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MeshPainter.cpp
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539 lines (458 loc) · 22.4 KB
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#include "MeshPainter.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
MeshPainter::MeshPainter() {};
MeshPainter::~MeshPainter() {};
std::vector<std::string> MeshPainter::getMeshNames() { return mesh_names; };
std::vector<TriMesh *> MeshPainter::getMeshes() { return meshes; };
std::vector<openGLObject> MeshPainter::getOpenGLObj() { return opengl_objects; };
void MeshPainter::bindObjectAndData(TriMesh *mesh, openGLObject &object, const std::string &texture_image_diffuse, const std::string &texture_image_normal, const std::string &texture_image_specular, const std::string &texture_image_metalness, const std::string &texture_image_roughness, const std::string &texture_image_ambientOcclusion, const std::string &vshader, const std::string &fshader) // 绑定对象和顶点数据
{
// 初始化各种对象
std::vector<glm::vec3> points = mesh->getPoints();
std::vector<glm::vec3> normals = mesh->getNormals();
std::vector<glm::vec3> colors = mesh->getColors();
std::vector<glm::vec2> textures = mesh->getTextures();
// 创建顶点数组对象
#ifdef __APPLE__ // for MacOS
glGenVertexArraysAPPLE(1, &object.vao); // 分配1个顶点数组对象
glBindVertexArrayAPPLE(object.vao); // 绑定顶点数组对象
#else // for Windows
glGenVertexArrays(1, &object.vao); // 分配1个顶点数组对象
glBindVertexArray(object.vao); // 绑定顶点数组对象
#endif
// 创建并初始化顶点缓存对象
glGenBuffers(1, &object.vbo);
glBindBuffer(GL_ARRAY_BUFFER, object.vbo);
glBufferData(GL_ARRAY_BUFFER,
points.size() * sizeof(glm::vec3) +
normals.size() * sizeof(glm::vec3) +
colors.size() * sizeof(glm::vec3) +
textures.size() * sizeof(glm::vec2),
NULL, GL_STATIC_DRAW);
// 绑定顶点数据
glBufferSubData(GL_ARRAY_BUFFER, 0, points.size() * sizeof(glm::vec3), points.data());
// 绑定颜色数据
glBufferSubData(GL_ARRAY_BUFFER, points.size() * sizeof(glm::vec3), colors.size() * sizeof(glm::vec3), colors.data());
// 绑定法向量数据
glBufferSubData(GL_ARRAY_BUFFER, (points.size() + colors.size()) * sizeof(glm::vec3), normals.size() * sizeof(glm::vec3), normals.data());
// 绑定纹理数据
glBufferSubData(GL_ARRAY_BUFFER, (points.size() + normals.size() + colors.size()) * sizeof(glm::vec3), textures.size() * sizeof(glm::vec2), textures.data());
object.vshader = vshader;
object.fshader = fshader;
object.program = InitShader(object.vshader.c_str(), object.fshader.c_str());
// 将顶点传入着色器
object.pLocation = glGetAttribLocation(object.program, "vPosition");
glEnableVertexAttribArray(object.pLocation);
glVertexAttribPointer(object.pLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
// 将颜色传入着色器
object.cLocation = glGetAttribLocation(object.program, "vColor");
glEnableVertexAttribArray(object.cLocation);
glVertexAttribPointer(object.cLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(points.size() * sizeof(glm::vec3)));
// 将法向量传入着色器
object.nLocation = glGetAttribLocation(object.program, "vNormal");
glEnableVertexAttribArray(object.nLocation);
glVertexAttribPointer(object.nLocation, 3,
GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET((points.size() + colors.size()) * sizeof(glm::vec3)));
object.tLocation = glGetAttribLocation(object.program, "vTexture");
glEnableVertexAttribArray(object.tLocation);
glVertexAttribPointer(object.tLocation, 2,
GL_FLOAT, GL_FALSE, 0,
BUFFER_OFFSET((points.size() + colors.size() + normals.size()) * sizeof(glm::vec3)));
// 获得矩阵位置
object.modelLocation = glGetUniformLocation(object.program, "model");
