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Open GL学习 (二) 3D模型的使用

2013-01-14 17:19 471 查看
(本页文章,参考了http://blog.csdn.net/wangyuchun_799/article/details/7861226 以及 http://heikobehrens.net/2009/08/27/obj2opengl/)

在网上找到可以用来制作3 D模型的免费软件,Blender, Cheetah3D。其中Blender是免费的,而Cheetah3D需要花费469多人民币。这两个都可以用来制作Obj模型文件,并可以存储为obj文件,而Cheetah3D文件还可以直接生成.h文件,供代码直接使用,而Blender可以导出为obj文件,但不能再直接生成.h文件。 

这里我使用的是Blender,(可直接去其官网进行下载)。

Blender制作模型后,然后导出为obj文件,由于我们在代码中不能直接使用obj文件,我们需要这个模型的数据,所以我们需要把这个obj转为.h文件供我们使用,幸运的是,有这一个脚本可以做这事,就是"objopengl.pl"。 

在命令行中,运行 

./obj2opengl.pl myobj.obj

-(void)render
{

    //
加载3D模型

    [selfbindMaterial:material3DKey];

    

    glEnableClientState(GL_VERTEX_ARRAY);

glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glEnableClientState(GL_NORMAL_ARRAY);

    

    //关掉颜色,因为采用3D帖图,所以需要关掉颜色

    glDisableClientState(GL_COLOR_ARRAY);

    

glVertexPointer(vertexSize,GL_FLOAT,
0, vertexes);

    glTexCoordPointer(2,GL_FLOAT,
0, uv3DCoordinates);

    glNormalPointer(GL_FLOAT,0,
normal3D);

    glDrawArrays(renderStyle,0,
vertexCount);
}

然后就是设置光照,代码如下:

-(void)setupLighting
{

// cull the unseen faces

// we use 'front' culling because Cheetah3d exports our models to be compatible

// with this way

glEnable(GL_CULL_FACE);

glCullFace(GL_FRONT);

    // Light features
   
GLfloat light_ambient[]= { 0.2f,
0.2f, 0.2f,
1.0f };
   
GLfloat light_diffuse[]= { 80.0f,
80.0f, 80.0f,
0.0f };
   
GLfloat light_specular[]= { 80.0f,
80.0f, 80.0f,
0.0f };

    // Set up light 0
   
glLightfv (GL_LIGHT0,
GL_AMBIENT, light_ambient);
   
glLightfv (GL_LIGHT0,
GL_DIFFUSE, light_diffuse);
   
glLightfv (GL_LIGHT0,
GL_SPECULAR, light_specular);

    

    // // // Material features

    //  GLfloat mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };

    //  GLfloat mat_shininess[] = { 120.0 };

    //  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);

    //  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);

    

    glShadeModel (GL_SMOOTH);

    

// Place the light up and to the right
   
GLfloat light0_position[] = { 50.0,
50.0, 50.0,
1.0 };
   
glLightfv(GL_LIGHT0,
GL_POSITION, light0_position);

    // Enable lighting and lights

    glEnable(GL_LIGHTING);

    glEnable(GL_LIGHT0);
}
这里也有一个例子可以下载,里面进行了简化,工程中加入了纹理、旋转、平移和光照,包含OBJ文件和对应的纹理图片。注意在经过本人尝试后发现,JPG、GIF和PNG都是可以使用的纹理图片,而tga格式加载失败,所以还是使用PNG格式好一点。

本地预览.3DS、.OBJ、.MD2、.MD3、.MS3D、.X等模型文件,推荐使用supermodel (下载地址:supermodel,注意这是windows平台使用的),这里还有一些有几个OBJ
3D示例模型,感兴趣的可以下载使用 (这里)

可以直接下载这个例子运行,来感受OpenGL的强大,OBJ2OpenGLES示例代码 以及obj2opengl.zip 例子。

下面是这个脚本的内容,复制完成后,存储为"objopengl.pl"文件即可。

#! /usr/bin/perl

=head1 NAME

 obj2opengl - converts obj files to arrays for glDrawArrays

 

=head1 SYNOPSIS

 obj2opengl [options] file

 use -help or -man for further information

=head1 DESCRIPTION

This script expects and OBJ file consisting of vertices,

texture coords and normals. Each face must contain

exactly 3 vertices. The texture coords are two dimonsional.

