Mesh类
数据结构
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <string>
#include <vector>
#include "Shader.h"
struct Vertex
{
glm::vec3 Position; //顶点坐标
glm::vec3 Normal; //法线方向
glm::vec3 Tangent; //切线方向
glm::vec3 Bitangent; //副切线方向
glm::vec2 TexCoords; //纹理坐标
};
struct Texture
{
unsigned int id; //贴图Id
std::string type; //贴图类型(漫反射贴图或者是镜面光贴图)
std::string path; //贴图路径
};
#pragma once
class Mesh
{
public:
#pragma region 网格数据
//顶点数据
std::vector<Vertex> vertices;
//顶点索引数据
std::vector<unsigned int> indices;
//贴图数据
std::vector<Texture> textures;
#pragma endregion
//构造
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures);
//DrawCall
void Draw(Shader shader);
private:
#pragma region 渲染数据
unsigned int VAO;
unsigned int VBO;
unsigned int EBO;
#pragma endregion
//设置Mesh
void setupMesh();
};
逻辑代码
C++结构体有一个很棒的特性,它们的内存布局是连续的(Sequential)。也就是说,如果将结构体作为一个数据数组使用,那么它将会以顺序排列结构体的变量。
Vertex vertex;
vertex.Position = glm::vec3(0.2f, 0.4f, 0.6f);
vertex.Normal = glm::vec3(0.0f, 1.0f, 0.0f);
vertex.TexCoords = glm::vec2(1.0f, 0.0f);
// = [0.2f, 0.4f, 0.6f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f];
#include "Mesh.h"
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
setupMesh();
}
void Mesh::Draw(Shader shader)
{
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
//绑定贴图
for (unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
std::string number;
std::string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(diffuseNr++);
if (name == "texture_specular")
number == std::to_string(specularNr++);
if (name == "texture_normal")
number == std::to_string(normalNr++);
if (name == "texture_height")
number == std::to_string(heightNr++);
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);
}
//初始化Mesh
void Mesh::setupMesh()
{
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &EBO);
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));
//纹理坐标
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
glBindVertexArray(0);
}
Model类
数据结构
// assimp模型加载库
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <vector>
#include <iostream>
#include "Shader.h"
#include "Mesh.h"
#pragma once
class Model
{
public:
Model(const char* path);
void Draw(Shader shader);
private:
// 模型数据
std::vector<Mesh> meshes;
//模型资源所在文件夹路径
std::string directory;
//已加载的贴图
std::vector<Texture> textures_loaded;
//加载模型
void loadModel(std::string path);
//处理节点数据
void processNode(aiNode* node, const aiScene* scene);
//处理Mesh数据
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
//加载材质贴图
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName);
//从文件加载贴图
unsigned int TextureFromFile(const char* path, const std::string& directory, bool gamma = false);
};
逻辑代码
#include "Model.h"
//图片加载库
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
Model::Model(const char* path)
{
loadModel(path);
}
//DrawCall
void Model::Draw(Shader shader)
{
for (unsigned int i = 0; i < meshes.size(); i++)
{
meshes[i].Draw(shader);
}
}
//加载模型
void Model::loadModel(std::string path)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
//处理节点数据
void Model::processNode(aiNode* node, const aiScene* scene)
{
for (unsigned int i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
//处理Mesh数据
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
{
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
// 处理顶点位置、法线和纹理坐标
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm:: vec3 vector = glm::vec3(0);
//顶点位置
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
//法线
if (mesh->HasNormals())
{
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
}
//切线
if (mesh->HasTangentsAndBitangents())
{
// 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;
}
//纹理坐标
glm::vec2 vec = glm::vec2(0);
if (mesh->mTextureCoords[0])
{
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
}
vertex.TexCoords = vec;
vertices.push_back(vertex);
}
//处理索引
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
for (unsigned int j = 0; j < face.mNumIndices; j++)
{
indices.push_back(face.mIndices[j]);
}
}
//处理材质
if (mesh->mMaterialIndex >= 0)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// 1. diffuse maps
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
std::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 Mesh(vertices, indices, textures);
}
//加载材质贴图
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName)
{
std::vector<Texture> textures;
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
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;
break;
}
}
if (!skip)
{
Texture texture;
texture.id = TextureFromFile(str.C_Str(), directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
//添加到已加载的纹理中
textures_loaded.push_back(texture);
}
}
return textures;
}
//从文件加载贴图
unsigned int Model::TextureFromFile(const char* path, const std::string& directory, bool gamma)
{
std::string filename = std::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;
}
完整工程代码Github:
[github repo="acgloby/LearnOpenGL"]
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