object.viewLocation = glGetUniformLocation(object.program, "view");
object.projectionLocation = glGetUniformLocation(object.program, "projection");
object.shadowLocation = glGetUniformLocation(object.program, "isShadow");
// 读取纹理图片数
object.texture_image_diffuse = texture_image_diffuse;
object.texture_image_normal = texture_image_normal;
object.texture_image_specular = texture_image_specular;
object.texture_image_metalness = texture_image_metalness;
object.texture_image_roughness = texture_image_roughness;
object.texture_image_ambientOcclusion = texture_image_ambientOcclusion;
// 创建纹理的缓存对象
glGenTextures(1, &object.texture_diffuse);
glGenTextures(1, &object.texture_normal);
glGenTextures(1, &object.texture_specular);
glGenTextures(1, &object.texture_metalness);
glGenTextures(1, &object.texture_roughness);
glGenTextures(1, &object.texture_ambientOcclusion);
// 调用stb_image生成纹理
load_texture_STBImage(object.texture_image_diffuse, object.texture_diffuse);
load_texture_STBImage(object.texture_image_normal, object.texture_normal);
load_texture_STBImage(object.texture_image_specular, object.texture_specular);
load_texture_STBImage(object.texture_image_metalness, object.texture_metalness);
load_texture_STBImage(object.texture_image_roughness, object.texture_roughness);
load_texture_STBImage(object.texture_image_ambientOcclusion, object.texture_ambientOcclusion);
// Clean up
glUseProgram(0);
#ifdef __APPLE__
glBindVertexArrayAPPLE(0);
#else
glBindVertexArray(0);
#endif
};
void MeshPainter::bindLightAndMaterial(TriMesh *mesh, openGLObject &object, Light *light, Camera *camera) // 传递材质、光源等数据给着色器
{
// 传递相机的位置
glUniform3fv(glGetUniformLocation(object.program, "eye_position"), 1, &camera->eye[0]);
// 传递物体的材质
glm::vec4 meshAmbient = mesh->getAmbient();
glm::vec4 meshDiffuse = mesh->getDiffuse();
glm::vec4 meshSpecular = mesh->getSpecular();
float meshShininess = mesh->getShininess();
float meshRoughness = mesh->getRoughness(); // 新增粗糙度
float meshMetalness = mesh->getMetalness(); // 新增金属度
float opacity = mesh->getOpacity();
glUniform4fv(glGetUniformLocation(object.program, "material.ambient"), 1, &meshAmbient[0]);
glUniform4fv(glGetUniformLocation(object.program, "material.diffuse"), 1, &meshDiffuse[0]);
glUniform4fv(glGetUniformLocation(object.program, "material.specular"), 1, &meshSpecular[0]);
glUniform1f(glGetUniformLocation(object.program, "material.shininess"), meshShininess);
glUniform1f(glGetUniformLocation(object.program, "material.roughness"), meshRoughness); // 传递粗糙度
glUniform1f(glGetUniformLocation(object.program, "material.metalness"), meshMetalness); // 传递金属度
glUniform1f(glGetUniformLocation(object.program, "material.opacity"), opacity);
// 传递光源信息
glm::vec4 lightAmbient = light->getAmbient();
glm::vec4 lightDiffuse = light->getDiffuse();
glm::vec4 lightSpecular = light->getSpecular();
glm::vec3 lightPosition = light->getTranslation();
glUniform4fv(glGetUniformLocation(object.program, "light.ambient"), 1, &lightAmbient[0]);
glUniform4fv(glGetUniformLocation(object.program, "light.diffuse"), 1, &lightDiffuse[0]);
glUniform4fv(glGetUniformLocation(object.program, "light.specular"), 1, &lightSpecular[0]);
glUniform3fv(glGetUniformLocation(object.program, "light.position"), 1, &lightPosition[0]);
// 设置平行光的方向
glm::vec3 lightDirection = glm::vec3(-1.0f, -1.0f, -1.0f); // 例如,光线从右上角射向左下角
lightDirection = glm::normalize(lightDirection);
// 将平行光方向传递给着色器
GLuint lightDirLocation = glGetUniformLocation(object.program, "light.direction");
