我正在尝试在openGl中加载gltf 2.0模型。对于第一个模型,它工作得很好。但对于第二个模型,模型加载良好,但纹理与前一个相同。我不知道如何在不同的模型上应用不同的纹理,改变一个模型的位置会以同样的方式改变所有模型的位置。我在网上搜索了很多,但很少有在openGL中加载gltf的例子。他们也没有显示如何加载第二个或第三个gltf模型在同一个项目(屏幕)。
我的代码是使用库来加载gltf和编译着色器。这几行代码库都有简单的openGl代码来加载gltf和编译着色器。
Main.cpp
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#include <vector>
using namespace std;
#define GL_SILENCE_DEPRECATION
#include <glad/glad.h> // Extend OpenGL Specfication to version 4.5 for WIN64 and versions 4.1 for Apple (note: two different files).
#include <imgui/imgui.h> // Load GUI library - Dear ImGui - https://github.com/ocornut/imgui
#include <imgui/imgui_impl_glfw.h> // Platform ImGui using GLFW
#include <imgui/imgui_impl_opengl3.h> // Platform new OpenGL - aka better than 3.3 core version.
#include <GLFW/glfw3.h> // Add GLFW - library to launch a window and callback mouse and keyboard - https://www.glfw.org
//#include <tinygltf/tiny_gltf.h> // Model loading library - tiny gltf - https://github.com/syoyo/tinygltf
//#include "src/stb_image.hpp" // Add library to load images for textures
#define GLM_ENABLE_EXPERIMENTAL // Enable all functions include non LTS
#include <glm/glm.hpp> // Add helper maths library - GLM 0.9.9.9 - https://github.com/g-truc/glm - for example variables vec3, mat and operators.
#include <glm/gtx/transform.hpp> // Help us with transforms
using namespace glm;
//#include "src/Mesh.hpp" // Simplest mesh holder and OBJ loader - can update more - from https://github.com/BennyQBD/ModernOpenGLTutorial
#include "src/Pipeline.hpp" // Setup pipeline and load shaders.
#include "src/Content.hpp" // Setup content loader and drawing functions - https://github.com/KhronosGroup/glTF - https://github.com/syoyo/tinygltf
#include "src/Debugger.hpp" // Setup debugger functions.
// Main fuctions
void startup();
void update();
void render();
void ui();
void endProgram();
// HELPER FUNCTIONS OPENGL
void hintsGLFW();
//string readShader(string name);
//void checkErrorShader(GLuint shader);
inline void errorCallbackGLFW(int error, const char *description){cout << "Error GLFW: " << description << "n";};
void debugGL();
void APIENTRY openGLDebugCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *message,
const GLvoid *userParam);
GLenum glCheckError_(const char *file, int line);
#define glCheckError() glCheckError_(__FILE__, __LINE__)
// Setup all the message loop callbacks - do this before Dear ImGui
// Callback functions for the window and interface devices
void onResizeCallback(GLFWwindow *window, int w, int h);
void onKeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
void onMouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
void onMouseMoveCallback(GLFWwindow *window, double x, double y);
void onMouseWheelCallback(GLFWwindow *window, double xoffset, double yoffset);
// VARIABLES
GLFWwindow *window; // Keep track of the window
auto windowWidth = 800; // Window width
auto windowHeight =800; // Window height
auto running(true); // Are we still running our main loop
mat4 projMatrix; // Our Projection Matrix
vec3 cameraPosition = vec3(0.0f, 0.0f, 5.0f); // Where is our camera
vec3 cameraFront = vec3(0.0f, 0.0f, -0.5f); // Camera front vector
vec3 cameraUp = vec3(0.0f, 1.0f, 0.0f); // Camera up vector
auto aspect = (float)windowWidth / (float)windowHeight; // Window aspect ration
auto fovy = 45.0f; // Field of view (y axis)
bool keyStatus[1024]; // Track key strokes
auto currentTime = 0.0f; // Framerate
auto deltaTime = 0.0f; // time passed
auto lastTime = 0.0f; // Used to calculate Frame rate
Pipeline pipeline; // Add one pipeline plus some shaders.
Pipeline pipelinelegs; // Add one pipeline plus some shaders.
Content content; // Add one content loader (+drawing).
Content contentlegs;
GLuint texture, texture2;
//Pipeline pipelineClegs; // Add one pipeline plus some shaders.
