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@@ -1,8 +1,10 @@
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>JoeyDeVries<EFBFBD><EFBFBD><EFBFBD><EFBFBD>[Django](http://bullteacher.com/)<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>[http://learnopengl.com](http://learnopengl.com/)
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本文作者JoeyDeVries,由[Django](http://bullteacher.com/)翻译自[http://learnopengl.com](http://learnopengl.com/)
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD>ʵļ<EFBFBD><EFBFBD>غ<EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>̵̳<EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>࣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>͵<EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD>е<EFBFBD>˵<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ģ<EFBFBD>Ͱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܴ<EFBFBD><EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ľ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ⶥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӿ<EFBFBD>أ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һģ<EFBFBD>͡<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Mesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>̳<EFBFBD><EFBFBD>ﴴ<EFBFBD><EFBFBD><EFBFBD>ġ<EFBFBD>
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# 模型(Model)
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<EFBFBD>л<EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD><EFBFBD><EFBFBD>Ұ<EFBFBD>Model<EFBFBD><EFBFBD><EFBFBD>Ľṹ<EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD>㣺
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现在是时候着手启用Assimp,并开始创建实际的加载和转换代码了。本教程的目标是创建另一个类,这个类可以表达模型的全部。更确切的说,一个模型包含多个网格,一个网格可能带有多个对象。一个别墅,包含一个木制阳台,一个尖顶或许也有一个游泳池,它仍然被加载为一个单一模型。我们通过Assimp加载模型,把它们转变为多个网格(Mesh)对象,这些对象是是先前教程里创建的。
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闲话少说,我把Model类的结构呈现给你:
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```c++
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@@ -26,9 +28,9 @@ class Model
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vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName);
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};
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```
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Model<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>Mesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD>ڹ<EFBFBD><EFBFBD>캯<EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>á<EFBFBD>֮<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>loadModel<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>˽<EFBFBD>з<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><EFBFBD>涯<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǡ<EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ժ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD>
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Model类包含一个Mesh对象的向量,我们需要在构造函数中给出文件的位置。之后,在构造其中,它通过loadModel函数加载文件。私有方法都被设计为处理一部分的Assimp导入的常规动作,我们会简单讲讲它们。同样,我们储存文件路径的目录,这样稍后加载纹理的时候会用到。
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Drawû<EFBFBD><EFBFBD>ʲô<EFBFBD>ر<EFBFBD>֮<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ø<EFBFBD><EFBFBD>Ե<EFBFBD>Draw<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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函数Draw没有什么特别之处,基本上是循环每个网格,调用各自的Draw函数。
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```c++
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@@ -39,9 +41,9 @@ void Draw(Shader shader)
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}
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```
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##<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>3Dģ<EFBFBD>͵<EFBFBD><EFBFBD>뵽OpenGL
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##把一个3D模型导入到OpenGL
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Ϊ<EFBFBD>˵<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ģ<EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݽṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD>Assimpͷ<EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>DZ<EFBFBD>Թ<EFBFBD>ˡ<EFBFBD>
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为了导入一个模型,并把它转换为我们自己的数据结构,第一件需要做的事是包含合适的Assimp头文件,这样编译器就不会对我们抱怨了。
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```c++
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@@ -49,23 +51,23 @@ void Draw(Shader shader)
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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```