glUniform3fv(lightDirLocation, 1, &lightDirection[0]);
}
void MeshPainter::addMesh(TriMesh *mesh, const std::string &name, const std::string &texture_image_diffuse, const std::string &texture_image_normal, const std::string &texture_image_specular, const std::string &texture_image_metalness, const std::string &texture_image_roughness, const std::string &texture_image_ambientOcclusion, const std::string &vshader, const std::string &fshader) // 将mesh添加到mesh_names和meshes中
{
mesh_names.push_back(name);
meshes.push_back(mesh);
openGLObject object;
// 绑定openGL对象,并传递顶点属性的数据
bindObjectAndData(mesh, object, texture_image_diffuse, texture_image_normal, texture_image_specular, texture_image_metalness, texture_image_roughness, texture_image_ambientOcclusion, vshader, fshader);
opengl_objects.push_back(object);
}
void MeshPainter::drawMesh(TriMesh *mesh, openGLObject &object, Light *light, Camera *camera) // 绘制mesh
{
// 相机矩阵计算
camera->updateCamera();
camera->viewMatrix = camera->getViewMatrix();
camera->projMatrix = camera->getProjectionMatrix(false);
#ifdef __APPLE__ // for MacOS
glBindVertexArrayAPPLE(object.vao);
#else
glBindVertexArray(object.vao);
#endif
glUseProgram(object.program);
// 物体的变换矩阵
glm::mat4 modelMatrix = mesh->getModelMatrix();
modelMatrix = glm::translate(modelMatrix, glm::vec3(0.0, -(mesh->getClowest()), 0.0));
// 传递矩阵
glUniformMatrix4fv(object.modelLocation, 1, GL_FALSE, &modelMatrix[0][0]);
glUniformMatrix4fv(object.viewLocation, 1, GL_TRUE, &camera->viewMatrix[0][0]);
glUniformMatrix4fv(object.projectionLocation, 1, GL_TRUE, &camera->projMatrix[0][0]);
// 将着色器 isShadow 设置为0,表示正常绘制的颜色,如果是1着表示阴影
glUniform1i(object.shadowLocation, 0);
glUniform1f(glGetUniformLocation(object.program, "exposure"), exposure);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, object.texture_diffuse); // 该语句必须,否则将只使用同一个纹理进行绘制
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, object.texture_normal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, object.texture_specular);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, object.texture_metalness);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, object.texture_roughness);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, object.texture_ambientOcclusion);
// 传递纹理数据 将生成的纹理传给shader
glUniform1i(glGetUniformLocation(object.program, "diffuseTexture"), 0);
glUniform1i(glGetUniformLocation(object.program, "normalTexture"), 1);
glUniform1i(glGetUniformLocation(object.program, "specularTexture"), 2);
glUniform1i(glGetUniformLocation(object.program, "metalnessTexture"), 3);
glUniform1i(glGetUniformLocation(object.program, "roughnessTexture"), 4);
glUniform1i(glGetUniformLocation(object.program, "ambientOcclusionTexture"), 5);
// 将材质和光源数据传递给着色器
bindLightAndMaterial(mesh, object, light, camera);
// 绘制
glDrawArrays(GL_TRIANGLES, 0, mesh->getPoints().size());
//// 阴影绘制
glm::mat4 shadowProjMatrix = light->getShadowProjectionMatrix();
//// 计算阴影的模型变换矩阵。
shadowProjMatrix = shadowProjMatrix * modelMatrix;
glUniform1i(object.shadowLocation, 1);
glUniformMatrix4fv(object.modelLocation, 1, GL_FALSE, &shadowProjMatrix[0][0]);
glUniformMatrix4fv(object.viewLocation, 1, GL_TRUE, &camera->viewMatrix[0][0]);
glUniformMatrix4fv(object.projectionLocation, 1, GL_TRUE, &camera->projMatrix[0][0]);
glDrawArrays(GL_TRIANGLES, 0, mesh->getPoints().size());
// 将材质和光源数据传递给着色器
bindLightAndMaterial(mesh, object, light, camera);
// 绘制
glDrawArrays(GL_TRIANGLES, 0, mesh->getPoints().size());
