C++ .obj模型加载器在opengl中意外工作
我一直在尝试将一个.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,该模型似乎已经变成了超低多边形版本,或者整个模型被翻过来,导致面看起来异常凹凸不平,法线/纹理也产生了意想不到的结果 我不确定这是否是由加载器或其他原因造成的,但为了避免张贴一堵墙的文本,我只需发布加载器代码,如果需要更多代码,请告诉我,我将更新我的问题C++ .obj模型加载器在opengl中意外工作,c++,opengl,C++,Opengl,我一直在尝试将一个.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,该模型似乎已经变成了超低多边形版本,或者整个模型被翻过来,导致面看起来异常凹凸不平,法线/纹理也产生了意想不到的结果 我不确定这是否是由加载器或其他原因造成的,但为了避免张贴一堵墙的文本,我只需发布加载器代码,如果需要更多代码,请告诉我,我将更新我的问题 bool ObjLoader::loadOBJ( const char * path, std::vector<glm::ve
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;
}
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);
}
将评论转化为答案,因为这是解决方案:
在着色器代码中,有一个名为
LightDirection\u cameraspace
的变量,可用于片段着色器计算。但您从未在顶点着色器中为其指定值(而是计算一个局部变量LightPosition\u cameraspace
,但该变量不再使用)。因此,它可能在片段着色器中有一些未定义的值,从而导致照明问题。是否有损坏模型的并排屏幕截图,以及它应该是什么样子?您还确定.obj文件是以正确的设置导出的吗?可能与渲染不正确的obj的位置重复?渲染代码在哪里?顶点向外看通常是由缠绕问题引起的。确保以正确的消隐顺序进行渲染。我看不到您设置了LightDirection\u cameraspace
,只有一个本地LightPosition\u cameraspace
,然后不再使用。
#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);
}