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<EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD>õĵ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>loadModel,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>캯<EFBFBD><ECBAAF>ֱ<EFBFBD>ӵ<EFBFBD><D3B5>á<EFBFBD><C3A1><EFBFBD>loadModel<65><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><E6A3AC><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9>Assimp<6D><70><EFBFBD><EFBFBD>ģ<EFBFBD>͵<EFBFBD>Assimp<6D>б<EFBFBD><D0B1><EFBFBD>Ϊscene<6E><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݽṹ<DDBD><E1B9B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܻ<EFBFBD><DCBB>ǵ<EFBFBD>ģ<EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD>ϵ<EFBFBD>еĵ<D0B5>һ<EFBFBD><D2BB><EFBFBD>̳<EFBFBD><CCB3>У<EFBFBD><D0A3><EFBFBD><EFBFBD><EFBFBD>Assimp<6D><70><EFBFBD><EFBFBD><EFBFBD>ݽṹ<DDBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE>ܴ<EFBFBD><DCB4>Ѽ<EFBFBD><D1BC><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD>л<EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˡ<EFBFBD>
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我们将要调用的第一个函数是loadModel,它被构造函数直接调用。在loadModel函数里面,我们使用Assimp加载模型到Assimp中被称为scene对象的数据结构。你可能还记得模型加载系列的第一个教程中,这是Assimp的数据结构的根对象。一旦我们有了场景对象,我们就能从已加载模型中获取所有所需数据了。
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Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŵ<EFBFBD><EFBFBD>ǣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD>ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>в<EFBFBD>ͬ<EFBFBD><EFBFBD>ʽ<EFBFBD>ļ<EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD>ڣ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>п<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>У<EFBFBD>
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Assimp最大优点是,它简约的抽象了所加载所有不同格式文件的技术细节,用一行可以做到这一切:
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```c++
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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```
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>Importer<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֿռ<EFBFBD><EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ReadFile<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫһ<EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>post-processing<6E><67>ѡ<EFBFBD><EFBFBD><EEA1A3><EFBFBD>˿<EFBFBD><CBBF>Լ<D4BC><F2B5A5BC><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC>⣬Assimp<6D><70><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD><C7B6>弸<EFBFBD><E5BCB8>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD>ǿ<EFBFBD><C7BF>Assimpȥ<70>Ե<EFBFBD><D4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һЩ<D2BB><D0A9><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>aiProcess_Triangulate<74><65><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD><C7B8><EFBFBD>Assimp<6D><70><EFBFBD><EFBFBD>ģ<EFBFBD>Ͳ<EFBFBD><CDB2>ǣ<EFBFBD>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɣ<EFBFBD>Ӧ<EFBFBD><D3A6>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>ģ<EFBFBD>͵<EFBFBD>ԭʼ<D4AD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״Ϊ<D7B4><CEAA><EFBFBD><EFBFBD><EFBFBD>Ρ<EFBFBD>aiProcess_FlipUVs<56><73><EFBFBD><EFBFBD>y<EFBFBD>ᷭת<E1B7AD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>꣬<EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>DZ<EFBFBD><C7B1><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܼǵã<C7B5><C3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̳<EFBFBD><CCB3>У<EFBFBD><D0A3><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD><CBB5><EFBFBD><EFBFBD>OpenGL<47><4C><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD>ᱻ<EFBFBD><E1B1BB><EFBFBD><EFBFBD>y<EFBFBD>ᷴת<E1B7B4><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>СС<D0A1>ĺ<EFBFBD><C4BA><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ٲ<EFBFBD><D9B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD>
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我们先来声明一个Importer对象,它的名字空间是Assimp,然后调用它的ReadFile函数。这个函数需要一个文件路径,第二个参数是后处理(post-processing)选项。除了可以简单加载文件外,Assimp允许我们定义几个选项来强制Assimp去对导入数据做一些额外的计算或操作。通过设置aiProcess_Triangulate,我们告诉Assimp如果模型不是(全部)由三角形组成,应该转换所有的模型的原始几何形状为三角形。aiProcess_FlipUVs基于y轴翻转纹理坐标,在处理的时候是必须的(你可能记得,我们在纹理教程中,我们说过在OpenGL大多数图像会被沿着y轴反转,所以这个小小的后处理选项会为我们修正这个)。一少部分其他有用的选项如下:
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aiProcess_GenNormals:<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD>û<EFBFBD>а<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>㴴<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߡ<EFBFBD>
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aiProcess_SplitLargeMeshes:<EFBFBD>Ѵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɼ<EFBFBD><EFBFBD><EFBFBD>С<EFBFBD>ĵ<EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD>ܴ<EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>á<EFBFBD>
