使用Assimp在运行时更改.OBJ的内存纹理

时间:2019-11-24 23:23:40

标签: c++ opengl assimp wavefront

在我的程序(C ++ / OpenGL / Assimp / Windows10)中,我加载并显示一个.OBJ文件及其相应的.MTL

一切正常,但我需要:

  1. 从内存加载,而不是从.MTL文件(例如:map_Kd output.jpg)中写入内容。
  2. 我需要在运行时更改纹理。

这是我的LoadOpenGLTexture(),我正在使用DevIL加载纹理(将更改为OpenCV)。

bool Model::LoadGLTextures(const aiScene* scene)
{
    ILboolean success;

    ilInit();

    for (unsigned int m = 0; m < scene->mNumMaterials; ++m)
    {
        int texIndex = 0;
        aiString path;  // filename

        aiReturn texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, 
        &path);
        while (texFound == AI_SUCCESS)
        {
            //fill map with textures, OpenGL image ids set to 0
            textureIdMap[path.data] = 0;
            // more textures?
            texIndex++;
            texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
        }
    }

    int numTextures = textureIdMap.size();

    /* create and fill array with DevIL texture ids */
    ILuint* imageIds = new ILuint[numTextures];
    ilGenImages(numTextures, imageIds);

    /* create and fill array with GL texture ids */
    GLuint* textureIds = new GLuint[numTextures];
    glGenTextures(numTextures, textureIds); /* Texture name generation */

    /* get iterator */
    std::map<std::string, GLuint>::iterator itr = textureIdMap.begin();
    int i = 0;
    for (; itr != textureIdMap.end(); ++i, ++itr)
    {
        //save IL image ID
        std::string filename = (*itr).first;  // get filename
        (*itr).second = textureIds[i];    // save texture id for filename in map

        ilBindImage(imageIds[i]); /* Binding of DevIL image name */
        ilEnable(IL_ORIGIN_SET);
        ilOriginFunc(IL_ORIGIN_LOWER_LEFT);
        success = ilLoadImage((ILstring)filename.c_str());

        if (success) {
            /* Convert image to RGBA */
            ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);

            /* Create and load textures to OpenGL */
            glBindTexture(GL_TEXTURE_2D, textureIds[i]);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ilGetInteger(IL_IMAGE_WIDTH), 
            ilGetInteger(IL_IMAGE_HEIGHT), 0, GL_RGBA, GL_UNSIGNED_BYTE, ilGetData());
        }
        else
            printf("Couldn't load Image: %s\n", filename.c_str());
    }
    /* Because we have already copied image data into texture data
    we can release memory used by image. */
    ilDeleteImages(numTextures, imageIds);

    //Cleanup
    delete[] imageIds;
    delete[] textureIds;

    //return success;
    return true;
}

1 个答案:

答案 0 :(得分:1)

目前,Asset-Importer-Lib中的纹理定义尚未为纹理/材质定义提供动态更新。纹理的每个定义在应用程序运行期间都保持稳定,您无法更改它。 如果您对这样的功能感兴趣,我们需要以适当的方式更新材料系统,从而使该功能适用​​于用户。因此,如果您对此功能感兴趣,那么最好对您的需求/用例有更好的了解。

您可以在项目侧为此打开功能请求,请参见:Assimp on Github