加入了模型

dev-VirtualTexture
wuyize 2022-07-21 17:54:45 +08:00
parent 7c0fc63202
commit 9908e9e416
83 changed files with 8858 additions and 58 deletions

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@ -86,6 +86,8 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Camera.cpp" />
<ClCompile Include="Mesh.cpp" />
<ClCompile Include="Model.cpp" />
<ClCompile Include="RendererWidget.cpp" />
<QtRcc Include="MainWindow.qrc" />
<QtUic Include="MainWindow.ui" />
@ -102,6 +104,8 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h" />
<ClInclude Include="Mesh.h" />
<ClInclude Include="Model.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Condition="Exists('$(QtMsBuild)\qt.targets')">

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@ -21,7 +21,7 @@
<UniqueIdentifier>{639EADAA-A684-42e4-A9AD-28FC9BCB8F7C}</UniqueIdentifier>
<Extensions>ts</Extensions>
</Filter>
<Filter Include="Shaders">
<Filter Include="Resource Files\Shaders">
<UniqueIdentifier>{60515177-3da7-420f-8f5b-27c16bb2b77b}</UniqueIdentifier>
</Filter>
</ItemGroup>
@ -49,6 +49,12 @@
<ClCompile Include="Camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Mesh.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Model.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<QtMoc Include="RendererWidget.h">
@ -57,15 +63,21 @@
</ItemGroup>
<ItemGroup>
<None Include="Shaders\shader.frag">
<Filter>Shaders</Filter>
<Filter>Resource Files\Shaders</Filter>
</None>
<None Include="Shaders\shader.vert">
<Filter>Shaders</Filter>
<Filter>Resource Files\Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Mesh.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Model.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -8,7 +8,7 @@
// Default camera values
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SPEED = 200.f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;

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@ -1,4 +1,6 @@
<RCC>
<qresource prefix="MainWindow">
<qresource prefix="/">
<file>Shaders/shader.frag</file>
<file>Shaders/shader.vert</file>
</qresource>
</RCC>

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@ -0,0 +1,77 @@
#include "Mesh.h"
Mesh::Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, aiMatrix4x4 model)
: glFunc(glFunc)
, shaderProgram(shaderProgram)
, VBO(QOpenGLBuffer::VertexBuffer)
, EBO(QOpenGLBuffer::IndexBuffer)
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
this->model(i, j) = model[i][j];
}
}
}
void Mesh::Draw()
{
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for (unsigned int i = 0; i < textures.size(); i++)
{
glFunc->glActiveTexture(GL_TEXTURE0 + i); // 在绑定之前激活相应的纹理单元
// 获取纹理序号diffuse_textureN 中的 N
QString number;
QString name = textures[i]->type;
if (name == "texture_diffuse")
number = QString::number(diffuseNr++);
else if (name == "texture_specular")
number = QString::number(specularNr++);
else if (name == "texture_normal")
number = QString::number(normalNr++); // transfer unsigned int to stream
else if (name == "texture_height")
number = QString::number(heightNr++); // transfer unsigned int to stream
textures[i]->texture.bind();
shaderProgram->setUniformValue((name + number).toStdString().c_str(), i);
}
// 绘制网格
QOpenGLVertexArrayObject::Binder bind(&VAO);
shaderProgram->setUniformValue("model", model);
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
}
void Mesh::setupMesh()
{
VAO.create();
VAO.bind();
VBO.create();
EBO.create();
VBO.bind();
VBO.allocate(vertices.data(), vertices.size() * sizeof(Vertex));
EBO.bind();
EBO.allocate(indices.data(), indices.size() * sizeof(unsigned int));
shaderProgram->enableAttributeArray(0);
shaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(Vertex));
shaderProgram->enableAttributeArray(1);
shaderProgram->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, Normal), 3, sizeof(Vertex));
shaderProgram->enableAttributeArray(2);
shaderProgram->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, TexCoords), 2, sizeof(Vertex));
shaderProgram->enableAttributeArray(1);
shaderProgram->setAttributeBuffer(3, GL_FLOAT, offsetof(Vertex, Tangent), 3, sizeof(Vertex));
shaderProgram->enableAttributeArray(1);
shaderProgram->setAttributeBuffer(4, GL_FLOAT, offsetof(Vertex, Bitangent), 3, sizeof(Vertex));
VAO.release();
}

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@ -0,0 +1,58 @@
#pragma once
#include <QOpenGLFunctions_4_5_Compatibility>
#include <QString>
#include <QVector>
#include <QVector2D>
#include <QVector3D>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLTexture>
#include <QOpenGLWidget>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
struct Vertex
{
QVector3D Position;
QVector3D Normal;
QVector2D TexCoords;
QVector3D Tangent;
QVector3D Bitangent;
};
struct Texture
{
QOpenGLTexture texture;
QString type;
QString path;
Texture() :texture(QOpenGLTexture::Target2D) {
texture.create();
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
texture.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
texture.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
}
};
class Mesh {
public:
/* 网格数据 */
QVector<Vertex> vertices; //顶点数据
QVector<unsigned int> indices; //索引数组
QVector<Texture*> textures; //纹理数据
QMatrix4x4 model; //模型矩阵
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
QOpenGLShaderProgram* shaderProgram; //着色器程序
/* 函数 */
Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, aiMatrix4x4 model);
void Draw();
void setupMesh();
private:
/* 渲染数据 */
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer VBO, EBO;
};