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aiProcess_OptimizeMeshes:<EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD>ѡ<EFBFBD><EFBFBD><EFBFBD>෴<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD>ٻ<EFBFBD><EFBFBD>ƺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õĴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ķ<EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD>Ż<EFBFBD><EFBFBD><EFBFBD>
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Assimp<EFBFBD>ṩ<EFBFBD>˺<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ģ<EFBFBD>ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѵ<EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>÷<EFBFBD><EFBFBD>صij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѽ<EFBFBD><EFBFBD>ص<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݱ任<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>Mesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>顣
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aiProcess_GenNormals:如果模型没有包含法线向量,就为每个顶点创建法线。
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aiProcess_SplitLargeMeshes:把大的网格成几个小的的下级网格,当你渲染有一个最大数量顶点的限制时或者只能处理小块网格时很有用。
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aiProcess_OptimizeMeshes:和上个选项相反,它把几个网格结合为一个更大的网格。以减少绘制函数调用的次数的方式来优化。
|
||||
Assimp提供了后处理说明,你可以从这里找到所有内容。事实上通过Assimp加载一个模型超级简单。困难的是使用返回的场景对象把加载的数据变换到一个Mesh对象的数组。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>loadModel<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>г<EFBFBD><EFBFBD><EFBFBD>
|
||||
完整的loadModel函数在这里列出:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -84,11 +86,11 @@ void loadModel(string path)
|
||||
this->processNode(scene->mRootNode, scene);
|
||||
}
|
||||
```
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD>֮<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD>ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD>ڵ<EFBFBD>Ϊ<EFBFBD>գ<EFBFBD><EFBFBD>鿴<EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>impoter<EFBFBD><EFBFBD><EFBFBD><EFBFBD>GetErrorString<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD><EFBFBD>档<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>»<EFBFBD>ȡ<EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>Ŀ¼·<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
在我们加载了模型之后,我们检验是否场景和场景的根节点为空,查看这些标记中的一个来看看返回的数据是否完整。如果发生了任何一个错误,我们通过导入器(impoter)的GetErrorString函数返回错误报告。我们同样重新获取文件的目录路径。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ûʲô<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еij<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ㣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD><EFBFBD>ݵ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڵ㣨<EFBFBD><EFBFBD><EFBFBD>ڵ㣩<EFBFBD><EFBFBD><EFBFBD>ݹ麯<EFBFBD><EFBFBD>processNode<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊÿ<EFBFBD><EFBFBD><EFBFBD>ڵ㣨<EFBFBD><EFBFBD><EFBFBD>ܣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD>ȴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD>ٴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㣬<EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵݹ<EFBFBD><EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ݹ麯<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݹ麯<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һЩʲô<EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ò<EFBFBD>ͬ<EFBFBD>IJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֹͣ<EFBFBD><EFBFBD>ֱ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĽڵ㶼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
如果没什么错误发生,我们希望处理所有的场景节点,所以我们传递第一个节点(根节点)到递归函数processNode。因为每个节点(可能)包含多个子节点,我们希望先处理父节点再处理子节点,以此类推。这符合递归结构,所以我们定义一个递归函数。递归函数就是一个做一些什么处理之后,用不同的参数调用它自身的函数,此种循环不会停止,直到一个特定条件发生。在我们的例子里,特定条件是所有的节点都被处理。
|
||||
|
||||
Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵã<EFBFBD>Assimp<EFBFBD>Ľṹ<EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>á<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ľڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>processNode<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD>
|
||||
也许你记得,Assimp的结构,每个节点包含一个网格集合的索引,每个索引指向一个在场景对象中特定的网格位置。我们希望获取这些网格索引,获取每个网格,处理每个网格,然后对其他的节点的子节点做同样的处理。processNode函数的内容如下:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -107,22 +109,22 @@ void processNode(aiNode* node, const aiScene* scene)
|
||||
}
|
||||
}
|
||||
```
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mMeshes<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ի<EFBFBD>ȡ<EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݸ<EFBFBD>processMesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>meshes<EFBFBD><EFBFBD>list<EFBFBD><EFBFBD>vector<EFBFBD><EFBFBD>STL<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݽṹ<EFBFBD><EFBFBD><EFBFBD>С<EFBFBD>
|
||||
我们首先利用场景的mMeshes数组来检查每个节点的网格索引以获取相应的网格。被返回的网格被传递给processMesh函数,它返回一个网格对象,我们可以把它储存在meshes的list或vector(STL里的两种实现链表的数据结构)中。
|
||||
|
||||
һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>DZ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㣬ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>processNode<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڵ㲻<EFBFBD><EFBFBD>ӵ<EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><EFBFBD>ӽڵ㣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͻ<EFBFBD>ִֹͣ<EFBFBD>С<EFBFBD>
|
||||
一旦所有的网格都被处理,我们遍历所有子节点,同样调用processNode函数。一旦一个节点不再拥有任何子节点,函数就会停止执行。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD>ע<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><EFBFBD>ܻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>κεĽڵ㣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><EFBFBD>¡<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ô<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԭ<EFBFBD><EFBFBD><EFBFBD>ǣ<EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֽڵ<EFBFBD><EFBFBD><EFBFBD>ԭʼ<EFBFBD><EFBFBD><EFBFBD>뷨<EFBFBD>ǣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮<EFBFBD>䶨<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>-<2D>ӹ<EFBFBD>ϵ<EFBFBD><CFB5>ͨ<EFBFBD><CDA8><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><D0A9>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><C7BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><D8B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD>ڵ㣩<DAB5><E3A3A9>
|
||||
认真的读者会注意到,我们可能基本忘记处理任何的节点,简单循环出场景所有的网格,而不是用索引做这件复杂的事。我们这么做的原因是,使用这种节点的原始的想法是,在网格之间定义一个父-子关系。通过递归遍历这些关系,我们可以真正定义特定的网格作为其他网格的父(节点)。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵͳ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫƽ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫȷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӣ<EFBFBD><EFBFBD>ڵ㣩<EFBFBD><EFBFBD><EFBFBD>磬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̥<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD>ƣ<EFBFBD>ʹ<EFBFBD>ø<EFBFBD>-<2D>ӹ<EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵͳ<CFB5><CDB3><EFBFBD><EFBFBD><EFBFBD>ױ<EFBFBD><D7B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
关于这个系统的一个有用的例子是,当你想要平移一个汽车网格需要确保把它的子(节点)比如,引擎网格,方向盘网格和轮胎网格都进行平移;使用父-子关系这样的系统很容易被创建出来。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ۺ<EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݽ<EFBFBD><EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD>ƣ<EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ּ<EFBFBD><EFBFBD>ֱ<EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щģ<EFBFBD>ͱϾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĺ<EFBFBD>ϵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ<EFBFBD>
|
||||
<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD><EFBFBD>̴̳<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Mesh<EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD>
|
||||
现在我们没用这种系统,但是无论何时你想要对你的网格数据进行额外的控制,这通常是一种坚持被推荐的做法。这些模型毕竟是那些定义了这些节点风格的关系的艺术家所创建的。
|
||||
下一步是用上个教程创建的Mesh类开始真正处理Assimp的数据。
|
||||
|
||||
|
||||
|
||||
##<EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
##从Assimp到网格
|
||||
|
||||
<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>aiMesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>Ϊһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD>ǻ<EFBFBD>ȡÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD>浽<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>processMesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ľṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
把一个aiMesh对象转换为一个我们自己定义的网格对象并不难。我们所要做的全部是获取每个网格相关的属性并把这些属性储存到我们自己的对象。通常processMesh函数的结构会是这样:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -150,9 +152,9 @@ Mesh processMesh(aiMesh* mesh, const aiScene* scene)
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
```
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɣ<EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD>ز<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>3<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮һ<EFBFBD><EFBFBD><EFBFBD>棬һ<EFBFBD><EFBFBD>Mesh<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD>ݴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߡ<EFBFBD>
|
||||
处理一个网格基本由三部分组成:获取所有顶点数据,获取网格的索引,获取相关材质数据。处理过的数据被储存在3个向量其中之一里面,一个Mesh被以这些数据创建,返回到函数的调用者。
|
||||
|
||||
<EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݺܼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>Vertex<EFBFBD>ṹ<EFBFBD>壬<EFBFBD><EFBFBD>ÿ<EFBFBD>α<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD>Vertices<EFBFBD><EFBFBD><EFBFBD>顣<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD>ڶඥ<EFBFBD><EFBFBD>ѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>mesh->mNumVertices<65><73>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD><EFBFBD>Ĺ<EFBFBD><C4B9><EFBFBD><EFBFBD>У<EFBFBD><D0A3><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><CFA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṹ<EFBFBD>塣ÿ<E5A1A3><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
