【发布时间】:2018-02-23 14:37:38
【问题描述】:
我用 C++ 编写了一个简单的 obj 解析器,它可以加载顶点、索引和纹理坐标(这就是我需要的所有数据)。
函数如下:
Model* ModelLoader::loadFromOBJ(string objFile, ShaderProgram *shader, GLuint texture)
{
fstream file;
file.open(objFile);
if (!file.is_open())
{
cout << "ModelLoader: " << objFile << " was not found";
return NULL;
}
int vertexCount = 0;
int indexCount = 0;
vector<Vector3> vertices;
vector<Vector2> textureCoordinates;
vector<Vector2> textureCoordinatesFinal;
vector<unsigned int> vertexIndices;
vector<unsigned int> textureIndices;
string line;
while (getline(file, line))
{
vector<string> splitLine = Common::splitString(line, ' ');
// v - vertex
if (splitLine[0] == "v")
{
Vector3 vertex(stof(splitLine[1]), stof(splitLine[2]), stof(splitLine[3]));
vertices.push_back(vertex);
vertexCount++;
}
// vt - texture coordinate
else if (splitLine[0] == "vt")
{
Vector2 textureCoordinate(stof(splitLine[1]), 1 - stof(splitLine[2]));
textureCoordinates.push_back(textureCoordinate);
}
// f - face
else if (splitLine[0] == "f")
{
vector<string> faceSplit1 = Common::splitString(splitLine[1], '/');
vector<string> faceSplit2 = Common::splitString(splitLine[2], '/');
vector<string> faceSplit3 = Common::splitString(splitLine[3], '/');
unsigned int vi1 = stoi(faceSplit1[0]) - 1;
unsigned int vi2 = stoi(faceSplit2[0]) - 1;
unsigned int vi3 = stoi(faceSplit3[0]) - 1;
unsigned int ti1 = stoi(faceSplit1[1]) - 1;
unsigned int ti2 = stoi(faceSplit2[1]) - 1;
unsigned int ti3 = stoi(faceSplit3[1]) - 1;
vertexIndices.push_back(vi1);
vertexIndices.push_back(vi2);
vertexIndices.push_back(vi3);
textureIndices.push_back(ti1);
textureIndices.push_back(ti2);
textureIndices.push_back(ti3);
indexCount += 3;
}
}
// rearanging textureCoordinates into textureCoordinatesFinal based on textureIndices
for (int i = 0; i < indexCount; i++)
textureCoordinatesFinal.push_back(textureCoordinates[textureIndices[i]]);
Model *result = new Model(shader, vertexCount, &vertices[0], NULL, texture, indexCount, &textureCoordinatesFinal[0], &vertexIndices[0]);
models.push_back(result);
return result;
}
如您所见,我考虑了 1 - texCoord.y(因为 blender 和 opengl 使用不同的纹理坐标系)。 我还在while循环之后根据纹理索引排列纹理坐标。
但是,我尝试渲染的模型的纹理搞砸了。这是一个例子:
我什至用一个立方体尝试过它,我用搅拌机把自己打开并应用了一个非常简单的砖纹理。在 1 或 2 个面中,纹理很好并且可以工作,然后在其他一些面上,1 个三角形的纹理正确,而其他的则出现拉伸(与上图相同)。
【问题讨论】: