holds all OpenGL type declarations #include <glm.hpp> #include "Shader.hpp" #include <string> #include <vector> using namespace std; struct Vertex { glm::vec3 Position; glm::vec3 Normal; glm::vec2 TexCoords; }; struct Texture { unsigned int id; string type; }; class Mesh { public: /* 网格数据 */ vector<Vertex> vertices; vector<unsigned int> indices; vector<Texture> textures; /* 函数 */ Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures) { this->vertices = vertices; this->indices = indices; this->textures = textures; setupMesh(); } void Draw(Shader shader) { unsigned int diffuseNr = 1; unsigned int specularNr = 1; for(unsigned int i = 0; i < textures.size(); i++) { glActiveTexture(GL_TEXTURE0 + i); // 在绑定之前激活相应的纹理单元 // 获取纹理序号(diffuse_textureN 中的 N) string number; string name = textures[i].type; if(name == "texture_diffuse") number = std::to_string(diffuseNr++); else if(name == "texture_specular") number = std::to_string(specularNr++); shader.setInt(("material." + name + number).c_str(), i); glBindTexture(GL_TEXTURE_2D, textures[i].id); } glActiveTexture(GL_TEXTURE0); // 绘制网格 glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); glBindVertexArray(0); } private: /* 渲染数据 */ unsigned int VAO, VBO, EBO; /* 函数 */ void setupMesh() { glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW); // 顶点位置 glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); // 顶点法线 glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal)); // 顶点纹理坐标 glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords)); glBindVertexArray(0); } }; #endif
着色器shader.hpp
:
#ifndef SHADER_HPP #define SHADER_HPP #include <glad/glad.h> #include <glm/glm.hpp> #include <string> #include <fstream> #include <sstream> #include <iostream> class Shader { public: unsigned int ID; // constructor generates the shader on the fly // ------------------------------------------------------------------------ Shader(const char* vertexPath, const char* fragmentPath) { // 1. retrieve the vertex/fragment source code from filePath std::string vertexCode; std::string fragmentCode; std::ifstream vShaderFile; std::ifstream fShaderFile; // ensure ifstream objects can throw exceptions: vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); try { // open files vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); std::stringstream vShaderStream, fShaderStream; // read file's buffer contents into streams vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); // close file handlers vShaderFile.close(); fShaderFile.close(); // convert stream into string vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); } catch (std::ifstream::failure& e) { std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl; } const char* vShaderCode = vertexCode.c_str(); const char * fShaderCode = fragmentCode.c_str(); // 2. compile shaders unsigned int vertex, fragment; // vertex shader vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); checkCompileErrors(vertex, "VERTEX"); // fragment Shader fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); checkCompileErrors(fragment, "FRAGMENT"); // shader Program ID = glCreateProgram(); glAttachShader(ID, vertex); glAttachShader(ID, fragment); glLinkProgram(ID); checkCompileErrors(ID, "PROGRAM"); // delete the shaders as they're linked into our program now and no longer necessery glDeleteShader(vertex); glDeleteShader(fragment); } // activate the shader // ------------------------------------------------------------------------ void use() const { glUseProgram(ID); } // utility uniform functions // ------------------------------------------------------------------------ void setBool(const std::string &name, bool value) const { glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); } // ------------------------------------------------------------------------ void setInt(const std::string &name, int value) const { glUniform1i(glGetUniformLocation(ID, name.c_str()), value); } // ------------------------------------------------------------------------ void setFloat(const std::string &name, float value) const { glUniform1f(glGetUniformLocation(ID, name.c_str()), value); } // ------------------------------------------------------------------------ void setVec2(const std::string &name, const glm::vec2 &value) const { glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); } void setVec2(const std::string &name, float x, float y) const { glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); } // ------------------------------------------------------------------------ void setVec3(const std::string &name, const glm::vec3 &value) const { glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); } void setVec3(const std::string &name, float x, float y, float z) const { glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); } // ------------------------------------------------------------------------ void setVec4(const std::string &name, const glm::vec4 &value) const { glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); } void setVec4(const std::string &name, float x, float y, float z, float w) const { glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); } // ------------------------------------------------------------------------ void setMat2(const std::string &name, const glm::mat2 &mat) const { glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); } // ------------------------------------------------------------------------ void setMat3(const std::string &name, const glm::mat3 &mat) const { glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); } // ------------------------------------------------------------------------ void setMat4(const std::string &name, const glm::mat4 &mat) const { glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); } private: // utility function for checking shader compilation/linking errors. // ------------------------------------------------------------------------ void checkCompileErrors(GLuint shader, std::string type) { GLint success; GLchar infoLog[1024]; if (type != "PROGRAM") { glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(shader, 1024, NULL, infoLog); std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } else { glGetProgramiv(shader, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shader, 1024, NULL, infoLog); std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } } }; #endif
6. 参考资料
[1]Assimp - LearnOpenGL CN (learnopengl-cn.github.io)
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