在Mesh.h中,我遇到了一个分割错误:在“ glDrawElements(GL_TRIANGLES,index.size(),GL_UNSIGNED_INT,0);”上的绘图函数中出现11函数调用。
我像某些人建议的那样,绑定了VAO缓冲区后,尝试调用“ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO)”,但没有帮助。 Modeloading.cpp:
// ModelLoading.cpp
// LightingTutorials
//
// Created by Roma Desai on 6/6/19.
// Copyright © 2019 Roma Desai. All rights reserved.
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Camera.cpp"
#include <../include/Model.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <iostream>
/*
int main () {
std::cout<<"hello";
}
*/
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
std::string loadShaderString (const char* file);
//object shaders
std::string temp1 = loadShaderString("../shaders/vertexShader7a.glsl");
const char* vertex_shader = temp1.c_str();
std::string temp2 = loadShaderString("../shaders/fragmentShader7a.glsl");
const char* fragment_shader = temp2.c_str();
int main()
{
// glfw: initialize and configure
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Window", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// start GLEW extension handler
glewExperimental = GL_TRUE;
glewInit();
// configure global opengl state
glEnable(GL_DEPTH_TEST);
// build and compile shaders
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLint status = GL_TRUE;
glGetShaderiv( vs, GL_COMPILE_STATUS, &status );
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_program = glCreateProgram(); //creating joint shader program
glAttachShader(shader_program, fs);
glAttachShader(shader_program, vs);
glLinkProgram(shader_program);
// load models
Model ourModel("../model/nanosuit/nanosuit.obj", shader_program);
// render loop
while (!glfwWindowShouldClose(window))
{
// render
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_program);
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
glUniformMatrix4fv(glGetUniformLocation(shader_program,"projection"), 1, GL_FALSE, &projection[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shader_program,"view"), 1, GL_FALSE, &view[0][0]);
// render the loaded model
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // translate down
model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f)); // scale it down
glUniformMatrix4fv(glGetUniformLocation(shader_program,"model"), 1, GL_FALSE, &model[0][0]);
ourModel.Draw(shader_program);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
glfwTerminate();
return 0;
}
/* function for loading shader from text file */
std::string loadShaderString (const char* file) {
std::ifstream input(file);
return std::string(std::istreambuf_iterator<char>(input),
std::istreambuf_iterator<char>());
}
Model.h:
//
// Model.cpp
// LightingTutorials
//
// Created by Roma Desai on 6/6/19.
// Copyright © 2019 Roma Desai. All rights reserved.
//
#ifndef MODEL_H
#define MODEL_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
//#define STB_IMAGE_IMPLEMENTATION
#include <../include/stb_image.h>
#include <../include/Mesh.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <stdio.h>
/*
int main() {
std::cout << "hello";
}
*/
using namespace std;
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
class Model
{
public:
// Model Data
vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
vector<Mesh> meshes;
string directory;
bool gammaCorrection;
GLuint shader;
// Functions
// constructor, expects a filepath to a 3D model.
Model(string const &path, GLuint shader, bool gamma = false) : gammaCorrection(gamma)
{
this->shader = shader;
loadModel(path);
}
// draws the model, and thus all its meshes
void Draw(GLuint shader)
{
for(unsigned int i = 0; i < meshes.size(); i++) {
meshes[i].Draw(shader);
}
}
private:
// Functions
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
void loadModel(string const &path)
{
// read file via ASSIMP
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
// check for errors
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
return;
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
}
// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
void processNode(aiNode *node, const aiScene *scene)
{
// process each mesh located at the current node
for(unsigned int i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for(unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene)
{
// data to fill
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
// Walk through each of the mesh's vertices
for(unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
// positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
// normals
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
// texture coordinates
if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
{
glm::vec2 vec;
// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
}
else {
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
// tangent
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
// bitangent
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
vertices.push_back(vertex);
}
}
for(unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
for(unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// process materials
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// diffuse: texture_diffuseN
// specular: texture_specularN
// normal: texture_normalN
// 1. diffuse maps
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
// 3. normal maps
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
// 4. height maps
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures, shader);
}
// checks all material textures of a given type and loads the textures if they're not loaded yet.
// the required info is returned as a Texture struct.
vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
{
vector<Texture> textures;
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++)
{
if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
break;
}
}
if(!skip)
{ // if texture hasn't been loaded already, load it
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
}
}
return textures;
}
};
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
{
string filename = string(path);
filename = directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
#endif
Mesh.h:
// Mesh.cpp
// LightingTutorials
// Created by Roma Desai on 6/6/19.
// Copyright © 2019 Roma Desai. All rights reserved.
#include <iostream>
#include <GL/glew.h>
#define GLFW_DLL
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <vector>
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
glm::vec3 Tangent;
glm::vec3 Bitangent;
};
struct Texture {
unsigned int id;
std::string type;
std::string path;
};
class Mesh {
public:
/* Mesh Data */
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
unsigned int VAO;
GLuint shader;
/* Functions */
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures, GLuint shader)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
this->shader = shader;
// set the vertex buffers/attribute pointers.
setupMesh();
}
void Draw(GLuint shader)
{
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for(unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // activate proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
std::string number;
std::string name = textures[i].type;
if(name == "texture_diffuse") {
number = std::to_string(diffuseNr++);
}
else if(name == "texture_specular") {
number = std::to_string(specularNr++);
}
else if(name == "texture_normal") {
number = std::to_string(normalNr++); // transfer unsigned int to stream
}
else if(name == "texture_height") {
number = std::to_string(heightNr++);
}
//glUseProgram(shader);
glUniform1i(glGetUniformLocation(shader, (name + number).c_str()), i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glActiveTexture(GL_TEXTURE0);
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
private:
/* Render data */
unsigned int VBO, EBO;
/* Functions */
void setupMesh()
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
&indices[0], GL_STATIC_DRAW);
//find locations
GLint loc_pos = glGetAttribLocation(shader, "aPos" );
GLint loc_texCoords = glGetAttribLocation(shader, "aTexCoords" );
//std::cout << "apos position: " << loc_pos << " ";
//std::cout << "texCoords position: " << loc_texCoords << " ";
// vertex positions
glEnableVertexAttribArray(loc_pos);
glVertexAttribPointer(loc_pos, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
//glEnableVertexAttribArray(1);
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(loc_texCoords);
glVertexAttribPointer(loc_texCoords, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
// glEnableVertexAttribArray(3);
// glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
//glEnableVertexAttribArray(4);
//glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
glBindVertexArray(0);
}
};
我在线阅读了许多帖子,但是尽管已经修复了一些更改,但我似乎仍然遇到相同的错误。