.obj Parser +渲染GLUT

时间:2017-03-04 19:59:59

标签: c++ glut

所以我有一个小的.obj解析器,它可以解析顶点并在屏幕上绘制它:

void loadObj(char *fname)
{
    FILE *fp;
    int read;
    GLfloat x, y, z;
    char ch;
    _model = glGenLists(1);
    fp = fopen(fname, "r");
    if (!fp)
    {
        printf("can't open file %s\n", fname);
        exit(1);
    }
    glPointSize(2.0);
    glNewList(_model, GL_COMPILE);
    {
        glPushMatrix();
        glBegin(GL_POINTS);
        while (!(feof(fp)))
        {
            read = fscanf(fp, "%c %f %f %f", &ch, &x, &y, &z);
            if (read == 4 && ch == 'v')
            {
                glVertex3f(x, y, z);
            }
        }
        glEnd();
    }
    glPopMatrix();
    glEndList();
    fclose(fp);
}

void drawModel()
{

    glPushMatrix();
    glTranslatef(0, 0.00, 0.00);
    glColor3f(1.0, 0.23, 0.27);
    glScalef(10, 10, 10);
    glRotatef(_modelRot, 0, 1, 0);
    glCallList(_model);
    glPopMatrix();
}

点是,输出只是顶点,如下所示:

enter image description here

我如何修改它以至少在不添加第三方库的情况下显示点之间的3D形式?这是我正在寻找的东西:

enter image description here

感谢。如果需要,可以提供更多代码。

1 个答案:

答案 0 :(得分:4)

您的对象解析器和渲染调用未完成。

.obj文件的第一部分包含顶点数据。包括位置,纹理坐标和普通数据。第二部分包含信息,如何互连顶点。

  # List of geometric vertices, with (x,y,z[,w]) coordinates, w is optional and defaults to 1.0.
  v 0.123 0.234 0.345 1.0 # first vertex
  v ...                   # second vertex
  ...
  # List of texture coordinates, in (u, v [,w]) coordinates, these will vary between 0 and 1, w is optional and defaults to 0.
  vt 0.500 1 [0]  # first texture coordinate
  vt ...          # second
  ...
  # List of vertex normals in (x,y,z) form; normals might not be unit vectors.
  vn 0.707 0.000 0.707 # first normal
  vn ...               # second
  ...
  # Parameter space vertices in ( u [,v] [,w] ) form; free form geometry statement ( see below )
  vp 0.310000 3.210000 2.100000
  vp ...
  ...
  # Polygonal face element (see below)
  f 1 2 3                # face of the first, second and third vertex
  f 3/1 4/2 5/3          # face of the  third, fourth and fifth vertex with the first second and third texture coordinate
  f 6/4/1 3/5/3 7/6/5    # face of sixth, thrid and seventh vertex, fourth, fifth and sixth texture coordinate and first thrid and fifth normal
  f 7//1 8//2 9//3       # similar to the line over but without texture coordinates
  f ...
  ...

列表来自这里: https://en.wikipedia.org/wiki/Wavefront_.obj_file

OpenGl无法将顶点数据映射到一起,.obj文件允许它。因此,您必须创建一个包含所有顶点的数据结构,一个用于所有纹素,一个用于所有法线。

然后,您可以通过收集正确的位置,纹理元素和法线来解析面并构建顶点数据,以构建完整的面。

在该步骤之后,您可以使用此组合来使用GL_TRIANGLES或GL_QUADS绘制基元。

这是我前一段时间为OpenGl 4.x

写的加载器
#pragma once

#include <fstream>
#include <string>
#include <sstream>
#include <vector>
#include <map>
#include <glm/glm.hpp>
#include <GL/glew.h>

#include "System/Log.hpp"
#include "Graphics/Primitives/Object.hpp"
#include "Graphics/Primitives/Material.hpp"

namespace Loader {

template <class ObjectT = Graphics::Primitives::Object>
class ObjectLoader {
private:
    const std::string fullPath;
    std::vector<Graphics::Primitives::VertexGroup> objects;
    std::map<std::string, Graphics::Primitives::Material> materials;
    std::string prefixPath;

    std::vector<glm::vec3> verticies;
    std::vector<glm::vec2> texels;
    std::vector<glm::vec3> normals;

    std::vector<glm::uvec3> faces;
    std::vector<glm::vec3> index_verticies;
    std::vector<glm::vec2> index_texels;
    std::vector<glm::vec3> index_normals;

    Graphics::Primitives::Material material;
    std::map<std::string, GLuint> indexDb;

    std::string getPrefixPath();
    std::vector<std::string> explode(std::string str, char delimiter = ' ');
    glm::vec3 stringsToVec(const std::vector<std::string> parts, unsigned int begin);

    void loadMaterial(std::string fileName);
    Graphics::Primitives::VertexGroup flush();

public:

    ObjectLoader(std::string fileName);

    ObjectT load();

};


template <class ObjectT>
std::string ObjectLoader<ObjectT>::getPrefixPath() {
    unsigned int lastSlash = 0;
    for(int i = fullPath.size(); i > 0; i--) {
        if(fullPath[i] == '/') {
            lastSlash = i;
            break;
        }
    }
    std::string prefixPath = fullPath.substr(0, lastSlash);
    prefixPath += "/";
    return prefixPath;
}

template <class ObjectT>
std::vector<std::string> ObjectLoader<ObjectT>::explode(std::string str, char delimiter) {
    std::vector<std::string> result;

    std::stringstream  data(str);
    std::string line;

    while(std::getline(data,line,delimiter)) {
        result.push_back(line);
    }

    return result;
}

template <class ObjectT>
glm::vec3 ObjectLoader<ObjectT>::stringsToVec(const std::vector<std::string> parts, unsigned int begin) {
    glm::vec3 result;
    if(parts.size() > begin + 2) {
        result.x = std::atof(parts[begin].c_str());
        result.y = std::atof(parts[begin+1].c_str());
        result.z = std::atof(parts[begin+2].c_str());
    } else
    if(parts.size() > begin) {
        result.x = std::atof(parts[begin].c_str());
        result.y = std::atof(parts[begin].c_str());
        result.z = std::atof(parts[begin].c_str());
    }
    return result;
}

template <class ObjectT>
void ObjectLoader<ObjectT>::loadMaterial(std::string fileName) {
    std::ifstream materialFile(fileName);
    std::string line;
    Graphics::Primitives::Material material;
    std::string materialName;
    bool initialised = false;
    while(std::getline(materialFile, line)) {
        //System::Log::msg << " " << line << std::endl;
        std::vector<std::string> parts = explode(line);
        if(parts.size() > 0) {
            if(parts[0] == "newmtl") {
                if(initialised) {
                    materials.insert(std::make_pair(materialName, material));
                    System::Log::msg << "Loaded material: " << materialName << std::endl;
                }
                materialName = parts[1];
                initialised = true;
                material = Graphics::Primitives::Material();
            } else
            if(parts[0] == "Ns") {
                if(parts.size() > 1) {
                    material.specularExponent = std::atof(parts[1].c_str());
                }
            } else
            if(parts[0] == "Ka") {
                material.ambientReflectance = stringsToVec(parts,1);
            } else
            if(parts[0] == "Kd") {
                material.diffuseReflectance = stringsToVec(parts,1);
            } else
            if(parts[0] == "Ks") {
                material.specularReflectance = stringsToVec(parts,1);
            } else
            //if(parts[0] == "Ke") {
                //No idea what this value means, maybe transmission filter aka Tf?
            //} else
            if(parts[0] == "Ni") {
                //Optical density ignored for now
            } else
            if(parts[0] == "d") {
                material.dissolve = std::atof(parts[1].c_str());
            } else
            if(parts[0] == "map_Ka") {
                material.textureStack.push_back(Graphics::Ogl::loadTexture(parts[1]));
            } else
            if(parts[0] == "map_Kd") {
                material.textureStack.push_back(Graphics::Ogl::loadTexture(parts[1]));
            } else
            if(parts[0] == "map_Ks") {
                material.textureStack.push_back(Graphics::Ogl::loadTexture(parts[1]));
            }
        }
    }
    materials.insert(std::make_pair(materialName, material));
    System::Log::msg << "Loaded material: " << materialName << std::endl;
}

template <class ObjectT>
Graphics::Primitives::VertexGroup ObjectLoader<ObjectT>::flush()
{
    Graphics::Ogl::VertexArrayObject vao = Graphics::Ogl::makeVertexArrayObject(
        std::vector<Graphics::Ogl::ArrayBufferObject>({
            Graphics::Ogl::makeArrayBufferObject(index_verticies),
            Graphics::Ogl::makeArrayBufferObject(index_normals),
            Graphics::Ogl::makeArrayBufferObject(index_texels),
            Graphics::Ogl::makeIndexBufferObject(faces)
        })
    );

    System::Log::msg << "Flushing buffers: vertecies(" << index_verticies.size()
                     << "), texels(" << index_texels.size()
                     << "), normals(" << index_normals.size()
                     << "), faces(" << faces.size() << ")" << std::endl;