获取顶点数据很简单:我们定义一个Vertex结构体,在每次遍历后我们把这个结构体添加到Vertices数组。我们为存在于网格中的众多顶点循环(通过mesh->mNumVertices获取)。在遍历的过程中,我们希望用所有相关数据填充这个结构体。每个顶点位置会像这样被处理:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -162,10 +164,10 @@ vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
vertex.Position = vector;
|
||||
```
|
||||
ע<EFBFBD>⣬Ϊ<EFBFBD>˴<EFBFBD><EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>vec3<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΪAssimpά<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʡ<EFBFBD><EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD>glm<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱͨ<EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD>
|
||||
注意,为了传输Assimp的数据,我们定义一个vec3的宿主,我们需要它是因为Assimp维持它自己的数据类型,这些类型用于向量、材质、字符串等。这些数据类型转换到glm的数据类型时通常效果不佳。
|
||||
|
||||
Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵĶ<EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mVertices<EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>Υ<EFBFBD><EFBFBD>ֱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
<EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD>ߵIJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>
|
||||
Assimp调用他们的顶点位置数组mVertices真有点违反直觉。
|
||||
对应法线的步骤毫无疑问是这样的:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -174,7 +176,7 @@ vector.y = mesh->mNormals[i].y;
|
||||
vector.z = mesh->mNormals[i].z;
|
||||
vertex.Normal = vector;
|
||||
```
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ģ<EFBFBD>͵<EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>8<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>꣬<EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ò<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ꡣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>İ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>꣨<EFBFBD><EFBFBD><EFBFBD>ܲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD>:
|
||||
纹理坐标也基本一样,但是Assimp允许一个模型的每个顶点有8个不同的纹理坐标,我们可能用不到,所以我们只关系第一组纹理坐标。我们也希望检查网格是否真的包含纹理坐标(可能并不总是如此):
|
||||
|
||||
|
||||
```c++
|
||||
@@ -188,13 +190,13 @@ if(mesh->mTextureCoords[0]) // Does the mesh contain texture coordinates?
|
||||
else
|
||||
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
|
||||
```
|
||||
Vertex<EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>vertices<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>β<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>Ĵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
Vertex结构体现在完全被所需的顶点属性填充了,我们能把它推到vertices向量的尾部。要对每个网格的顶点做相同的处理。
|
||||
|
||||
|
||||
|
||||
##<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
##顶点
|
||||
|
||||
Assimp<EFBFBD>Ľӿڶ<EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棨faces<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>飬ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼԪ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>aiProcess_Triangulateѡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Σ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD>ƵĶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˳<EFBFBD><EFBFBD><EFBFBD>ṩ<EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD>ͼԪ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>DZ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>棬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>浽indices<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD>ô<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
Assimp的接口定义每个网格有一个以面(faces)为单位的数组,每个面代表一个单独的图元,在我们的例子中(由于aiProcess_Triangulate选项)总是三角形,一个面包含索引,这些索引定义我们需要绘制的顶点以在那样的顺序提供给每个图元,所以如果我们遍历所有面,把所有面的索引储存到indices向量,我们需要这么做:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -205,13 +207,13 @@ for(GLuint i = 0; i < mesh->mNumFaces; i++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
```
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ⲿѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>glDrawElements<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǣ<EFBFBD>Ϊ<EFBFBD>˽<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ۣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṩһЩϸ<EFBFBD>ڣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>IJ<EFBFBD><EFBFBD>ʡ<EFBFBD>
|
||||
所有外部循环结束后,我们现在有了一个完整点的顶点和索引数据来绘制网格,这要调用glDrawElements函数。可是,为了结束这个讨论,并向网格提供一些细节,我们同样希望处理网格的材质。
|
||||
|
||||
|
||||
|
||||
##<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
##材质
|
||||
|
||||