#ifdef __APPLE__ // for MacOS
glBindVertexArrayAPPLE(0);
#else
glBindVertexArray(0);
#endif
glUseProgram(0);
};
void MeshPainter::drawMesh_background(TriMesh *mesh, openGLObject &object, Light *light, Camera *camera) // 绘制地面
{
// 相机矩阵计算
camera->updateCamera();
camera->viewMatrix = camera->getViewMatrix();
camera->projMatrix = camera->getProjectionMatrix(false);
#ifdef __APPLE__ // for MacOS
glBindVertexArrayAPPLE(object.vao);
#else
glBindVertexArray(object.vao);
#endif
glUseProgram(object.program);
glUniform1f(glGetUniformLocation(object.program, "exposure"), exposure);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, object.texture_diffuse); // 该语句必须,否则将只使用同一个纹理进行绘制
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, object.texture_normal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, object.texture_specular);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, object.texture_metalness);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, object.texture_roughness);
// 传递纹理数据 将生成的纹理传给shader
glUniform1i(glGetUniformLocation(object.program, "diffuseTexture"), 0);
glUniform1i(glGetUniformLocation(object.program, "normalTexture"), 1);
glUniform1i(glGetUniformLocation(object.program, "specularTexture"), 2);
glUniform1i(glGetUniformLocation(object.program, "metalnessTexture"), 3);
glUniform1i(glGetUniformLocation(object.program, "roughnessTexture"), 4);
// glUniform1i(glGetUniformLocation(object.program, "ambientOcclusionTexture"), 5);
glm::mat4 modelMatrix = mesh->getModelMatrix();
glUniformMatrix4fv(object.modelLocation, 1, GL_FALSE, &modelMatrix[0][0]);
glUniformMatrix4fv(object.viewLocation, 1, GL_TRUE, &camera->viewMatrix[0][0]);
glUniformMatrix4fv(object.projectionLocation, 1, GL_TRUE, &camera->projMatrix[0][0]);
glUniform1i(object.shadowLocation, 0);
bindLightAndMaterial(mesh, object, light, camera);
glDrawArrays(GL_TRIANGLES, 0, mesh->getPoints().size());
}
void MeshPainter::drawMeshes(Light *light, Camera *camera)
{
// 遍历所有网格
if (isDrive)
{
// 如果是驾驶模式,则根据速度更新相机位置
camera->driving(speed / 200);
}
for (int i = 0; i < meshes.size(); i++)
{
// 检查是否处于驾驶模式
// 如果网格名称为"plane",则调用绘制背景网格的函数
if (mesh_names[i] == "plane")
drawMesh_background(meshes[i], opengl_objects[i], light, camera);
// 如果网格名称包含"su7"
else if (mesh_names[i].find("su7") != mesh_names[i].npos)
{
// 如果不是驾驶模式,直接调用绘制网格的函数
if (!isDrive)
{
drawMesh(meshes[i], opengl_objects[i], light, camera);
}
// 如果是驾驶模式
else
{
// 获取当前网格的模型矩阵
TriMesh *mesh = meshes[i];
glm::mat4 model = mesh->getModelMatrix();
glm::mat4 modelNew = model;
// 前进
modelNew = glm::translate(modelNew, glm::vec3(0, -speed, 0));
// 更新网格的模型矩阵
mesh->setModelMatrix(modelNew);
// 调用绘制网格的函数
drawMesh(mesh, opengl_objects[i], light, camera);
}
}
// 其他情况,直接调用绘制网格的函数
else
drawMesh(meshes[i], opengl_objects[i], light, camera);
// 如果网格名称为"tree"
if (mesh_names[i] == "tree")
{
// 遍历40次,生成多个树
for (int j = 1; j < 40; j++)
{
// 获取当前网格的模型矩阵
TriMesh *mesh = meshes[i];
glm::mat4 model = mesh->getModelMatrix();
glm::mat4 modelNew = model;
// 将模型矩阵沿Z轴向后平移
modelNew = glm::translate(modelNew, glm::vec3(0, 0, -treeSplit * j));
// 更新网格的模型矩阵
mesh->setModelMatrix(modelNew);
// 创建一个新的OpenGL对象
openGLObject object;
// 再次更新网格的模型矩阵
mesh->setModelMatrix(modelNew);
// 调用绘制网格的函数
drawMesh(mesh, opengl_objects[i], light, camera);
// 恢复网格的原始模型矩阵
mesh->setModelMatrix(model);
}
}
}
};
void MeshPainter::cleanMeshes()
{
// 将数据都清空释放
mesh_names.clear();
for (int i = 0; i < meshes.size(); i++)
{