The resulting .H file offers three float arrays to be rendered

with glDrawArrays.

=head1 AUTHOR

Heiko Behrens (http://www.HeikoBehrens.net)

=head1 VERSION

14th August 2012

=head1 COPYRIGHT

This program is free software: you can redistribute it and/or modify

it under the terms of the GNU General Public License as published by

the Free Software Foundation, either version 3 of the License, or

(at your option) any later version.

This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the

GNU General Public License for more details.

You should have received a copy of the GNU General Public License

along with this program.  If not, see <http://www.gnu.org/licenses/>.

=head1 ACKNOWLEDGEMENTS

This script is based on the work of Margaret Geroch.

=head1 REQUIRED ARGUMENTS

The first or the last argument has to be an OBJ file according 

to this () specification.

=head1 OPTIONS

=over

=item B<-help>

Print a brief help message and exits.

=item B<-man>

Prints the extended manual page and exits.

=item B<-noScale>    

Prevents automatic scaling. Otherwise the object will be scaled

such the the longest dimension is 1 unit.

=item B<-scale <float>>

Sets the scale factor explicitly. Please be aware that negative numbers

are not handled correctly regarding the orientation of the normals.

=item B<-noMove>

Prevents automatic scaling. Otherwise the object will be moved to the center of

its vertices.

=item B<-o>, B<-outputFilename>

Name of the output file name. If omitted, the output file the same as the

input filename but with the extension .h

=item B<-nameOfObject>

Specifies the name of the generated variables. If omitted, same as 

output filename without path and extension.

=item B<-noverbose>

Runs this script silently.

   

=cut

use Getopt::Long;
use File::Basename;
use Pod::Usage;

# -----------------------------------------------------------------

# Main Program

# -----------------------------------------------------------------
handleArguments();

# derive center coords and scale factor if neither provided nor disabled
unless(defined($scalefac) &&defined($xcen)) {
calcSizeAndCenter();
}

if($verbose) {
printInputAndOptions();
}

# TODO check integrity: Does every referenced vertex, normal and coord exist?
loadData();
normalizeNormals();

if($verbose) {
printStatistics();
}

writeOutput();

# -----------------------------------------------------------------

# Sub Routines

# -----------------------------------------------------------------

sub handleArguments() {
my $help =0;
my $man =0;
my $noscale =0;
my $nomove =0;
$verbose =1;
$errorInOptions = !GetOptions (
"help" => \$help,
"man"  => \$man,
"noScale" => \$noscale,
"scale=f" => \$scalefac,
"noMove" => \$nomove,
"center=f{3}" => \@center,
"outputFilename=s" => \$outFilename,

"nameOfObject=s" => \$object,
"verbose!" => \$verbose,
);

if($noscale) {
$scalefac =1;
}

if($nomove) {
@center = (0,0,
0);
}

if(defined(@center)) {
$xcen = $center[0];
$ycen = $center[1];
$zcen = $center[2];
}

if($#ARGV ==0) {
my ($file, $dir, $ext) = fileparse($ARGV[0], qr/\.[^.]*/);
$inFilename = $dir . $file . $ext;
}else {
$errorInOptions = true;
}

# (optional) derive output filename from input filename
unless($errorInOptions ||defined($outFilename)) {
my ($file, $dir, $ext) = fileparse($inFilename, qr/\.[^.]*/);
$outFilename = $dir . $file .".h";
}

