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c++ - 使用 VAO/VBO 的 OpenGL 模型/纹理渲染

转载 作者:行者123 更新时间:2023-11-28 06:11:09 25 4
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我正在尝试使用 Assimp 渲染带有纹理的 3D 模型.转换非常完美,所有纹理位置和未加载的内容。我通过将纹理图像绘制到 2D 屏幕来测试它们。由于某种原因,它不会将纹理渲染到模型。我是 OpenGL 的初学者,所以如果我没有正确解释,请原谅我。我基于代码的教程来自 here , 但我去掉了很大一部分,因为我有自己的相机/运动系统。

模型呈现如下:http://i.stack.imgur.com/5sK9K.png

虽然使用中的纹理看起来像这样:http://i.stack.imgur.com/sWGp7.jpg

相关渲染代码如下:

从数据文件生成纹理:

int Mesh::LoadGLTextures(const aiScene* scene){
if (scene->HasTextures()) return -1; //yes this is correct
/* getTexture Filenames and Numb of Textures */
for (unsigned int m = 0; m<scene->mNumMaterials; m++){
int texIndex = 0;

aiReturn texFound;
aiString path; // filename

while ((texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path)) == AI_SUCCESS){
textureIdMap[path.data] = NULL; //fill map with textures, pointers still NULL yet
texIndex++;
}
}

int numTextures = textureIdMap.size();
/* create and fill array with GL texture ids */
GLuint* textureIds = new GLuint[numTextures];

/* get iterator */
std::map<std::string, GLuint>::iterator itr = textureIdMap.begin();

std::string basepath = getBasePath(path);

ALLEGRO_BITMAP *image;
for (int i = 0; i<numTextures; i++){
std::string filename = (*itr).first; // get filename
(*itr).second = textureIds[i]; // save texture id for filename in map
itr++; // next texture

std::string fileloc = basepath + filename; /* Loading of image */
image = al_load_bitmap(fileloc.c_str());

if (image) /* If no error occured: */{
GLuint texId = al_get_opengl_texture(image);

//glGenTextures(numTextures, &textureIds[i]); /* Texture name generation */
glBindTexture(GL_TEXTURE_2D, texId); /* Binding of texture name */
//redefine standard texture values
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* We will use linear
interpolation for magnification filter */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); /* We will use linear
interpolation for minifying filter */
textureIdMap[filename] = texId;
} else {
/* Error occured */
std::cout << "Couldn't load Image: " << fileloc.c_str() << "\n";
}
}

//Cleanup
delete[] textureIds;

//return success
return true;
}

生成 VBO/VAO:

void Mesh::genVAOsAndUniformBuffer(const aiScene *sc) {
struct MyMesh aMesh;
struct MyMaterial aMat;
GLuint buffer;

// For each mesh
for (unsigned int n = 0; n < sc->mNumMeshes; ++n){
const aiMesh* mesh = sc->mMeshes[n];

// create array with faces
// have to convert from Assimp format to array
unsigned int *faceArray;
faceArray = (unsigned int *)malloc(sizeof(unsigned int) * mesh->mNumFaces * 3);
unsigned int faceIndex = 0;

for (unsigned int t = 0; t < mesh->mNumFaces; ++t) {
const aiFace* face = &mesh->mFaces[t];

memcpy(&faceArray[faceIndex], face->mIndices, 3 * sizeof(unsigned int));
faceIndex += 3;
}
aMesh.numFaces = sc->mMeshes[n]->mNumFaces;

// generate Vertex Array for mesh
glGenVertexArrays(1, &(aMesh.vao));
glBindVertexArray(aMesh.vao);

// buffer for faces
glGenBuffers(1, &buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * mesh->mNumFaces * 3, faceArray, GL_STATIC_DRAW);

// buffer for vertex positions
if (mesh->HasPositions()) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * mesh->mNumVertices, mesh->mVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
}