//Content contentClegs;
Debugger debugger; // Add one debugger to use for callbacks ( Win64 - openGLDebugCallback() ) or manual calls ( Apple - glCheckError() )
vec3 modelPosition; // Model position
vec3 modelRotation; // Model rotation
int main()
{
cout << endl << "===" << endl << "3D Graphics and Animation - Running..." << endl;
if (!glfwInit()) // Check if GLFW is working, if not then stop all
{
cout << "Could not initialise GLFW...";
return -1;
}
glfwSetErrorCallback(errorCallbackGLFW); // Setup a function callback to catch and display all GLFW errors.
hintsGLFW(); // Setup glfw with various hints.
const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); // Grab reference to monitor
// windowWidth = mode->width; windowHeight = mode->height; //fullscreen
// window = glfwCreateWindow(windowWidth, windowHeight, title.c_str(), glfwGetPrimaryMonitor(), NULL); // fullscreen
// Create our Window
const auto windowTitle = "My 3D Graphics and Animation OpenGL Application"s;
window = glfwCreateWindow(windowWidth, windowHeight, windowTitle.c_str(), NULL, NULL);
if (!window) // Test if Window or OpenGL context creation failed
{
cout << "Could not initialise GLFW...";
glfwTerminate();
return -1;
}
glfwSetWindowPos(window, 10, 10); // Place it in top corner for easy debugging.
glfwMakeContextCurrent(window); // making the OpenGL context current
// GLAD: Load OpenGL function pointers - aka update specs to newest versions - plus test for errors.
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD...";
glfwMakeContextCurrent(NULL);
glfwTerminate();
return -1;
}
glfwSetWindowSizeCallback(window, onResizeCallback); // Set callback for resize
glfwSetKeyCallback(window, onKeyCallback); // Set Callback for keys
glfwSetMouseButtonCallback(window, onMouseButtonCallback); // Set callback for mouse click
glfwSetCursorPosCallback(window, onMouseMoveCallback); // Set callback for mouse move
glfwSetScrollCallback(window, onMouseWheelCallback); // Set callback for mouse wheel.
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); // Set mouse cursor Fullscreen
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // Set mouse cursor FPS fullscreen.
// Setup Dear ImGui and add context - https://blog.conan.io/2019/06/26/An-introduction-to-the-Dear-ImGui-library.html
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO(); //(void)io;
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui::StyleColorsLight(); // ImGui::StyleColorsDark(); // Setup Dear ImGui style
// Setup Platform/Renderer ImGui backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
const auto glsl_version = "#version 410";
ImGui_ImplOpenGL3_Init(glsl_version);
#if defined(__WIN64__)
debugGL(); // Setup callback to catch openGL errors. V4.2 or newer
#elif(__APPLE__)
glCheckError(); // Old way of checking for errors. Newest not implemented by Apple. Manually call function anywhere in code to check for errors.
#endif
glfwSwapInterval(1); // Ony render when synced (V SYNC) - https://www.tomsguide.com/features/what-is-vsync-and-should-you-turn-it-on-or-off
glfwWindowHint(GLFW_SAMPLES, 2); // Multisampling - covered in lectures - https://www.khronos.org/opengl/wiki/Multisampling
startup(); // Setup all necessary information for startup (aka. load texture, shaders, models, etc).
cout << endl << "Starting main loop and rendering..." << endl;
do{ // run until the window is closed
auto currentTime = (float)glfwGetTime(); // retrieve timelapse
deltaTime = currentTime - lastTime; // Calculate delta time
lastTime = currentTime; // Save for next frame calculations.
glfwPollEvents(); // poll callbacks
update(); // update (physics, animation, structures, etc)
render(); // call render function.
ui(); // call function to render ui.
#if defined(__APPLE__)
glCheckError(); // Manually checking for errors for MacOS, Windows has a callback.
#endif
glfwSwapBuffers(window); // swap buffers (avoid flickering and tearing)
running &= (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_RELEASE); // exit if escape key pressed
running &= (glfwWindowShouldClose(window) != GL_TRUE);
} while (running);
endProgram(); // Close and clean everything up...
// cout << "nPress any key to continue...n";
// cin.ignore(); cin.get(); // delay closing console to read debugging errors.
return 0;
}
void hintsGLFW(){
auto majorVersion = 3; auto minorVersion = 3; // define OpenGL version - at least 3.3 for bare basic NEW OpenGL
#if defined(__WIN64__)
majorVersion = 4; minorVersion = 5; // Recommended for Windows 4.5, but latest is 4.6 (not all drivers support 4.6 version).
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); // Create context in debug mode - for debug message callback
#elif(__APPLE__)
majorVersion = 4; minorVersion = 1; // Max support for OpenGL in MacOS
#endif
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // https://www.glfw.org/docs/3.3/window_guide.html
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, majorVersion);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minorVersion);
}
void endProgram()
{
// Clean ImGui
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwMakeContextCurrent(NULL); // destroys window handler
glfwTerminate(); // destroys all windows and releases resources.
