本文主要記錄 Assimp庫的編譯和使用,可能會有不許確的地方,還望多多指正共同窗習~html
Assimp是Open Asset Import Library(開放的資產導入庫)的縮寫。Assimp可以導入不少種不一樣的模型文件格式(並也可以導出部分的格式),它會將全部的模型數據加載至Assimp的通用數據結構中node
這裏是庫的github地址Assimp,下載下來 咱們還要編譯成iOS可用的庫(這裏踩坑很多/(ㄒoㄒ)/~~)c++
CMake是個開源的跨平臺自動化建構系統,想要編譯Assimp 先要配置好它~ CMake官網 在官網下載CMakegit
而後將Cmake連接至終端github
sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install
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切換至目標路徑數組
執行下面命令~bash
//將你須要支持的架構輸入 通常就是X86 和 arm64
./build.sh --stdlib=libc++ --archs="arm64 x86_64"
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這是你的 lib文件夾下就是這個樣子的~數據結構
XML.a
只支持 X86架構~ 咱們還須要額外編譯它
這時就要使用CMake客戶端了~ 建立一個空的build文件夾~,使用Xcode 默認配置生成~架構
這時就根據須要編譯出本身須要的靜態庫便可了~~app
當Assimp加載模型時,會將模型數據加載到Scene(場景)對象中.
Scene中會有一個Mesh(網格)對象,在Mesh中包含着渲染所需的全部數據,如頂點,法向量,紋理座標... 在Mesh中包含一個Material對象,其中是關於材質的數據(鏡面貼圖,漫反射貼圖,法向量貼圖....) 在Mesh中還包含了許多Face,Face實際上是指物體的渲染圖元,一個麪包含了組成圖元的頂點索引(這裏其實就至關於以前講到的EBO)
Scene中會包含一個根節點,在根節點之下會有不少子節點~節點中有指向Mesh中數據的索引
因此咱們須要作的就是將Scene中的節點遍歷,而後將節點中的數據提取出來,以適合的格式輸入到着色器中~~(๑•ᴗ•๑)
定義 Mesh類 和 Model類 Mesh類對應每一個節點的網格數據,Model則對應Scene對象~
我展現的代碼主要是和Assimp相關的內容~ 也就是如何從模型中提取須要的數據,其餘一些常規地方我就不浪費篇幅了~(๑•ᴗ•๑)
#include "assimp/Importer.hpp"
#include "assimp/scene.h"
#include "assimp/postprocess.h"
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//頂點
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
};
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
};
class Mesh {
std::vector<Vertex> vertices; //頂點
std::vector<unsigned int> indices; //索引
std::vector<Texture> textures; //紋理
unsigned int VAO, VBO, EBO;
}
class Model{
std::vector<Texture> textures_loaded; //緩衝紋理,避免屢次加載
std::vector<Mesh> meshes; //節點數據數組
std::string directory; //加載路徑
}
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Assimp::Importer import;
//獲取Scene
const aiScene *scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
printf("ERROR::ASSIMP:: %s",import.GetErrorString());
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
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ReadFile
將指定路徑的模型加載,Path爲路徑,後面的是加載時的額外處理
aiProcess_Triangulate
將加載的圖元變換爲三角形aiProcess_FlipUVs
翻轉紋理座標Y軸(OpenGL的紋理Y軸是翻的~)aiProcess_GenNormals
若模型不包含法向量的話,就爲每一個頂點建立法線aiProcess_SplitLargeMeshes
將較大的網格分割爲較小的網格(當渲染有最大頂點數量要求時)aiProcess_OptimizeMeshes
將較小的網格們拼接爲較大的一個網格(減小繪製調用) 指令大全~~
void processNode(aiNode *node, const aiScene *scene){
//提取節點數據~
for(unsigned int i = 0; i < node->mNumMeshes; i++)
{
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
//遞歸遍歷
for(unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
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Mesh processMesh(aiMesh *mesh, const aiScene *scene) {
//須要提取的數據~
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
//將頂點數據提取
for(unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm::vec3 vector;
// positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
// normals
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
if(mesh->mTextureCoords[0]) {
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
//將索引數據提取
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]);
}
//將紋理數據提取(漫反射紋理,鏡面紋理...)
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
return Mesh(vertices, indices, textures);
}
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std::vector<Texture> 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);
//檢查紋理是否以前已經加載過,
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; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
break;
}
}
if(!skip)
{
//若紋理未加載,則加載
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture);
}
}
return textures;
}
//將紋理加載,輸入到着色器
unsigned int 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){
for (int i = 0; i<width*height; i++ ) {
char tR = data[i*4+2];
data[i*4+2] = data[i*4];
data[i*4] = tR;
}
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;
printf("Texture failed to load at path: %s",path);
stbi_image_free(data);
}
return textureID;
}
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在加載模型數據時,須要注意的是 模型並不必定會提供完整的貼圖,例如 有的簡單模型,建模師有可能不會爲其添加貼圖,而是給模型設置一種高光材質,以節約資源.這時 材質信息存儲在mtl文件中,並且還有可能連mtl文件也沒有, 這時 則須要咱們添加默認材質~
.mtl文件(Material Library File)是材質庫文件,描述的是物體的材質信息,ASCII存儲,任何文本編輯器能夠將其打開和編輯。一個.mtl文件能夠包含一個或多個材質定義,對於每一個材質都有其顏色,紋理和反射貼圖的描述,應用於物體的表面和頂點。想詳細瞭解的朋友們能夠看這裏.obj文件格式與.mtl文件格式
繪製就很簡單了,將提取出來的每一個網格的數據 傳入着色器就好~
void Draw(GLuint program){
glBindVertexArray(VAO);
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
for(unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
std::stringstream ss;
std::string number;
std::string name = textures[i].type;
if(name == "texture_diffuse")
ss << diffuseNr++;
else if(name == "texture_specular")
ss << specularNr++;
number = ss.str();
glUniform1i(glGetUniformLocation(program, ("material." + name + number).c_str()), i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
}
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在着色器中,也就是將獲取的頂點數據 和 紋理 按照須要進行輸出就行了~ 和 繪製木箱子無異~
我對這一塊的內容也並非十分熟練,因此Assimp使用這裏有些粗略,之後有啥新的收穫也會補上~ 卻是Assimp庫編譯那裏 我是踩了好多坑~ 最後才弄好的~
模型你們能夠到這裏下載一些免費(不免有坑的)模型試一試 Free3D
但願能幫到你們吧,要是文中有不對的地方 還望多多指教呀~ 共同窗習(๑•ᴗ•๑)