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我一直在尝试将 .obj 文件加载到我的 OpenGl 应用程序中,我认为它终于做到了,但仔细观察,模型似乎已经变成了超低多边形版本,或者整个模型都被翻转了里面导致面部看起来异常颠簸,法线/纹理也会产生意想不到的结果。

我不确定这是否是由加载程序或其他原因引起的,但为了保存发布一堵文字,我只发布加载程序代码,如果需要更多代码,请告诉我,我会更新我的问题。

bool ObjLoader::loadOBJ(
    const char * path,
    std::vector<glm::vec3> & out_vertices,
    std::vector<glm::vec2> & out_uvs,
    std::vector<glm::vec3> & out_normals
    )
    {
    printf("Loading OBJ file %s...\n", path);

    std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
    std::vector<glm::vec3> temp_vertices;
    std::vector<glm::vec2> temp_uvs;
    std::vector<glm::vec3> temp_normals;


    FILE * file = fopen(path, "r");
    if( file == NULL ){
            printf("Cant find the file!!\n");
            return false;
    }

    while( 1 ){

            char lineHeader[128];
            int res = fscanf(file, "%s", lineHeader);
            if (res == EOF)
                    break;

            if ( strcmp( lineHeader, "v" ) == 0 ){
                    glm::vec3 vertex;
                    fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
                    temp_vertices.push_back(vertex);
            }else if ( strcmp( lineHeader, "vt" ) == 0 ){
                    glm::vec2 uv;
                    fscanf(file, "%f %f\n", &uv.x, &uv.y );
                    temp_uvs.push_back(uv);
            }else if ( strcmp( lineHeader, "vn" ) == 0 ){
                    glm::vec3 normal;
                    fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z );
                    temp_normals.push_back(normal);
            }else if ( strcmp( lineHeader, "f" ) == 0 ){
                    std::string vertex1, vertex2, vertex3;
                    unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
                    int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] );

                    vertexIndices.push_back(vertexIndex[0]);
                    vertexIndices.push_back(vertexIndex[1]);
                    vertexIndices.push_back(vertexIndex[2]);
                    uvIndices    .push_back(uvIndex[0]);
                    uvIndices    .push_back(uvIndex[1]);
                    uvIndices    .push_back(uvIndex[2]);
                    normalIndices.push_back(normalIndex[0]);
                    normalIndices.push_back(normalIndex[1]);
                    normalIndices.push_back(normalIndex[2]);
            }else{

                    char stupidBuffer[1000];
                    fgets(stupidBuffer, 1000, file);
            }
    }


    for( unsigned int i=0; i<vertexIndices.size(); i++ ){
            unsigned int vertexIndex = vertexIndices[i];
            unsigned int uvIndex = uvIndices[i];
            unsigned int normalIndex = normalIndices[i];

            glm::vec3 vertex = temp_vertices[ vertexIndex-1 ];
            glm::vec2 uv = temp_uvs[ uvIndex-1 ];
            glm::vec3 normal = temp_normals[ normalIndex-1 ];

            out_vertices.push_back(vertex);
            out_uvs     .push_back(uv);
            out_normals .push_back(normal);
    }

    return true;
  }

更新:

添加一些它应该是什么样子的图片和我的绘图代码。

这应该是这样的:

在此处输入图像描述

这实际上是这样的:

在此处输入图像描述

更新 2:由于评论中的请求添加了我的着色器代码,抱歉,这变成了巨大的文本墙,in_Color 也被视为 uv,我只是还没有重命名它。顶点着色器:

#version 150 core

uniform mat4 M;
uniform mat4 MVP;
uniform vec3 LightPosition_worldspace;
uniform mat4 V;



in vec3 in_Position;
in vec2 in_Color;
in vec3 in_Normals;

out vec2 pass_Color;
out vec3 Position_worldspace;
out vec3 Normal_cameraspace;
out vec3 EyeDirection_cameraspace;
out vec3 LightDirection_cameraspace;

void main(void)
{
     gl_Position = MVP* vec4(in_Position, 1.0);
     Position_worldspace = (M * vec4(in_Position,1)).xyz;
     vec3 vertexPosition_cameraspace = ( V * M * vec4(in_Position,1)).xyz;
     EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace;
     vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz;
     Normal_cameraspace = ( V * M * vec4(in_Normals,0)).xyz;
     pass_Color = in_Color;
}

片段着色器:

#version 150 core

in vec2 pass_Color;
in vec3 Position_worldspace;
in vec3 Normal_cameraspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;

out vec3 out_Color;
uniform sampler2D myTextureSampler;
uniform mat4 MV;
uniform vec3 LightPosition_worldspace;

void main(void)
{

        vec3 LightColor = vec3(1,1,1);
        float LightPower = 200.0f;
        vec3 MaterialDiffuseColor = texture2D( myTextureSampler, pass_Color ).rgb;
        vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor;
        vec3 MaterialSpecularColor = vec3(0.3,0.3,0.3);

        float distance = length( LightPosition_worldspace - Position_worldspace );
        vec3 n = normalize( Normal_cameraspace );
        vec3 l = normalize( LightDirection_cameraspace );
        float cosTheta = clamp( dot( n,l ), 0,1 );
        vec3 E = normalize(EyeDirection_cameraspace);
        vec3 R = reflect(-l,n);
        float cosAlpha = clamp( dot( E,R ), 0,1 );


        out_Color = MaterialAmbientColor
        + MaterialDiffuseColor * LightColor * LightPower
         * cosTheta / (distance*distance) +MaterialSpecularColor
          * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance);


}
4

1 回答 1

1

将评论变成答案,因为它原来是解决方案:

在您的着色器代码中,您有一个名为 的变量LightDirection_cameraspace,您可以在片段着色器计算中使用它。但是您永远不会在顶点着色器中为其分配值(相反,您会计算一个LightPosition_cameraspace不会进一步使用的局部变量)。所以它可能在片段着色器中有一些未定义的值,导致您的照明问题。

于 2013-06-11T14:27:44.307 回答