}
void startup()
{
// string name = "assets/Fabric01_4K_BaseColor.png";
// int iWidth, iHeight, iChannels;
// unsigned char *iData = stbi_load(name.c_str(), &iWidth, &iHeight, &iChannels, 0);
// glGenTextures(1, &texture);
// //glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, texture);
// // glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, iWidth, iHeight);
// // glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iWidth, iHeight, GL_RGB, GL_UNSIGNED_BYTE, iData);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// if (iData)
// {
// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
// glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iWidth, iHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, iData);
// }else
// {
// std::cout << "Failed to load texture" << std::endl;
// }
// glGenerateMipmap(GL_TEXTURE_2D);
// stbi_image_free(iData);
// //glBindTexture(GL_TEXTURE_2D, 0);
// string namea = "assets/metal.png";
// int Width, Height, Channels;
// unsigned char *Data = stbi_load(namea.c_str(), &Width, &Height, &Channels, 0);
// glGenTextures(1, &texture2);
// glBindTexture(GL_TEXTURE_2D, texture2);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// if (Data)
// {
// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
// glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
// }else
// {
// std::cout << "Failed to load texture" << std::endl;
// }
// glGenerateMipmap(GL_TEXTURE_2D);
// stbi_image_free(Data);
//glBindTexture(GL_TEXTURE_2D, 0);
cout << "VENDOR: " << (char *)glGetString(GL_VENDOR) << endl;
cout << "VERSION: " << (char *)glGetString(GL_VERSION) << endl;
cout << "RENDERER: " << (char *)glGetString(GL_RENDERER) << endl;
cout << endl << "Loading content..." << endl;
content.LoadGLTF("assets/Model.gltf");
content2.LoadGLTF("assets/Model2.gltf");
pipeline.CreatePipeline();
pipeline.LoadShaders("shaders/vs_model.glsl", "shaders/fs_model.glsl");
modelPosition = glm::vec3(0.0f, 0.0f, 0.0f);
modelRotation = glm::vec3(0.0f, 0.0f, 0.0f);
// A few optimizations.
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Get the correct size in pixels - E.g. if retina display or monitor scaling
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
// Calculate proj_matrix for the first time.
aspect = (float)windowWidth / (float)windowHeight;
projMatrix = glm::perspective(glm::radians(fovy), aspect, 0.1f, 1000.0f);
}
void update()
{
// modelRotation.y += 0.05f;
if (keyStatus[GLFW_KEY_LEFT]) modelRotation.y += 0.05f;
if (keyStatus[GLFW_KEY_RIGHT]) modelRotation.y -= 0.05f;
if (keyStatus[GLFW_KEY_UP]) modelRotation.x += 0.05f;
if (keyStatus[GLFW_KEY_DOWN]) modelRotation.x -= 0.05f;
if (keyStatus[GLFW_KEY_C] && keyStatus[GLFW_KEY_UP]) cameraPosition.y += 0.10f;
if (keyStatus[GLFW_KEY_C] && keyStatus[GLFW_KEY_DOWN]) cameraPosition.y -= 0.10f;
if (keyStatus[GLFW_KEY_C] && keyStatus[GLFW_KEY_RIGHT]) cameraPosition.x += 0.10f;
if (keyStatus[GLFW_KEY_C] && keyStatus[GLFW_KEY_LEFT]) cameraPosition.x -= 0.10f;
if (keyStatus[GLFW_KEY_C] && keyStatus[GLFW_KEY_I]) cameraPosition.z += 0.10f;
if (keyStatus[GLFW_KEY_C] && keyStatus[GLFW_KEY_O]) cameraPosition.z -= 0.10f;
if (keyStatus[GLFW_KEY_U] && keyStatus[GLFW_KEY_UP]) cameraUp.y += 0.10f;
if (keyStatus[GLFW_KEY_U] && keyStatus[GLFW_KEY_DOWN]) cameraUp.y -= 0.10f;
if (keyStatus[GLFW_KEY_U] && keyStatus[GLFW_KEY_RIGHT]) cameraUp.x += 0.10f;
if (keyStatus[GLFW_KEY_U] && keyStatus[GLFW_KEY_LEFT]) cameraUp.x -= 0.10f;
if (keyStatus[GLFW_KEY_U] && keyStatus[GLFW_KEY_I]) cameraUp.z += 0.10f;
if (keyStatus[GLFW_KEY_U] && keyStatus[GLFW_KEY_O]) cameraUp.z -= 0.10f;
if (keyStatus[GLFW_KEY_F] && keyStatus[GLFW_KEY_UP]) cameraFront.y += 0.10f;
if (keyStatus[GLFW_KEY_F] && keyStatus[GLFW_KEY_DOWN]) cameraFront.y -= 0.10f;
if (keyStatus[GLFW_KEY_F] && keyStatus[GLFW_KEY_RIGHT]) cameraFront.x += 0.10f;
if (keyStatus[GLFW_KEY_F] && keyStatus[GLFW_KEY_LEFT]) cameraFront.x -= 0.10f;
if (keyStatus[GLFW_KEY_F] && keyStatus[GLFW_KEY_I]) cameraFront.z += 0.10f;
if (keyStatus[GLFW_KEY_F] && keyStatus[GLFW_KEY_O]) cameraFront.z -= 0.10f;