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@ -0,0 +1,198 @@
#include "Model.h"
#include <QOpenGLTexture>
#include <QOpenGLContext>
#include <QTextCodec>
#include <iostream>
Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
: context(context)
, shaderProgram(shaderProgram)
, directory(path)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(directory.absolutePath().toUtf8(), aiProcess_Triangulate | aiProcess_FlipUVs);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
qDebug() << "ERROR::ASSIMP::" << import.GetErrorString() << endl;
return;
}
qDebug() << directory.absolutePath() << "Load Successfully";
qDebug() << "NumMeshes: " << scene->mNumMeshes;
qDebug() << "NumMaterials: " << scene->mNumMaterials;
qDebug() << "NumTextures: " << scene->mNumTextures;
directory.cdUp();
processNode(scene->mRootNode, scene);
}
Model::~Model() //销毁对象
{
for (auto& it : textures_loaded) {
it->texture.destroy();
delete it;
}
for (auto& it : meshes) {
delete it;
}
}
void Model::draw() {
shaderProgram->bind();
for (Mesh* mesh : meshes) {
mesh->Draw();
}
}
void Model::destroy()
{
delete this;
context->doneCurrent();
}
Model* Model::createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
{
return new Model(path, context, shaderProgram);
}
void Model::processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4)
{
// 处理节点所有的网格(如果有的话)
for (unsigned int i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene, mat4));
}
// 接下来对它的子节点重复这一过程
for (unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene, mat4 * node->mChildren[i]->mTransformation);
}
}
Mesh* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
{
// 初始化网格
Mesh* m_mesh = new Mesh(QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Compatibility>(), shaderProgram, model);
// 遍历网格的每个顶点
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
QVector3D vector; //将assimp的数据转化为QtOpenGL支持的数据
// 位置
vector.setX(mesh->mVertices[i].x);
vector.setY(mesh->mVertices[i].y);
vector.setZ(mesh->mVertices[i].z);
vertex.Position = vector;
// 法向量
if (mesh->mNormals) {
vector.setX(mesh->mNormals[i].x);
vector.setY(mesh->mNormals[i].y);
vector.setZ(mesh->mNormals[i].z);
vertex.Normal = vector;
}
// 纹理坐标
if (mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
{
QVector2D vec;
//一个顶点最多可以包含8个不同的纹理坐标。因此我们假设我们不用
//使用一个顶点可以有多个纹理坐标的模型,所以我们总是取第一个集合(0)。
vec.setX(mesh->mTextureCoords[0][i].x);
vec.setY(mesh->mTextureCoords[0][i].y);
vertex.TexCoords = vec;
}
else {
vertex.TexCoords = QVector2D(0, 0);
}
if (mesh->mTangents) {
// tangent
vector.setX(mesh->mTangents[i].x);
vector.setY(mesh->mTangents[i].y);
vector.setZ(mesh->mTangents[i].z);
vertex.Tangent = vector;
}
if (mesh->mBitangents) {
vector.setX(mesh->mBitangents[i].x);
vector.setY(mesh->mBitangents[i].y);
vector.setZ(mesh->mBitangents[i].z);
vertex.Bitangent = vector;
}
// bitangent
m_mesh->vertices.push_back(vertex);
}
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
// 将所有面的索引数据添加到索引数组中
for (unsigned int j = 0; j < face.mNumIndices; j++) {
m_mesh->indices.push_back(face.mIndices[j]);
}
}
// 处理材质
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// 1. 漫反射贴图
QVector<Texture*> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
for (auto& it : diffuseMaps)
m_mesh->textures.push_back(it);
// 2. 镜面贴图
QVector<Texture*> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
for (auto& it : specularMaps)
m_mesh->textures.push_back(it);
// 3. 法向量图
QVector<Texture*> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
for (auto& it : normalMaps)
m_mesh->textures.push_back(it);
// 4. 高度图
QVector<Texture*> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
for (auto& it : heightMaps)
m_mesh->textures.push_back(it);
m_mesh->setupMesh();
return m_mesh;
}
QVector<Texture*> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName)
{
QVector<Texture*> textures;
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
// 检查纹理是否在之前加载过,如果是,则继续到下一个迭代:跳过加载新纹理
bool skip = false;
for (unsigned int j = 0; j < textures_loaded.size(); j++)
{
if (std::strcmp(textures_loaded[j]->path.toStdString().c_str(), str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true; //【优化】 带有相同filepath的纹理已经加载继续到下一个
break;
}
}
if (!skip)
{ // 如果材质还没有加载,加载它
Texture* texture = new Texture;
QImage data(directory.filePath(str.C_Str()));
if (!data.isNull()) {
texture->texture.setData(data);
texture->type = typeName;
texture->path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
}
else {
qDebug() << "未能成功加载纹理:" << directory.filePath(str.C_Str());
}
}
}
return textures;
}