<EFBFBD><EFBFBD>ͬ<EFBFBD>ڵ㣬һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD>ʵIJ<EFBFBD><EFBFBD>ʣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mMaterials<EFBFBD><EFBFBD><EFBFBD>顣<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>IJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mMaterialIndex<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD>ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD>ܹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʣ<EFBFBD>
|
||||
如同节点,一个网格只有一个指向材质对象的索引,获取网格实际的材质,我们需要索引场景的mMaterials数组。网格的材质索引被设置在mMaterialIndex属性中,通过这个属性我们同样能够检验一个网格是否包含一个材质:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -226,9 +228,9 @@ if(mesh->mMaterialIndex >= 0)
|
||||
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||
}
|
||||
```
|
||||
<EFBFBD><EFBFBD>ô<EFBFBD>ȴӳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>mMaterials<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡaimaterial<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>diffuse<EFBFBD><EFBFBD>/<2F><>specular<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>飬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṩ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>á<EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͷ<EFBFBD><EFBFBD><EFBFBD>aiTextureType_Ϊǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>loadMaterialTextures<EFBFBD><EFBFBD><EFBFBD>Ӳ<EFBFBD><EFBFBD>ʻ<EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>Texture<EFBFBD>ṹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>͵<EFBFBD>textures<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĺ<EFBFBD><EFBFBD>档
|
||||
我么先从场景的mMaterials数组获取aimaterial对象,然后,我们希望加载网格的diffuse或/和specular纹理。一个材质储存了一个数组,这个数组为每个纹理类型提供纹理位置。不同的纹理类型都以aiTextureType_为前缀。我们使用一个帮助函数:loadMaterialTextures来从材质获取纹理。这个函数返回一个Texture结构体的向量,我们在之后储存在模型的textures坐标的后面。
|
||||
|
||||
loadMaterialTextures<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>λ<EFBFBD>ã<EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><EFBFBD><EFBFBD>浽Vertex<EFBFBD>ṹ<EFBFBD>塣<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
loadMaterialTextures函数遍历所有给定纹理类型的纹理位置,获取纹理的文件位置,然后加载生成纹理,把信息储存到Vertex结构体。看起来像这样:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -248,20 +250,20 @@ vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string
|
||||
return textures;
|
||||
}
|
||||
```
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>GetTextureCount<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>д<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵõ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>GetTexture<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>λ<EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>aiString<EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD>档Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD>TextureFromFile<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD>SOIL<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ID<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ鿴<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD><EFBFBD>룬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>㲻֪<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>д<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><EFBFBD><EFBFBD>
|
||||
我们先通过GetTextureCount函数检验材质中储存的纹理,以期得到我们希望得到的纹理类型。然后我们通过GetTexture函数获取每个纹理的文件位置,这个位置以aiString类型储存。然后我们使用另一个帮助函数,它被命名为:TextureFromFile加载一个纹理(使用SOIL),返回纹理的ID。你可以查看列在最后的完整的代码,如果你不知道这个函数应该怎样写出来的话。
|
||||
|
||||
ע<EFBFBD>⣬<EFBFBD><EFBFBD><EFBFBD>Ǽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD>Ŀ¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮ǰ<EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD>Ŀ¼<EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>loadModel<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еõ<EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΪʲôGetTexture<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҪĿ¼<EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
注意,我们假设纹理文件与模型是在相同的目录里。我们可以简单的链接纹理位置字符串和之前获取的目录字符串(在loadModel函数中得到的)来获得完整的纹理路径(这就是为什么GetTexture函数同样需要目录字符串)。
|
||||
|
||||
<EFBFBD><EFBFBD>Щ<EFBFBD>ڻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD>ʹ<EFBFBD>þ<EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>þͲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD>ˡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD>ֹ<EFBFBD><EFBFBD>༭<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>ñ<EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܵĻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ģ<EFBFBD>͵<EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD>ˡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD>Model<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
有些在互联网上找到的模型使用绝对路径,它们的纹理位置就不会在每天机器上都有效了。例子里,你可能希望手工编辑这个文件来使用本地路径为纹理所使用(如果可能的话)。
|
||||
这就是使用Assimp来导入一个模型的全部了。你可以在这里找到Model类的全部。
|
||||
|
||||
|
||||
|
||||
##<EFBFBD>ش<EFBFBD><EFBFBD>Ż<EFBFBD>
|
||||
##重大优化