if (keyStatus[GLFW_KEY_R]) pipeline.ReloadShaders();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void render()
{
glViewport(0, 0, windowWidth, windowHeight);
// Clear colour buffer
glm::vec4 inchyraBlue = glm::vec4(0.345f, 0.404f, 0.408f, 1.0f);
glm::vec4 backgroundColor = inchyraBlue;
glClearBufferfv(GL_COLOR, 0, &backgroundColor[0]);
// Clear deep buffer
static const GLfloat one = 1.0f;
glClearBufferfv(GL_DEPTH, 0, &one);
// Enable blend
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Use our shader programs
glUseProgram(pipeline.pipe.program);
//glUniform1i(glGetUniformLocation(pipeline.pipe.program, "texture1"), 0);
// Setup camera
glm::mat4 viewMatrix = glm::lookAt(cameraPosition, // eye
cameraPosition + cameraFront, // centre
cameraUp); // up
// Do some translations, rotations and scaling
// glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(modelPosition.x+rX, modelPosition.y+rY, modelPosition.z+rZ));
glm::mat4 modelMatrix = glm::translate(glm::mat4(5.0f), glm::vec3(0.0f, 0.4f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, modelRotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, modelRotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::scale(modelMatrix, glm::vec3(0.5f, 0.5f, 0.5f));
glm::mat4 modelMatrix2 = glm::translate(glm::mat4(5.0f), glm::vec3(0.0f, -0.0f, 0.0f));
modelMatrix2 = glm::rotate(modelMatrix2, modelRotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix2 = glm::rotate(modelMatrix2, modelRotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix2 = glm::scale(modelMatrix2, glm::vec3(0.5f, 0.5f, 0.5f));
glm::mat4 mv_matrix = viewMatrix * modelMatrix;
//glm::mat4 mv_matrixlegs = viewMatrix * modelMatrixlegs;
glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "model_matrix"), 1, GL_FALSE, &modelMatrix[0][0]);
glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "modelMatrix2"), 1, GL_FALSE, &modelMatrix2[0][0]);
glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "view_matrix"), 1, GL_FALSE, &viewMatrix[0][0]);
glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "proj_matrix"), 1, GL_FALSE, &projMatrix[0][0]);
// glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "modelMatrixlegs"), 1, GL_FALSE, &modelMatrixlegs[0][0]);
// glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "view_matrix"), 1, GL_FALSE, &viewMatrix[0][0]);
// glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "proj_matrix"), 1, GL_FALSE, &projMatrix[0][0]);
content.DrawModel(content.vaoAndEbos, content.model);
content2.DrawModel(content2.vaoAndEbos, content2.model);
#if defined(__APPLE__)
glCheckError();
#endif
}
void ui()
{
ImGuiIO &io = ImGui::GetIO();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration;
window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
window_flags |= ImGuiWindowFlags_NoSavedSettings;
window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
window_flags |= ImGuiWindowFlags_NoNav;
const auto PAD = 10.0f;
const ImGuiViewport *viewport = ImGui::GetMainViewport();
ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
ImVec2 work_size = viewport->WorkSize;
ImVec2 window_pos, window_pos_pivot;
window_pos.x = work_pos.x + work_size.x - PAD;
window_pos.y = work_pos.y + work_size.y - PAD;
window_pos_pivot.x = 1.0f;
window_pos_pivot.y = 1.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
window_flags |= ImGuiWindowFlags_NoMove;
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
bool *p_open = NULL;
if (ImGui::Begin("Info", nullptr, window_flags)) {
ImGui::Text("About: 3D Graphics and Animation 2022"); // ImGui::Separator();
ImGui::Text("Performance: %.3fms/Frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Text("Pipeline: %s", pipeline.pipe.error?"ERROR":"OK");
}
ImGui::End();
// Rendering imgui
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void onResizeCallback(GLFWwindow *window, int w, int h)
{
windowWidth = w;
windowHeight = h;
// Get the correct size in pixels
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
if (windowWidth > 0 && windowHeight > 0)
{ // Avoid issues when minimising window - it gives size of 0 which fails division.