// buffer for vertex normals
if (mesh->HasNormals()) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * mesh->mNumVertices, mesh->mNormals, GL_STATIC_DRAW);
glEnableVertexAttribArray(normalLoc);
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
}

// buffer for vertex texture coordinates
if (mesh->HasTextureCoords(0)) {
float *texCoords = (float *)malloc(sizeof(float) * 2 * mesh->mNumVertices);
for (unsigned int k = 0; k < mesh->mNumVertices; ++k) {
texCoords[k * 2] = mesh->mTextureCoords[0][k].x;
texCoords[k * 2 + 1] = mesh->mTextureCoords[0][k].y;
}

glGenBuffers(1, &buffer);
glEnableVertexAttribArray(texCoordLoc);
glBindBuffer(GL_ARRAY_BUFFER, buffer);

glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 2 * mesh->mNumVertices, texCoords, GL_STATIC_DRAW);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}

// unbind buffers
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

// create material uniform buffer
aiMaterial *mtl = sc->mMaterials[mesh->mMaterialIndex];

aiString texPath; //contains filename of texture
if (AI_SUCCESS == mtl->GetTexture(aiTextureType_DIFFUSE, 0, &texPath)){
//bind texture
unsigned int texId = textureIdMap[texPath.data];
aMesh.texIndex = texId;
aMat.texCount = 1;
} else {
aMat.texCount = 0;
}

float c[4];
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
aiColor4D diffuse;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
color4_to_float4(&diffuse, c);
memcpy(aMat.diffuse, c, sizeof(c));

set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
aiColor4D ambient;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
color4_to_float4(&ambient, c);
memcpy(aMat.ambient, c, sizeof(c));

set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
aiColor4D specular;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
color4_to_float4(&specular, c);
memcpy(aMat.specular, c, sizeof(c));

set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
aiColor4D emission;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
color4_to_float4(&emission, c);
memcpy(aMat.emissive, c, sizeof(c));

float shininess = 0.0;
unsigned int max;
aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
aMat.shininess = shininess;

glGenBuffers(1, &(aMesh.uniformBlockIndex));
glBindBuffer(GL_UNIFORM_BUFFER, aMesh.uniformBlockIndex);
glBufferData(GL_UNIFORM_BUFFER, sizeof(aMat), (void *)(&aMat), GL_STATIC_DRAW);

myMeshes.push_back(aMesh);
}
}

渲染模型:

void Mesh::recursive_render(const aiScene *sc, const aiNode* nd){
// draw all meshes assigned to this node
for (unsigned int n = 0; n < nd->mNumMeshes; ++n){
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, myMeshes[nd->mMeshes[n]].texIndex);

// bind VAO
glBindVertexArray(myMeshes[nd->mMeshes[n]].vao);

// draw
glDrawElements(GL_TRIANGLES, myMeshes[nd->mMeshes[n]].numFaces * 3, GL_UNSIGNED_INT, 0);
}

// draw all children
for (unsigned int n = 0; n < nd->mNumChildren; ++n){
recursive_render(sc, nd->mChildren[n]);
}
}

任何其他相关代码部分都可以在我打开的github项目中找到https://github.com/kwek20/StrategyGame/tree/master/Strategy

Mesh.cpp 是相关的,还有 main.cpp 和 Camera.cpp。

据我所知,我很好地遵循了指南,创建了一个 VAO,创建了 VBO,添加了数据并启用了正确的顶点数组属性以渲染场景。

我检查了所有的数据变量,一切都按计划填写

这里有人能发现我犯的错误并解释一下吗?由于我的限制,某些链接的类型很奇怪 :(

最佳答案

如果您也发布着色器,将会有所帮助。如果对您有帮助,我可以发布一些带有纹理的渲染代码:为opengl生成纹理并将具有宽度和高度的灰度(UC8)图像加载到GPU中

void GLRenderer::getTexture(unsigned char * image, int width, int height)
{
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, width, height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, image);

if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
glBindTexture(GL_TEXTURE_2D, 0);
}