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD>û<EFBFBD><EFBFBD><EFBFBD>ꡣ<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD>ǻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ż<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Dz<EFBFBD><EFBFBD>DZ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˼<EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊǽ<EFBFBD>档<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>õ<EFBFBD><EFBFBD>ذ塢<EFBFBD>컨<EFBFBD>壬¥<EFBFBD>ݣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӡ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD>ٲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>غ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɣ<EFBFBD><EFBFBD><EFBFBD>Ϊÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD>ʹͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮ǰ<EFBFBD>Ѿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˺ü<EFBFBD><EFBFBD>Ρ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܿ<EFBFBD>ת<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD>ֵ<EFBFBD>ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
我们现在还没做完。因为我们还想做一个重大的优化(但是不是必须的)。大多数场景重用若干纹理,把它们应用到网格;还是思考那个别墅,它有个花岗岩的纹理作为墙面。这个纹理也可能应用到地板、天花板,楼梯,或者一张桌子、一个附近的小物件。加载纹理需要不少操作,当前的实现中一个新的纹理被加载和生成,来为每个网格使用,即使同样的纹理之前已经被加载了好几次。这会很快转变为你的模型加载实现的瓶颈。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>СС<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>͵Ĵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ijɣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD>Ѽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȫ<EFBFBD>֡<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD>Ҫ<EFBFBD>ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD>Ѿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ع<EFBFBD><EFBFBD>ˡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ع<EFBFBD><EFBFBD>ˣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD>ֱ<EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>˶Ա<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
所以我们打算添加一个小小的微调,把模型的代码改成,储存所有的已加载纹理到全局。无论在哪儿我们都要先检查这个纹理是否已经被加载过了。如果加载过了,我们就直接使用这个纹理并跳过整个加载流程来节省处理能力。为了对比纹理我们同样需要储存它们的路径:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -271,13 +273,13 @@ struct Texture {
|
||||
aiString path; // We store the path of the texture to compare with other textures
|
||||
};
|
||||
```
|
||||
Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><EFBFBD>ڹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>浽<EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊһ<EFBFBD><EFBFBD>˽<EFBFBD>б<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
然后我们把所有家在过的纹理储存到另一个向量中,它是作为一个私有变量声明在模型类的顶部:
|
||||
|
||||
|
||||
```c++
|
||||
vector<Texture> textures_loaded;
|
||||
```
|
||||
Ȼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>loadMaterialTextures<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>texture_loaded<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Աȣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>/<2F><><EFBFBD>ɲ<EFBFBD><C9B2>֣<EFBFBD><D6A3><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD>Ѽ<EFBFBD><D1BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ṹ<EFBFBD><E1B9B9><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE>
|
||||
然后,在loadMaterialTextures函数中,我们希望把纹理路径和所有texture_loaded向量对比,看看是否当前纹理路径和其中任何一个是否相同,如果是,我们跳过纹理加载/生成部分,简单的使用已加载纹理结构体作为网格纹理。这个函数如下所示:
|
||||
|
||||
|
||||
```c++
|
||||
@@ -311,32 +313,32 @@ vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string
|
||||
return textures;
|
||||
}
|
||||
```
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Dz<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>ͨ<EFBFBD><EFBFBD>ģ<EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD>ϵͳ<EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ż<EFBFBD><EFBFBD>汾<EFBFBD><EFBFBD>
|
||||
所以现在我们不仅有了一个通用模型加载系统,同时我们也得到了一个能使加载对象更快的优化版本。
|
||||
|
||||
<EFBFBD><EFBFBD>Щ<EFBFBD>汾<EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD>ʹ<EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>/<2F><>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>IDE<44>ĵ<EFBFBD><C4B5><EFBFBD>ģʽʱ<CABD><CAB1>ģ<EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD>ģ<EFBFBD><C4A3>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD><C8B7><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>صú<D8B5><C3BA><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>÷<EFBFBD><C3B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٲ<EFBFBD><D9B2>ԡ<EFBFBD>
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ż<EFBFBD><EFBFBD><EFBFBD>Model<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD>롣
|
||||
有些版本的Assimp当使用调试版或/和使用你的IDE的调试模式时,模型加载模型实在慢,所以确保在当你加载得很慢的时候用发布版再测试。
|
||||
你可以从这里获得优化的Model类的完整源代码。
|
||||
|
||||
|
||||
|
||||
##<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>!
|
||||
##和箱子模型告别!
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD>ڸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>Ϳ<EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD>㲻<EFBFBD>ò<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ư<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD>Σ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Կ䣬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ʱ<EFBFBD><EFBFBD>ʱ<EFBFBD>ĸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĻ<EFBFBD><EFBFBD>ᣬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Crytekԭ<EFBFBD><EFBFBD><EFBFBD>ŵ<EFBFBD>Σ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ס<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>ͱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊobj<EFBFBD><EFBFBD>mtl<EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>mtl<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>͵<EFBFBD>diffuse<EFBFBD><EFBFBD>specular<EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ὲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>ͣ<EFBFBD>ע<EFBFBD>⣬<EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD>ͬһ<EFBFBD><EFBFBD>Ŀ¼<EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
现在给我们导入一个天才艺术家创建的模型看看效果,不是我这个天才做的(你不得不承认,这个箱子也许是你见过的最漂亮的立体图形)。因为我不想过于自夸,所以我会时不时的给其他艺术家进入这个行列的机会,这次我们会加载Crytek原版的孤岛危机游戏中的纳米铠甲。这个模型被输出为obj和mtl文件,mtl包含模型的diffuse和specular以及法线贴图(后面会讲)。你可以下载这个模型,注意,所有的纹理和模型文件都应该放在同一个目录,以便载入纹理。
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||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>վ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>صİ汾<EFBFBD><EFBFBD><EFBFBD>Ĺ<EFBFBD><EFBFBD>İ汾<EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><EFBFBD>ĸ<EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ¼<EFBFBD><EFBFBD>ԭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD>Ŀ¼<EFBFBD><EFBFBD>
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>У<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>Model<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>͵<EFBFBD><EFBFBD>ļ<EFBFBD>λ<EFBFBD>ô<EFBFBD><EFBFBD>ݸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD>Ӧ<EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>أ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>д<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸѭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Draw<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>и<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>㴴<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>diffuse<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
你从这个站点下载的版本是修改过的版本,每个纹理文件路径已经修改改为本地相对目录,原来的资源是绝对目录。
|
||||
现在在代码中,声明一个Model对象,把它模型的文件位置传递给它。模型应该自动加载(如果没有错误的话)在游戏循环中使用它的Draw函数绘制这个对象。没有更多的缓冲配置,属性指针和渲染命令,仅仅简单的一行。如果你创建几个简单的着色器,像素着色器只输出对象的diffuse纹理颜色,结果看上去会有点像这样:
|
||||
|
||||

|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD>롣
|
||||
你可以从这里找到带有顶点和像素着色器的完整的源码。
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ<EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD>ø<EFBFBD><EFBFBD><EFBFBD><EFBFBD>д<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮ǰ<EFBFBD>ӹ<EFBFBD><EFBFBD>ս̳<EFBFBD>ѧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ߹<EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD>þ<EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
我们也可以变得更加有创造力,引入两个点光源到我们之前从光照教程学过的渲染等式,结合高光贴图获得惊艳效果:
|
||||
|
||||

|
||||
|
||||
<EFBFBD><EFBFBD>Ȼ<EFBFBD>Ҳ<EFBFBD><EFBFBD>ò<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮ǰ<EFBFBD>ù<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҳ̫<EFBFBD><EFBFBD><EFBFBD>ˡ<EFBFBD>ʹ<EFBFBD><EFBFBD>Assimp<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҵ<EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>͡<EFBFBD>ֻ<EFBFBD>к<EFBFBD><EFBFBD>ٵ<EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD>վ<EFBFBD>ṩ<EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>3Dģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ء<EFBFBD>һ<EFBFBD><EFBFBD>ע<EFBFBD>⣬<EFBFBD><EFBFBD>Щģ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><EFBFBD><EFBFBD>ܺܺõ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>룬<EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>ʽAssimp<EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD><EFBFBD><EFBFBD>
|
||||
虽然我不得不承认这个相比之前用过的容器也太炫了。使用Assimp,你可以载入无数在互联网上找到的模型。只有很少的资源网站提供多种格式的免费3D模型给你下载。一定注意,有些模型仍然不能很好的载入,纹理路径无效或者这种格式Assimp不能读。
|
||||
|
||||
|
||||
|
||||
##<EFBFBD><EFBFBD>ϰ
|
||||
##练习
|
||||
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD>ؽ<EFBFBD><EFBFBD>ϸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>𣿷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
你可以使用两个点光源重建上个场景吗?方案,着色器。
|
@@ -1,4 +1,4 @@
|
||||
## **深度测试** ##
|
||||
# 深度测试
|
||||
|
||||
在[坐标系的教程](http://www.learnopengl.com/#!Getting-started/Coordinate-Systems)中我们呈现了一个3D容器,使用*深度缓冲*,以防止被其他面遮挡的面渲染到前面。在本教程中我们将细致地讨论被深度缓冲区(depth-buffer或z-buffer)所存储的*深度值*和它如何确定是否一个片段是否被其他片段遮挡。
|
||||
|
||||
|
Reference in New Issue
Block a user