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@ -0,0 +1,34 @@
#pragma once
#include "Mesh.h"
#include <QDir>
class Model
{
public:
void draw();
void destroy();
static Model* createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
private:
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
~Model();
QOpenGLContext* context; //opengl函数入口
QOpenGLShaderProgram* shaderProgram; //着色器程序
/* 模型数据 */
QVector<Texture*>textures_loaded; //纹理
QVector<Mesh*> meshes; //网格
QDir directory; //模型所在路径
//递归遍历结点
void processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4 = aiMatrix4x4());
//加载网格
Mesh* processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
//加载材质纹理
QVector<Texture*> loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName);
};

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@ -3,8 +3,7 @@
#include <string>
#include <fstream>
#include <sstream>
//#include <assimp/Importer.hpp>
//#include <assimp/postprocess.h>
RendererWidget::RendererWidget(QWidget* parent)
: QOpenGLWidget(parent), camera(QVector3D(0.0f, 0.0f, 3.0f))
{
@ -33,48 +32,26 @@ void RendererWidget::initializeGL()
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 1);
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
vShaderFile.open("Shaders/shader.vert");
fShaderFile.open("Shaders/shader.frag");
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
m_program = new QOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexCode.c_str());
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentCode.c_str());
m_program->link();
if (!m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/shader.vert"))
qDebug() << "ERROR:" << m_program->log();
if (!m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/shader.frag"))
qDebug() << "ERROR:" << m_program->log();
if (!m_program->link())
qDebug() << "ERROR:" << m_program->log();
m_program->bind();
m_vao.create();
model = Model::createModel("Models/Sponza/Sponza.gltf", context(), m_program);
/*m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_vbo.create();
m_vbo.bind();
//Assimp::Importer importer;
GLfloat vertex[] = {
-1,-1, 0, 0,0,
1,-1, 0, 1,0,
@ -90,7 +67,7 @@ void RendererWidget::initializeGL()
f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
reinterpret_cast<void*>(3 * sizeof(GLfloat)));
m_vbo.release();
m_vbo.release();*/
}
void RendererWidget::paintGL()
@ -104,17 +81,16 @@ void RendererWidget::paintGL()
// camera/view transformation
QMatrix4x4 view = camera.GetViewMatrix();
m_program->setUniformValue(m_program->uniformLocation("view"), view);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawArrays(GL_TRIANGLES, 0, 3);
model->draw();
m_program->release();
}
void RendererWidget::resizeGL(int width, int height)
{
m_program->bind();
// pass projection matrix to shader (note that in this case it could change every frame)
QMatrix4x4 projection;
projection.perspective(camera.Zoom, (float)width / (float)height, 0.1f, 100.0f);
projection.perspective(camera.Zoom, (float)width / (float)height, 0.1f, 10000.0f);
m_program->setUniformValue(m_program->uniformLocation("projection"), projection);
}
@ -171,12 +147,11 @@ void RendererWidget::mouseMoveEvent(QMouseEvent* event)
}
else
{
float xoffset = event->pos().x() - width() / 2;
float yoffset = height() / 2 - event->pos().y();
float xoffset = event->pos().x() - geometry().center().x();
float yoffset = geometry().center().y() - event->pos().y();
camera.ProcessMouseMovement(xoffset, yoffset);
}
cursor().setPos(mapToGlobal(QPoint(width() / 2, height() / 2)));
cursor().setPos(mapToGlobal(geometry().center()));
QOpenGLWidget::mouseMoveEvent(event);
}

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@ -7,6 +7,7 @@
#include <QOpenGLVertexArrayObject>
#include <QKeyEvent>
#include "Camera.h"
#include "Model.h"
class RendererWidget : public QOpenGLWidget, protected QOpenGLFunctions_4_5_Compatibility
{
@ -31,5 +32,6 @@ private:
QOpenGLShaderProgram* m_program = nullptr;
QOpenGLBuffer m_vbo;
QOpenGLVertexArrayObject m_vao;
Model* model;
};

View File

@ -1,8 +1,12 @@
#version 330 core
out vec4 FragColor;
in vec2 texCoord;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
FragColor = vec4(texCoord,1,1);
}
gl_FragColor = texture2D(texture_diffuse1,TexCoords);
if(gl_FragColor.a==0)
discard;
}

View File

@ -1,11 +1,17 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 texCoord;
void main()
{
gl_Position = projection * view * vec4(aPos, 1.0f);
texCoord = aTexCoord;
}
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}