从Assimp加载Collada(dae)模型显示不正确的法线

问题描述 投票:-1回答:1

我正在尝试在Assimp中正确加载collada(dae)文件,但是法线似乎出了错。我想帮助您解决这个问题。我感觉这与我处理变换矩阵的方式有关。例如,下面是OpenGL应用程序加载obj文件的屏幕截图:

enter image description here

在上面的屏幕截图中,灯光位于x = 0和z = 0处的模型正上方。法线显示正确。加载dae文件时,得到以下信息:

enter image description here

灯光位置似乎来自-z侧。

这是我当前必须加载模型的代码:

  1. 加载模型文件,并调用包含processNode()aiMatrix4x4()方法>
  2. void Model::loadModel(std::string filename)
    {
        Assimp::Importer importer;
        const aiScene *scene = importer.ReadFile(filename, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace | aiProcess_GenBoundingBoxes);
    
        if (!scene || !scene->mRootNode) {
            std::cout << "ERROR::ASSIMP Could not load model: " << importer.GetErrorString() << std::endl;
        }
        else {
            this->directory = filename.substr(0, filename.find_last_of('/'));
    
            this->processNode(scene->mRootNode, scene, aiMatrix4x4());
        }
    }
    
    
  1. [processNode()是一种递归方法,主要对node->mMeshes进行迭代,然后乘以转换。
  2. void Model::processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 transformation)
    { 
        for (unsigned int i = 0; i < node->mNumMeshes; i++) {
            aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
    
            // only apply transformation on meshs not entities such as lights or camera.
            transformation *= node->mTransformation;
    
            this->meshes.push_back(processMesh(mesh, scene, transformation));
        }
    
        for (unsigned int i = 0; i < node->mNumChildren; i++)
        {
            processNode(node->mChildren[i], scene, transformation);
        }
    }
    
  1. [processMesh()处理收集所有网格数据(顶点,索引等)]
  2. Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 transformation)
    {
        glm::vec3 extents;
        glm::vec3 origin;
    
        std::vector<Vertex> vertices = this->vertices(mesh, extents, origin, transformation);
        std::vector<unsigned int> indices = this->indices(mesh);
        std::vector<Texture> textures = this->textures(mesh, scene);
    
        return Mesh(
            vertices,
            indices,
            textures,
            extents,
            origin,
            mesh->mName
        );
    }
    
  1. 接下来,调用vertices()方法以获取所有顶点。它通过转换矩阵。在这里,我将顶点与矩阵(transformation * mesh->mVertices[i];)相乘。我有一种强烈的感觉,就是我不在这里做某事,而我正在错过某件事。
  2. std::vector<Vertex> Model::vertices(aiMesh* mesh, glm::vec3& extents, glm::vec3 &origin, aiMatrix4x4 transformation)
    {
        std::vector<Vertex> vertices;
    
        for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
            Vertex vertex;
    
            glm::vec3 vector3;
    
            aiVector3D v = transformation * mesh->mVertices[i];
    
            // Vertices
            vector3.x = v.x;
            vector3.y = v.y;
            vector3.z = v.z;
    
            vertex.position = vector3;
    
            // Normals
            if (mesh->mNormals) {
                vector3.x = mesh->mNormals[i].x;
                vector3.y = mesh->mNormals[i].y;
                vector3.z = mesh->mNormals[i].z;
                vertex.normal = vector3;
            }
    
    
            // Texture coordinates
            if (mesh->mTextureCoords[0]) {
                glm::vec2 vector2;
    
                vector2.x = mesh->mTextureCoords[0][i].x;
                vector2.y = mesh->mTextureCoords[0][i].y;
                vertex.texCoord = vector2;
            }
            else {
                vertex.texCoord = glm::vec2(0, 0);
            }
    
            if (mesh->mTangents) {
                vector3.x = mesh->mTangents[i].x;
                vector3.y = mesh->mTangents[i].y;
                vector3.z = mesh->mTangents[i].z;
                vertex.tangent = vector3;
            }
    
            // Bitangent
            if (mesh->mBitangents) {
                vector3.x = mesh->mBitangents[i].x;
                vector3.y = mesh->mBitangents[i].y;
                vector3.z = mesh->mBitangents[i].z;
                vertex.bitangent = vector3;
            }
    
    
            vertices.push_back(vertex);
        }
    
        glm::vec3 min = glm::vec3(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z);
        glm::vec3 max = glm::vec3(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z);
    
        extents = (max - min) * 0.5f;
        origin = glm::vec3((min.x + max.x) / 2.0f, (min.y + max.y) / 2.0f, (min.z + max.z) / 2.0f);
    
        printf("%f,%f,%f\n", origin.x, origin.y, origin.z);
    
        return vertices;
    }
    

作为补充,如果有帮助,这是我在模型上使用的片段着色器:

#version 330 core
out vec4 FragColor;

in vec3 Normal;  
in vec3 FragPos;

uniform vec3 lightPos;
uniform vec3 viewPos;

vec3 lightColor = vec3(1,1,1);
vec3 objectColor = vec3(0.6, 0.6, 0.6);
uniform float shininess = 32.0f;
uniform vec3 material_specular = vec3(0.1f, 0.1f, 0.1f);
uniform vec3 light_specular = vec3(0.5f, 0.5f, 0.5f);

void main()
{
    // ambient
    float ambientStrength = 0.2;
    vec3 ambient = ambientStrength * lightColor;

    // diffuse 
    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(lightPos - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = diff * lightColor;

    // specular
    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);  
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
    vec3 specular = light_specular * (spec * material_specular);  

    vec3 result = (ambient + diffuse + specular) * objectColor;
    FragColor = vec4(result, 1.0);
}

这里是顶点着色器:

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;

out vec3 FragPos;
out vec3 Normal;

uniform mat4 projection; 
uniform mat4 view; 
uniform mat4 model;

uniform float scale;

void main()
{
    FragPos = vec3(model * vec4(aPos, 1.0));
    Normal = aNormal;  
    gl_Position = projection * view * vec4(FragPos, 1.0);
}

我正在尝试在Assimp中正确加载collada(dae)文件,但是法线似乎出了错。我想帮助您解决这个问题。我觉得这与我如何处理...

c++ glm-math collada assimp
1个回答
0
投票

FragPos是世界空间中的位置,因为它是由模型矩阵转换的顶点位置。 lightPosviewPos似乎也位于世界空间中。因此,也必须将法线向量aNormal从模型空间转换为世界空间。

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