OpenGL -- OBJ 模型加载
2017-08-04 10:43
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使用:
// Read our .obj file
std::vector vertices;
std::vector uvs;
std::vector normals;
bool res = loadOBJ(“suzanne.obj”, vertices, uvs, normals);
实现:
// Read our .obj file
std::vector vertices;
std::vector uvs;
std::vector normals;
bool res = loadOBJ(“suzanne.obj”, vertices, uvs, normals);
实现:
#include <vector> #include <stdio.h> #include <string> #include <cstring> #include <glm/glm.hpp> #include "objloader.hpp" // Very, VERY simple OBJ loader. // Here is a short list of features a real function would provide : // - Binary files. Reading a model should be just a few memcpy's away, not parsing a file at runtime. In short : OBJ is not very great. // - Animations & bones (includes bones weights) // - Multiple UVs // - All attributes should be optional, not "forced" // - More stable. Change a line in the OBJ file and it crashes. // - More secure. Change another line and you can inject code. // - Loading from memory, stream, etc bool loadOBJ( const char * path, std::vector<glm::vec3> & out_vertices, std::vector<glm::vec2> & out_uvs, std::vector<glm::vec3> & out_normals ){ printf("Loading OBJ file %s...\n", path); std::vector<unsigned int> vertexIndices, uvIndices, normalIndices; std::vector<glm::vec3> temp_vertices; std::vector<glm::vec2> temp_uvs; std::vector<glm::vec3> temp_normals; FILE * file = fopen(path, "r"); if( file == NULL ) { printf("Impossible to open the file ! Are you in the right path ? See Tutorial 1 for details\n"); getchar(); return false; } while( 1 ) { char lineHeader[128]; // read the first word of the line int res = fscanf(file, "%s", lineHeader); if (res == EOF) break; // EOF = End Of File. Quit the loop. // else : parse lineHeader if ( strcmp( lineHeader, "v" ) == 0 ) { glm::vec3 vertex; fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z ); temp_vertices.push_back(vertex); } else if ( strcmp( lineHeader, "vt" ) == 0 ) { glm::vec2 uv; fscanf(file, "%f %f\n", &uv.x, &uv.y ); uv.y = -uv.y; // Invert V coordinate since we will only use DDS texture, which are inverted. Remove if you want to use TGA or BMP loaders. temp_uvs.push_back(uv); } else if ( strcmp( lineHeader, "vn" ) == 0 ) { glm::vec3 normal; fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z ); temp_normals.push_back(normal); } else if ( strcmp( lineHeader, "f" ) == 0 ) { std::string vertex1, vertex2, vertex3; unsigned int vertexIndex[3], uvIndex[3], normalIndex[3]; int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] ); if (matches != 9) { printf("File can't be read by our simple parser :-( Try exporting with other options\n"); fclose(file); return false; } vertexIndices.push_back(vertexIndex[0]); vertexIndices.push_back(vertexIndex[1]); vertexIndices.push_back(vertexIndex[2]); uvIndices .push_back(uvIndex[0]); uvIndices .push_back(uvIndex[1]); uvIndices .push_back(uvIndex[2]); normalIndices.push_back(normalIndex[0]); normalIndices.push_back(normalIndex[1]); normalIndices.push_back(normalIndex[2]); } else { // Probably a comment, eat up the rest of the line char stupidBuffer[1000]; fgets(stupidBuffer, 1000, file); } } // For each vertex of each triangle for( unsigned int i=0; i<vertexIndices.size(); i++ ) { // Get the indices of its attributes unsigned int vertexIndex = vertexIndices[i]; unsigned int uvIndex = uvIndices[i]; unsigned int normalIndex = normalIndices[i]; // Get the attributes thanks to the index glm::vec3 vertex = temp_vertices[ vertexIndex-1 ]; glm::vec2 uv = temp_uvs[ uvIndex-1 ]; glm::vec3 normal = temp_normals[ normalIndex-1 ]; // Put the attributes in buffers out_vertices.push_back(vertex); out_uvs .push_back(uv); out_normals .push_back(normal); } fclose(file); return true; }
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