你能用OpenGL 4.4的顶点阵列做到这一点吗

Can you do this with vertex arrays OpenGL 4.4?

本文关键字:这一点 阵列 OpenGL 顶点      更新时间:2023-10-16

我正在加载一个Collada(.dae文件),该模型有两个对象。第一个是一块有很多顶点的布料,材质为浅蓝色。第二个是一个盒子,当布掉下来的时候,应该把它折叠起来。

这应该是一个250帧的动画,但我不确定它是否真的是。当我把它加载到Assimp的aiScene*中时,它说HasAnimation() == 0。。。它还说布料的网眼没有颜色,有HasVertexColors() == 0,这让我担心我必须再看一眼出口。我不知道,也许你能告诉我?我将在外部链接它,因为它太大了,不适合这篇文章。(很抱歉)

落布(Collada animation.dae):http://pastebin.com/54LkKq8k

我的问题是我没有看到浅蓝色的布,盒子是黑色的,就像(0, 0, 0)。。。

初始化VBO:

void AssimpMesh::initMesh(aiMesh *mesh, MeshData *data) {
    //Buffer for temporary storage of new ids
    GLuint id;
    //Make vertex array
    glGenVertexArrays(1, &id);
    data->meshArray = id;
    //Tell OpenGL to use this array
    glBindVertexArray(id);
    //Assign vertices
    if (mesh->HasPositions()) {
        //Make buffer
        glGenBuffers(1, &id);
        data->buffers.push_back(id);
        data->bufferNames.push_back("Positions");
        //Set buffer data
        glBindBuffer(GL_ARRAY_BUFFER, id);
        glBufferData(GL_ARRAY_BUFFER, sizeof(aiVector3D) * mesh->mNumVertices, &mesh->mVertices[0], GL_STATIC_DRAW);
        //Set shader attribute data
        glEnableVertexAttribArray(VBO_VERTEX);
        glVertexAttribPointer(VBO_VERTEX, 3, GL_FLOAT, GL_FALSE, NULL, NULL);
    }
    //Assign colors
    if (mesh->HasVertexColors(0)) {
        //Make buffer
        glGenBuffers(1, &id);
        data->buffers.push_back(id);
        data->bufferNames.push_back("Colors");
        //Set buffer data
        glBindBuffer(GL_ARRAY_BUFFER, id);
        glBufferData(GL_ARRAY_BUFFER, sizeof(aiColor4D) * mesh->mNumVertices, &mesh->mColors[0], GL_STATIC_DRAW);
        //Set shader attribute data
        glEnableVertexAttribArray(VBO_COLOR);
        glVertexAttribPointer(VBO_COLOR, 4, GL_FLOAT, GL_FALSE, NULL, NULL);
    }
    //Assign texture coords
    if (mesh->HasTextureCoords(0)) {
        //Make buffer
        glGenBuffers(1, &id);
        data->buffers.push_back(id);
        data->bufferNames.push_back("TextureCoords");
        //Set buffer data
        glBindBuffer(GL_ARRAY_BUFFER, id);
        glBufferData(GL_ARRAY_BUFFER, sizeof(aiVector3D) * mesh->mNumVertices, &mesh->mTextureCoords[0], GL_STATIC_DRAW);
        //Set shader attribute data
        glEnableVertexAttribArray(VBO_TEXCORD);
        glVertexAttribPointer(VBO_TEXCORD, 3, GL_FLOAT, GL_FALSE, NULL, NULL);
    }
    //Assign colors
    if (mesh->HasNormals()) {
        //Make buffer
        glGenBuffers(1, &id);
        data->buffers.push_back(id);
        data->bufferNames.push_back("Normals");
        //Set buffer data
        glBindBuffer(GL_ARRAY_BUFFER, id);
        glBufferData(GL_ARRAY_BUFFER, sizeof(aiVector3D) * mesh->mNumVertices, &mesh->mNormals[0], GL_STATIC_DRAW);
        //Set shader attribute data
        glEnableVertexAttribArray(VBO_NORMAL);
        glVertexAttribPointer(VBO_NORMAL, 3, GL_FLOAT, GL_FALSE, NULL, NULL);
    }
    if (mesh->HasFaces()) {
        vector <unsigned int> indices;
        aiFace face;
        for (int i = 0; i < mesh->mNumFaces; i++) {
            face = mesh->mFaces[i];
            for (int j = 0; j < face.mNumIndices; j++) {
                indices.push_back(face.mIndices[j]);
            }
        }
        //Make buffer
        glGenBuffers(1, &id);
        data->buffers.push_back(id);
        data->bufferNames.push_back("Faces");
        //Set buffer data
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indices.size(), &indices.front(), GL_STATIC_DRAW);
    }
    //Unbind vertex array
    glBindVertexArray(NULL);
}

