我正在尝试使用Assimp渲染带有纹理的 3D 模型。转换非常完美,所有纹理位置以及未加载的内容。我已经通过将纹理图像以 2D 的形式绘制到屏幕上来测试它们。由于某种原因,它不会将纹理渲染到模型。我是 OpenGL 的初学者,所以如果我解释不正确,请原谅我。我基于代码的教程来自这里,但由于我有自己的相机/运动系统,所以我删除了很大一部分。
模型渲染如下:http: //i.stack.imgur.com/5sK9K.png
而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的开放 github 项目https://github.com/kwek20/StrategyGame/tree/master/Strategy中找到
Mesh.cpp 是相关的,还有 main.cpp 和 Camera.cpp。
据我了解,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来渲染场景。
我检查了所有数据变量,一切都按计划填写
这里的任何人都可以发现我犯的错误并或解释它吗?由于我的限制,有些链接的输入很奇怪:(