    Graphics::Primitives::VertexGroup obj(vao, material);
    glCheckError();

    faces.clear();
    index_verticies.clear();
    index_texels.clear();
    index_normals.clear();
    indexDb.clear();

    return obj;
}

template <class ObjectT>
ObjectLoader<ObjectT>::ObjectLoader(std::string fileName) :
    fullPath(fileName),
    prefixPath(getPrefixPath())
{}

template <class ObjectT>
ObjectT ObjectLoader<ObjectT>::load() {
    System::Log::msg << "Loading Object from file: " << fullPath << std::endl;
    std::ifstream objectFile(fullPath);
    std::string line;

    while(std::getline(objectFile,line)) {
        //System::Log::msg << line << std::endl;

        if(line[0] == '#' || line[0] == 'o' || line[0] == 'g') {
            continue;
        }
        std::vector<std::string> substrs = explode(line);
        if(substrs.size() == 0) {
            continue;
        }

        if(      substrs[0] == "v") {
            //Add new Vertex to index buffer
            glm::vec3 vertex;
            if(substrs.size() > 3) {
                vertex.x = std::stof(substrs[1]);
                vertex.y = std::stof(substrs[2]);
                vertex.z = std::stof(substrs[3]);
                verticies.push_back(vertex);
            } else {
                System::Log::err << "Vertex with less than 3 coordinates." << std::endl;
            }
        } else if(substrs[0] == "vt") {
            //Add new Texel to index buffer
            glm::vec2 texel;
            if(substrs.size() > 2) {
                texel.x= std::stof(substrs[1]);
                texel.y = std::stof(substrs[2]);
                texels.push_back(texel);
            } else {
                System::Log::err << "Texel with less than 2 coordinates." << std::endl;
            }

        } else if(substrs[0] == "vn") {
            //Add new Normal to index buffer
            glm::vec3 normal;
            if(substrs.size() > 3) {
                normal.x = std::stof(substrs[1]);
                normal.y = std::stof(substrs[2]);
                normal.z = std::stof(substrs[3]);
                normals.push_back(normal);
            } else {
                System::Log::err << "Normal with less than 3 coordinates." << std::endl;
            }

        } else if(substrs[0] == "f") {
            if(texels.size() == 0) texels.push_back(glm::vec2(0,0));
            if(normals.size() == 0) normals.push_back(glm::vec3(0,0,0));

            //Lookup in index db;
            glm::uvec3 face;
            for(unsigned int faceIndex = 1; faceIndex < 4; faceIndex++) {
                std::string vtn = substrs[faceIndex];
                try {
                    //Try to find index combination in db
                    face[faceIndex-1] = indexDb.at(substrs[faceIndex]);
                    //Index found

                } catch (std::exception e) {
                    //Index not found, now to the hard part

                    //Create new index in indexDb
                    GLuint newFace = indexDb.size();
                    face[faceIndex-1] = newFace;
                    indexDb.insert(std::make_pair(substrs[faceIndex], newFace));
                    //Create new vtn triple in buffers
                    std::vector<std::string> components = explode(substrs[faceIndex],'/');
                    if(components[1].size() == 0) components[1] = "0";
                    if(components[2].size() == 0) components[2] = "0";

                    auto clipValue = [](std::string& number) -> GLuint {
                        GLuint result = std::atoi(number.c_str());
                        if(result > 0) result--;
                        return result;
                    };

                    const GLuint vi = clipValue(components[0]);
                    const GLuint ti = clipValue(components[1]);
                    const GLuint ni = clipValue(components[2]);

                    if(verticies.size() > vi) {
                        index_verticies.push_back(verticies[vi]);
                    } else {
                        System::Log::err << "Error: Invalid vertex index. (Index="<< vi <<", LoadedVerticies=" << verticies.size() << ")" << std::endl;
                    }
                    if(texels.size() > ti) {
                        index_texels.push_back(texels[ti]);
                    }
                    if(normals.size() > ni) {
                        index_normals.push_back(normals[ni]);
                    }
                }


            }
            //Add new Face to Mesh
            faces.push_back(face);
            //System::Log::msg << "Face: " << face.x << " " << face.y << " " << face.z << std::endl;
        } else if(substrs[0] == "usemtl") {
            //Flush last mesh
            if(faces.size() > 0) {
                objects.push_back(flush());
            }
            //Use new material
            material = materials.at(substrs[1]);
            System::Log::msg << "Use Material:" << substrs[1] << std::endl;
        } else if(substrs[0] == "s") {
            //Smoothing
            //TODO:
        } else if(substrs[0] == "mtllib") {
            //Load new materials
            loadMaterial(prefixPath+substrs[1]);
        } else {
            System::Log::err << "Unknown prefix in file" << std::endl;
        }
    }
    if(faces.size() > 0) {
        objects.push_back(flush());
    }
    System::Log::msg << "Done loading object." << std::endl;
    return ObjectT(objects);
}

} // End of namespace Loader