绘图模型:

void AssimpMesh::draw() {
    //Draw all vertex arrays
    aiMesh *mesh;
    aiFace face;
    MeshData *data;
    for (int i = 0; i < meshes.size(); i++) {
        mesh = scene->mMeshes[i];
        face = mesh->mFaces[0];
        data = meshes[i];
        //Tell OpenGL to use this array
        glBindVertexArray(data->meshArray);
        //Tell OpenGL which shader to use
        glUseProgram(data->program);
        //Draw the elements of the array
        glDrawElements(GL_TRIANGLES, face.mNumIndices * mesh->mNumFaces, GL_UNSIGNED_INT, 0);
    }
    //Unbind vertex array
    glBindVertexArray(NULL);
    //Unbind shader
    glUseProgram(NULL);
}

顶点着色器:

#version 120
attribute vec3 vertex;
attribute vec4 color;
attribute vec3 texCoord;
attribute vec3 normal;
uniform mat4 transform;
varying vec3 shared_color;
varying vec2 shared_texCoord;
varying vec3 shared_normal;
void main() {
    gl_Position = transform * vec4(vertex, 1.0);
    //Send data to fragment shader
    shared_color = color.xyz;
    shared_texCoord = texCoord.xy;
    shared_normal = (transform * vec4(normal, 0.0)).xyz;
}

片段着色器:

#version 120
uniform sampler2D diffuse;
uniform int flagTexture;
varying vec3 shared_color;
varying vec2 shared_texCoord;
varying vec3 shared_normal;
void main() {
    vec4 color = vec4(shared_color, 1);
    vec4 texture = texture2D(diffuse, shared_texCoord);
    vec4 finalColor = color;
    if (flagTexture >= 1) {
        finalColor = vec4(mix(color.rgb, texture.bgr, texture.a), 1);
        //finalColor = color * texture;
    }
    float shade = 0;
    if (shade >= 1) {
        vec3 lightPosition = vec3(0, 0, -1);
        float shadowDarkness = 0.8;
        vec3 actualLightPos = vec3(-lightPosition.x, lightPosition.y, lightPosition.z);
        float lightStrength = clamp(dot(actualLightPos, shared_normal), 1 - shadowDarkness, 1.0);
        vec4 litColor = finalColor * lightStrength;
        finalColor = litColor;
    }
    gl_FragColor = finalColor;
}

在查看了您正在使用的库的文档后,我看到了一些问题:

  • 对于颜色,您得到的类型是aiColor4D。顾名思义,这是一个包含4个浮点的类。但是您将3作为大小传递给glVertexAttribPointer()的相应调用
  • 对于纹理坐标,类型为aiVector3D,其中包含3个浮动。但是您将2作为大小传递给glVertexAttribPointer()的相应调用
  • aiFace是一个类,它包含一个索引计数和一个指向该面的索引的指针。你不能只把这些家伙的数组作为索引传递给glBufferData()。实际上,您传递的是一系列索引计数和指针,而不是一系列索引
  • glDrawElements()的第二个参数是索引的数量,而不是三角形的数量

一旦这些问题得到解决,请告诉我们情况如何。另一个常见的错误来源是顶点属性如何与顶点着色器绑定,这是我们在这里看不到的代码。

1)它能工作吗

你测试过了吗?它看起来应该正确渲染,尽管您的释放看起来不正确。glDelete*为其第二个参数取一个指针;您正在传递对front元素的引用。

更改为:

for (int i = 0; i < buffers.size(); i++) {
    glDeleteBuffers(buffers[i].size(), &buffers[i].front());
}
glDeleteVertexArrays(meshes.size(), &meshes.front());

2) 它有什么好处吗

这是一个非常标准的渲染循环,其速度几乎完全取决于着色器的复杂程度。尽管如此,我还是会在循环之外声明一个指针,然后重新分配它,而不是为每个网格声明一个新的指针:

aiMesh *mesh;
for (int i = 0; i < meshes.size(); i++) {
    mesh = scene->mMeshes[i];
    //Tell OpenGL to use this array
    glBindVertexArray(meshes[i]);
    //Draw the elements of the array
    glDrawElements(GL_TRIANGLES, mesh->mNumFaces, GL_UNSIGNED_INT, 0);
}

3) 额外信息

它有一个可怕的小数学库,我永远不会推荐它,但你应该知道如何处理顶点和以后的事情(例如,当你稍后映射缓冲区时)

因此,如果你想映射你的GL_ARRAY_BUFFER来修改存储的顶点,你必须使用这样的东西:

glBindVertexArray(the_vao);
aiVector3D *data = reinterpret_cast<aiVector3D*>(glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE));
// do all the changes!
glUnmapBuffer(GL_ARRAY_BUFFER);

我查看了文档,发现HasVertexColors()实际上不是我想要的材料的漫反射值。因此,我通过使用网格中索引的材质来解决这个问题,并将漫反射颜色提取到大小为mNumVertices的数组中。

unsigned int matId = mesh->mMaterialIndex;
aiMaterial *material = scene->mMaterials[matId];
vector <aiColor3D> colors;
aiColor3D diffuse(0, 0, 0);
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
for (int i = 0; i < mesh->mNumVertices; i++) {
    colors.push_back(diffuse);
}
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