# (optional) define object name from output filename
unless($errorInOptions ||defined($object)) {
my ($file, $dir, $ext) = fileparse($outFilename, qr/\.[^.]*/);
 $object = $file;
}

($inFilenamene $outFilename)
or

die ("Input filename must not be the same as output filename")
unless($errorInOptions);

if($errorInOptions || $man || $help) {
pod2usage(-verbose =>2)
if $man;
pod2usage(-verbose =>1)
if $help;
pod2usage(); 
}

# check wheter file exists
open ( INFILE,"<$inFilename" ) 

  || die"Can't find file '$inFilename' ...exiting \n";
close(INFILE);
}

# Stores center of object in $xcen, $ycen, $zcen

# and calculates scaling factor $scalefac to limit max

#   side of object to 1.0 units
sub calcSizeAndCenter() {
open ( INFILE,"<$inFilename" ) 

  || die"Can't find file $inFilename...exiting \n";

$numVerts =0;

my (
$xsum, $ysum, $zsum, 
$xmin, $ymin, $zmin,
$xmax, $ymax, $zmax,
);

while ( $line = <INFILE> ) 
{
 chop $line;

 
 if ($line =~ /v\s+.*/)
  {

 
    $numVerts++;
    @tokens =split(' ', $line);

   
    $xsum += $tokens[1];
    $ysum += $tokens[2];
    $zsum += $tokens[3];

   
   if ( $numVerts ==
1 )
    {
      $xmin = $tokens[1];
      $xmax = $tokens[1];
      $ymin = $tokens[2];
      $ymax = $tokens[2];
      $zmin = $tokens[3];
      $zmax = $tokens[3];
    }
   else
    {   
       if ($tokens[1] < $xmin)
      {
        $xmin = $tokens[1];
      }
     elsif ($tokens[1] > $xmax)
      {
        $xmax = $tokens[1];
      }

   
     if ($tokens[2] < $ymin) 
      {
        $ymin = $tokens[2];
      }
     elsif ($tokens[2] > $ymax) 
      {
        $ymax = $tokens[2];
      }

   
     if ($tokens[3] < $zmin) 
      {
        $zmin = $tokens[3];
      }
     elsif ($tokens[3] > $zmax) 
      {
        $zmax = $tokens[3];
      }

   
    }

 
  }

 
}
close INFILE;

#  Calculate the center

unless(defined($xcen)) {
$xcen = $xsum / $numVerts;
$ycen = $ysum / $numVerts;
$zcen = $zsum / $numVerts;
}

#  Calculate the scale factor
unless(defined($scalefac)) {
my $xdiff = ($xmax - $xmin);
my $ydiff = ($ymax - $ymin);
my $zdiff = ($zmax - $zmin);

if ( ( $xdiff >= $ydiff ) && ( $xdiff >= $zdiff ) ) 
{
  $scalefac = $xdiff;
}
elsif ( ( $ydiff >= $xdiff ) && ( $ydiff >= $zdiff ) ) 
{
  $scalefac = $ydiff;
}

else 
{
  $scalefac = $zdiff;
}
$scalefac =1.0 / $scalefac;
}
}

sub printInputAndOptions() {

print"Input file     : $inFilename\n";

print"Output file    : $outFilename\n";

print"Object name    : $object\n";

print"Center         : <$xcen, $ycen, $zcen>\n";

print"Scale by       : $scalefac\n";
}

sub printStatistics() {

print"----------------\n";

print"Vertices       : $numVerts\n";

print"Faces          : $numFaces\n";

print"Texture Coords : $numTexture\n";

print"Normals        : $numNormals\n";
}

# reads vertices into $xcoords[], $ycoords[], $zcoords[]

#   where coordinates are moved and scaled according to

#   $xcen, $ycen, $zcen and $scalefac

# reads texture coords into $tx[], $ty[] 

#   where y coordinate is mirrowed

# reads normals into $nx[], $ny[], $nz[]

#   but does not normalize, see normalizeNormals()

# reads faces and establishes lookup data where

#   va_idx[], vb_idx[], vc_idx[] for vertices

#   ta_idx[], tb_idx[], tc_idx[] for texture coords

#   na_idx[], nb_idx[], nc_idx[] for normals

#   store indizes for the former arrays respectively

#   also, $face_line[] store actual face string
sub loadData {
$numVerts =0;
$numFaces =0;
$numTexture =0;
$numNormals =0;

open ( INFILE,"<$inFilename" )

  || die"Can't find file $inFilename...exiting \n";

while ($line = <INFILE>) 
{
 chop $line;