从 assimp 加载顶点到 gpu

    //** buffer a obj file-style model, initialize the VAO
void GLRenderer::bufferModel(float* aVertexArray, int aNumberOfVertices, float* aNormalArray, int aNumberOfNormals, float* aUVList, int aNumberOfUVs, unsigned int* aIndexList, int aNumberOfIndices)
{
//** just to be sure we are current
glfwMakeContextCurrent(mWin);

//** Buffer all data in VBOs
glGenBuffers(1, &mVertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mVertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfVertices * 3, aVertexArray, GL_STATIC_DRAW);
glGenBuffers(1, &mNormal_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mNormal_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfNormals * 3, aNormalArray, GL_STATIC_DRAW);
glGenBuffers(1, &mUV_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mUV_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfUVs * 2, aUVList, GL_STATIC_DRAW);
glGenBuffers(1, &mIndex_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndex_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * aNumberOfIndices, aIndexList, GL_STATIC_DRAW);

if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);

//** VAO tells our shaders how to match up data from buffer to shader input variables
glGenVertexArrays(1, &mVertex_array_object);
glBindVertexArray(mVertex_array_object);

//** vertices first
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, mVertex_buffer_object);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);

//** normals next
if (aNumberOfNormals > 0){
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, mNormal_buffer_object);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
}
//** UVs last
if (aNumberOfUVs > 0){
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, mUV_buffer_object);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
//** indexing for reusing vertices in triangle-meshes
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndex_buffer_object);


//** check errors and store the number of vertices
if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
mNumVert = aNumberOfVertices;
mNumNormals = aNumberOfNormals;
mNumUVs = aNumberOfUVs;
mNumIndices = aNumberOfIndices;

}

上面的代码是这样调用的:

//read vertices from file
std::vector<float> vertex, normal, uv;
std::vector<unsigned int> index;
//assimp-wrapping function to load obj to vectors
aux::loadObjToVectors("Resources\\vertices\\model.obj", vertex, normal, index, uv);
mPtr->bufferModel(&vertex[0], static_cast<int>(vertex.size()) / 3, &normal[0], static_cast<int>(normal.size()) / 3, &uv[0], static_cast<int>(uv.size()) / 2, &index[0], static_cast<int>(index.size()));

然后是着色器部分:在顶点着色器中,您只需传递 UV 坐标层

#version 400 core
layout (location = 0) in vec3 vertexPosition_modelspace;
layout (location = 1) in vec3 vertexNormal_modelspace;
layout (location = 2) in vec2 vertexUV;

out vec2 UV;

[... in main then ...]
UV = vertexUV;

在片段着色器中,您将值分配给像素: #version 400 核心 在 vec2 紫外线中; 统一采样器二维纹理采样器; 布局(位置= 0)出vec4 outColor; [...在主要然后...] //你可能也想在这里计算光照,所以这是获取内部纹理的最简单方法 outColor = vec4(texture2D(textureSampler, UV).rgb, cosAngle); //您还可以使用以下方法检查 UV 坐标是否正确绑定(bind): outColor = vec4(UV.x, UV.y,1,1); //然后检查结果图像中的像素值(例如,将其渲染到 PBO,然后将其下载到 CPU 上)

在渲染循环中还要确保所有制服都正确绑定(bind)(尤其是纹理相关的)并且纹理是事件的和绑定(bind)的

if (mTextureID != -1) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}

GLint textureLocation = glGetUniformLocation(mShaderProgram, "textureSampler");
glUniform1i(textureLocation, 0);
//**set the poligon mode
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//**drawElements because of indexing
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, 0);

希望能帮到你!亲切的问候,VdoP

关于c++ - 使用 VAO/VBO 的 OpenGL 模型/纹理渲染,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/31244785/

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