meshes[i]->cleanData();
delete meshes[i];
meshes[i] = NULL;
#ifdef __APPLE__
glDeleteVertexArraysAPPLE(1, &opengl_objects[i].vao);
#else
glDeleteVertexArrays(1, &opengl_objects[i].vao);
#endif
glDeleteBuffers(1, &opengl_objects[i].vbo);
glDeleteProgram(opengl_objects[i].program);
}
meshes.clear();
opengl_objects.clear();
};
void MeshPainter::load_texture_STBImage(const std::string &file_name, GLuint &texture) // 读取纹理图片,并将其传递给着色器
{
int width, height, channels = 0;
unsigned char *pixels = NULL;
// 读取图片的时候先翻转一下图片,如果不设置的话显示出来是反过来的图片
stbi_set_flip_vertically_on_load(true);
// 读取图片数据
pixels = stbi_load(file_name.c_str(), &width, &height, &channels, 0);
// 调整行对齐格式
if (width * channels % 4 != 0)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = GL_RGB;
// 设置通道格式
switch (channels)
{
case 1:
format = GL_RED;
break;
case 3:
format = GL_RGB;
break;
case 4:
format = GL_RGBA;
break;
default:
format = GL_RGB;
break;
}
// 绑定纹理对象
glBindTexture(GL_TEXTURE_2D, texture);
// 指定纹理的放大,缩小滤波,使用线性方式,即当图片放大的时候插值方式
// 将图片的rgb数据上传给opengl
glTexImage2D(
GL_TEXTURE_2D, // 指定目标纹理,这个值必须是GL_TEXTURE_2D
0, // 执行细节级别,0是最基本的图像级别,n表示第N级贴图细化级别
format, // 纹理数据的颜色格式(GPU显存)
width, // 宽度。早期的显卡不支持不规则的纹理,则宽度和高度必须是2^n
height, // 高度。早期的显卡不支持不规则的纹理,则宽度和高度必须是2^n
0, // 指定边框的宽度。必须为0
format, // 像素数据的颜色格式(CPU内存)
GL_UNSIGNED_BYTE, // 指定像素数据的数据类型
pixels // 指定内存中指向图像数据的指针
);
// 生成多级渐远纹理,多消耗1/3的显存,较小分辨率时获得更好的效果
glGenerateMipmap(GL_TEXTURE_2D);
// 指定插值方法
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// 恢复初始对齐格式
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
// 释放图形内存
stbi_image_free(pixels);
};
void MeshPainter::bindSkyboxObjectAndData(TriMesh *mesh, openGLObject &object, const std::string &vshader, const std::string &fshader)
{
// 创建顶点数组对象
glGenVertexArrays(1, &object.vao);
glBindVertexArray(object.vao);
std::vector<glm::vec3> points = mesh->getPoints();
// 创建并初始化顶点缓存对象
glGenBuffers(1, &object.vbo);
glBindBuffer(GL_ARRAY_BUFFER, object.vbo);
glBufferData(GL_ARRAY_BUFFER, points.size() * sizeof(glm::vec3), points.data(), GL_STATIC_DRAW);
// 绑定着色器程序
object.vshader = vshader;
object.fshader = fshader;
object.program = InitShader(vshader.c_str(), fshader.c_str());
// 将顶点传入着色器
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
// 获取矩阵位置
object.modelLocation = glGetUniformLocation(object.program, "model");
object.viewLocation = glGetUniformLocation(object.program, "view");
object.projectionLocation = glGetUniformLocation(object.program, "projection");
// 解绑
glBindVertexArray(0);
glUseProgram(0);
}
GLuint MeshPainter::loadCubemap(const std::vector<std::string> &faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
else
{
std::cerr << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
void MeshPainter::drawSkybox(TriMesh *mesh, openGLObject &object, Camera *camera, GLuint cubemapTexture)
{
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
glUseProgram(object.program);
// 相机矩阵计算
camera->updateCamera();
glm::mat4 view = glm::mat4(glm::mat3(camera->getViewMatrix())); // 移除平移部分
glm::mat4 projection = camera->getProjectionMatrix(false);
// 传递矩阵
glUniformMatrix4fv(object.viewLocation, 1, GL_TRUE, &view[0][0]);
glUniformMatrix4fv(object.projectionLocation, 1, GL_TRUE, &projection[0][0]);
// 绑定纹理
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glUniform1i(glGetUniformLocation(object.program, "skybox"), 9);
// 绘制
glBindVertexArray(object.vao);
glDrawArrays(GL_TRIANGLES, 0, 36);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glBindVertexArray(0);
glUseProgram(0);
}