 

  # vertices
 if ($line =~ /v\s+.*/)
  {
    @tokens=split(' ', $line);
    $x = ( $tokens[1] - $xcen ) * $scalefac;
    $y = ( $tokens[2] - $ycen ) * $scalefac;
    $z = ( $tokens[3] - $zcen ) * $scalefac;    
    $xcoords[$numVerts] = $x; 
    $ycoords[$numVerts] = $y;
    $zcoords[$numVerts] = $z;

    $numVerts++;
  }

 

  # texture coords
 if ($line =~ /vt\s+.*/)
  {
    @tokens=split(' ', $line);
    $x = $tokens[1];
    $y =1 - $tokens[2];
    $tx[$numTexture] = $x;
    $ty[$numTexture] = $y;

   
    $numTexture++;
  }

 

  #normals
 if ($line =~ /vn\s+.*/)
  {
    @tokens=split(' ', $line);
    $x = $tokens[1];
    $y = $tokens[2];
    $z = $tokens[3];
    $nx[$numNormals] = $x; 
    $ny[$numNormals] = $y;
    $nz[$numNormals] = $z;

    $numNormals++;
  }

 

  # faces
 if ($line =~ /f\s+([^ ]+)\s+([^ ]+)\s+([^ ]+)(\s+([^ ]+))?/) 
  {
 @a =
split('/', $1);
 @b =
split('/', $2);
 @c =
split('/', $3);
 $va_idx[$numFaces] = $a[0]-1;
 $ta_idx[$numFaces] = $a[1]-1;
 $na_idx[$numFaces] = $a[2]-1;

 $vb_idx[$numFaces] = $b[0]-1;
 $tb_idx[$numFaces] = $b[1]-1;
 $nb_idx[$numFaces] = $b[2]-1;

 $vc_idx[$numFaces] = $c[0]-1;
 $tc_idx[$numFaces] = $c[1]-1;
 $nc_idx[$numFaces] = $c[2]-1;

 
 $face_line[$numFaces] = $line;

 
$numFaces++;

# ractangle => second triangle
if($5 !="")
{
@d =split('/', $5);
$va_idx[$numFaces] = $a[0]-1;
$ta_idx[$numFaces] = $a[1]-1;
$na_idx[$numFaces] = $a[2]-1;

$vb_idx[$numFaces] = $d[0]-1;
$tb_idx[$numFaces] = $d[1]-1;
$nb_idx[$numFaces] = $d[2]-1;

$vc_idx[$numFaces] = $c[0]-1;
$tc_idx[$numFaces] = $c[1]-1;
$nc_idx[$numFaces] = $c[2]-1;

$face_line[$numFaces] = $line;

$numFaces++;
}

  }  
}

close INFILE;
}

sub normalizeNormals {
for ( $j =0; $j < $numNormals; ++$j) 
{
$d =sqrt ( $nx[$j]*$nx[$j] + $ny[$j]*$ny[$j] + $nz[$j]*$nz[$j] );

 
 if ( $d ==
0 )
  {
    $nx[$j] =1;
    $ny[$j] =0;
    $nz[$j] =0;
  }

  else
  {
    $nx[$j] = $nx[$j] / $d;
    $ny[$j] = $ny[$j] / $d;
    $nz[$j] = $nz[$j] / $d;
  }