aspect = (float)w / (float)h;
projMatrix = glm::perspective(glm::radians(fovy), aspect, 0.1f, 1000.0f);
}
}
void onKeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (action == GLFW_PRESS)
keyStatus[key] = true;
else if (action == GLFW_RELEASE)
keyStatus[key] = false;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
void onMouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
}
void onMouseMoveCallback(GLFWwindow *window, double x, double y)
{
int mouseX = static_cast<int>(x);
int mouseY = static_cast<int>(y);
}
void onMouseWheelCallback(GLFWwindow *window, double xoffset, double yoffset)
{
int yoffsetInt = static_cast<int>(yoffset);
}
void APIENTRY openGLDebugCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *message,
const GLvoid *userParam) // Debugger callback for Win64 - OpenGL versions 4.2 or better.
{
debugger.OpenGLDebugCallback(source, type, id, severity, length, message, userParam);
}
void debugGL() // Debugger function for Win64 - OpenGL versions 4.2 or better.
{
// Enable Opengl Debug
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback((GLDEBUGPROC)openGLDebugCallback, nullptr);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, true);
}
GLenum glCheckError_(const char *file, int line) // Debugger manual function for Apple - OpenGL versions 3.3 to 4.1.
{
GLenum errorCode;
while ((errorCode = glGetError()) != GL_NO_ERROR) debugger.GlGetError(errorCode, file, line);
return errorCode;
}
FragmentShader.glsl
#version 430 core
out vec4 color;
in VS_OUT
{
vec3 vertex;
vec3 normals;
vec2 tc;
} fs_in;
uniform sampler2D tex;
uniform sampler2D model_matrix;
uniform sampler2D modelMatrix2;
void main(void){
color = texture(tex, fs_in.tc);
}
VertexShader.glsl
#version 410 core
layout (location = 0) in vec3 in_vertex;
layout (location = 1) in vec3 in_normals;
layout (location = 2) in vec2 in_tc;
out VS_OUT
{
vec3 vertex;
vec3 normals;
vec2 tc;
} vs_out;
uniform mat4 model_matrix;
uniform mat4 modelMatrixlegs;
uniform mat4 view_matrix;
uniform mat4 proj_matrix;
void main(void)
{
gl_Position = proj_matrix * view_matrix * model_matrix * vec4(in_vertex, 1.0);
vs_out.vertex = in_vertex;
vs_out.normals = in_normals;
vs_out.tc = in_tc;
}
模型没有位置、旋转或缩放值。
当你调用glDrawArrays(或glDrawElements或glDrawElementsIndirect或其他)时,OpenGL用当前纹理、当前位置、旋转和缩放值渲染当前模型。在那之前,它们是分开的。你必须意识到这一点——你可以用不同的位置/旋转/缩放来绘制相同的模型,或者用不同的纹理来绘制相同的模型,或者用相同的纹理来绘制不同的模型,等等。在你真正画它们之前,没有必要把它们连接在一起,你不应该认为它们是连接在一起的。
我不知道在哪里定义DrawModel,但我假设它调用glDrawArrays或glDrawElements。所以当你调用它时,它会使用当前的纹理、位置、旋转和缩放值(也就是矩阵)。
所以你所要做的就是在绘制模型1之前绘制模型1的矩阵电流,在绘制模型2之前绘制模型2的矩阵电流。纹理也一样。
。可能是这样的
glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "model_matrix"),
1, GL_FALSE, &modelMatrix[0][0]);
// ^^^^^^^^^^^ model 1 matrix
glBindTexture(GL_TEXTURE_2D, texture);
// ^^^^^^^ model 1 texture
content.DrawModel(content.vaoAndEbos, content.model);
//^^^^^ ^^^^^^^ ^^^^^^^^^^^^^ model 1
glUniformMatrix4fv(glGetUniformLocation(pipeline.pipe.program, "model_matrix"),
1, GL_FALSE, &modelMatrix2[0][0]);
// ^^^^^^^^^^^^ model 2 matrix
glBindTexture(GL_TEXTURE_2D, texture2);
// ^^^^^^^^ model 2 texture
content2.DrawModel(content2.vaoAndEbos, content2.model);
//^^^^^^ ^^^^^^^^ ^^^^^^^^^^^^^^ model 2
你可以从着色器中删除modelMatrixlegs变量,因为它实际上没有做任何事情。