欢迎您访问 最编程 本站为您分享编程语言代码,编程技术文章!
您现在的位置是: 首页

使用Assimp在QT和OpenGL中加载模型

最编程 2024-08-04 10:32:22
...
#include "model.h" #include "assimp/Importer.hpp" #include <iostream> using namespace std; Model::Model(QOpenGLFunctions_4_5_Core *glFn, const std::string &path) { gl_fn_ = glFn; loadModel(path); } Model::~Model() { } void Model::loadModel(const std::string &path) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs); if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { cout << "ERROR::ASSIMP::" << importer.GetErrorString() <<endl; return; } directory_ = path.substr(0, path.find_last_of('/')); processNode(scene->mRootNode, scene); } void Model::processNode(aiNode *node, const aiScene *scene) { for(unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh *mesh = scene->mMeshes[node->mMeshes[i]]; meshes_.push_back(processMesh(mesh, scene)); } for(unsigned int i = 0; i < node->mNumChildren; i++) { processNode(node->mChildren[i], scene); } } Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) { QVector<Vertex> vertices; QVector<unsigned int> indices; QVector<Texture> textures; // 顶点数据 for(unsigned int i = 0; i < mesh->mNumVertices; i++) { Vertex vertex; QVector3D vector; vector.setX(mesh->mVertices[i].x); vector.setY(mesh->mVertices[i].y); vector.setZ(mesh->mVertices[i].z); vertex.position = vector; vector.setX(mesh->mNormals[i].x); vector.setY(mesh->mNormals[i].y); vector.setZ(mesh->mNormals[i].z); vertex.normal = vector; if(mesh->mTextureCoords[0]) { QVector2D tex; tex.setX(mesh->mTextureCoords[0][i].x); tex.setY(mesh->mTextureCoords[0][i].y); vertex.tex_coords = tex; } else { vertex.tex_coords = QVector2D(0.0, 0.0); } vertices.push_back(vertex); } // 索引数据 for(unsigned int i = 0; i < mesh->mNumFaces; i++) { aiFace face = mesh->mFaces[i]; for(unsigned int j = 0; j < face.mNumIndices; j++) { indices.push_back(face.mIndices[j]); } } // 纹理数据 if(mesh->mMaterialIndex >= 0) { aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex]; QVector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "diffuse"); textures.append(diffuseMaps); QVector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "specular"); textures.append(specularMaps); } return Mesh(gl_fn_, vertices, indices, textures); } QVector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, std::string typeName) { QVector<Texture> textures; for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) { aiString str; mat->GetTexture(type, i, &str); bool skip = false; for(int j = 0; j < texture_loaded_.size(); j++) { if(std::strcmp(texture_loaded_[j].path.data(), str.C_Str()) == 0) { textures.push_back(texture_loaded_[j]); skip = true; break; } } if(!skip) { Texture texture; texture.texture = textureFromFile(directory_ + "/" + str.C_Str()); texture.type = typeName; texture.path = str.C_Str(); textures.push_back(texture); texture_loaded_.push_back(texture); } } return textures; } QOpenGLTexture *Model::textureFromFile(const std::string &file) { QOpenGLTexture *texture = new QOpenGLTexture(QImage(file.c_str()).mirrored()); if(!texture->isCreated()) { cout << "texture load failed!" << endl; } return texture; }