   
}
}

sub fixedIndex {
   
local $idx = $_[0];
   
local $num = $_[1];
   
if($idx >= 0)
    {
        $idx;
    }
else {
        $num + $idx +1;
    }
}

sub writeOutput {
open ( OUTFILE,">$outFilename" ) 

  || die"Can't create file $outFilename ... exiting\n";

print OUTFILE"/*\n";

print OUTFILE"created with obj2opengl.pl\n\n";

# some statistics

print OUTFILE"source file    : $inFilename\n";

print OUTFILE"vertices       : $numVerts\n";

print OUTFILE"faces          : $numFaces\n";

print OUTFILE"normals        : $numNormals\n";

print OUTFILE"texture coords : $numTexture\n";
print OUTFILE"\n\n";

# example usage

print OUTFILE"// include generated arrays\n";
print OUTFILE"#import \"".$outFilename."\"\n";
print OUTFILE"\n";

print OUTFILE"// set input data to arrays\n";

print OUTFILE"glVertexPointer(3, GL_FLOAT, 0, ".$object."Verts);\n";

print OUTFILE"glNormalPointer(GL_FLOAT, 0, ".$object."Normals);\n"
if $numNormals >0;

print OUTFILE"glTexCoordPointer(2, GL_FLOAT, 0, ".$object."TexCoords);\n"
if $numTexture >0;
print OUTFILE"\n";

print OUTFILE"// draw data\n";

print OUTFILE"glDrawArrays(GL_TRIANGLES, 0, ".$object."NumVerts);\n";
print OUTFILE"*/\n\n";

# needed constant for glDrawArrays
print OUTFILE"unsigned int ".$object."NumVerts = ".($numFaces
*3).";\n\n";

# write verts

print OUTFILE"float ".$object."Verts \[\] = {\n"; 
for( $j =0; $j < $numFaces; $j++)
{
$ia = fixedIndex($va_idx[$j], $numVerts);
$ib = fixedIndex($vb_idx[$j], $numVerts);
$ic = fixedIndex($vc_idx[$j], $numVerts);

print OUTFILE"  // $face_line[$j]\n";

print OUTFILE"  $xcoords[$ia], $ycoords[$ia], $zcoords[$ia],\n";

print OUTFILE"  $xcoords[$ib], $ycoords[$ib], $zcoords[$ib],\n";

print OUTFILE"  $xcoords[$ic], $ycoords[$ic], $zcoords[$ic],\n";
}
print OUTFILE"};\n\n";

# write normals
if($numNormals >0) {

print OUTFILE"float ".$object."Normals \[\] = {\n"; 
for( $j =0; $j < $numFaces; $j++) {
$ia = fixedIndex($na_idx[$j], $numNormals);
$ib = fixedIndex($nb_idx[$j], $numNormals);
$ic = fixedIndex($nc_idx[$j], $numNormals);

print OUTFILE"  // $face_line[$j]\n";

print OUTFILE"  $nx[$ia], $ny[$ia], $nz[$ia],\n";

print OUTFILE"  $nx[$ib], $ny[$ib], $nz[$ib],\n";

print OUTFILE"  $nx[$ic], $ny[$ic], $nz[$ic],\n";
}

print OUTFILE"};\n\n";
}

# write texture coords
if($numTexture) {

print OUTFILE"float ".$object."TexCoords \[\] = {\n"; 
for( $j =0; $j < $numFaces; $j++) {
$ia = fixedIndex($ta_idx[$j], $numTexture);
$ib = fixedIndex($tb_idx[$j], $numTexture);
$ic = fixedIndex($tc_idx[$j], $numTexture);

print OUTFILE"  // $face_line[$j]\n";

print OUTFILE"  $tx[$ia], $ty[$ia],\n";

print OUTFILE"  $tx[$ib], $ty[$ib],\n";

print OUTFILE"  $tx[$ic], $ty[$ic],\n";
}

print OUTFILE"};\n\n";
}

close OUTFILE;
}
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