OpenGL的问题与纹理的OBJ模型 [英] Opengl problem with texture in model from obj

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本文介绍了OpenGL的问题与纹理的OBJ模型的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我写小程序在OpenGL中,我有问题(纹理斜,我不知道为什么,在另一个OBJ观众这一模式的工作) 我有: http://img696.imageshack.us/i/obrazo.png/ 我想要的是 http://img88.imageshack.us/i/obraz2d.jpg/ $ C $项目C(我用魔鬼的图像):

 的#pragma一次

#包括< WINDOWS.H>
#定义GLUT_DISABLE_ATEXIT_HACK
#包括< glut.h>
#包括< GL / glu.h>
#包括< GL / gl.h>
#包括< GL / GLEXT.h>
#包括<的iostream>
#包括< CMATH>
#包括< IL / il.h>
#包括<载体>
#包括< fstream的>
#包括<字符串>
#包括< cstdlib>
#包括< sstream>
#包括< clocale>

类TextureManager
{
    结构TextureInfo {
        性病::字符串名称;
        GLuint形象;
    };

私人:
    的std ::矢量< TextureInfo>纹理;
上市:
    TextureManager(无效);
    〜TextureManager(无效);

    布尔AddTexture(标准::字符串名称,性病::字符串文件名);
    INT GetTexture(标准::字符串名);
};
TextureManager :: TextureManager(无效)
{
    ilInit();
}

TextureManager ::〜TextureManager(无效)
{

}

布尔TextureManager :: AddTexture(标准::字符串名称,性病::字符串文件名)
{
    布尔成功;
    ILuint texId;
    GLuint形象;
    ilGenImages(1,&安培; texId);
    ilBindImage(texId);
    成功= ilLoadImage((WCHAR *)fileName.c_str());
    如果(成功)
    {
        成功= ilConvertImage(IL_RGB,IL_UNSIGNED_BYTE);
        如果(!成功)
        {
            返回false;
        }
    }
    其他
    {
        返回false;
    }

    glGenTextures(1,&安培;图像);
    glBindTexture(GL_TEXTURE_2D,图像);

    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_LINEAR);
    gluBuild2DMipmaps(GL_TEXTURE_2D,3,ilGetInteger(IL_IMAGE_WIDTH),ilGetInteger(IL_IMAGE_HEIGHT),GL_RGB,GL_UNSIGNED_BYTE,ilGetData());
    ilDeleteImages(1,&安培; texId);


    TextureInfo TI;
    ti.name =名称;
    ti.image =图像;
    textures.push_back(TI);

    返回true;
}
INT TextureManager :: GetTexture(标准::字符串名称)
{
    INT大小= textures.size();
    的for(int i = 0; I<大小;我++)
    {
        如果(textures.at(我).name.compare(名称)== 0)
        {
            返回textures.at(我)在图像配;
        }
    }

    返回-1;
}
使用名字空间std;

TextureManager TM;

结构点
{
    双X,Y,Z;
};
结构正常
{
    双X,Y,Z;
};
结构三角
{
    诠释A,B,C;
    INT时,BT,CT;
    诠释一个,BN,CN;

};
结构TexCord
{
    浮动的x,y;
};
矢量<点和GT;分;
矢量<正常>法线;
矢量<三角>三角形;
矢量< TexCord> texcords;
INT W,H;
双J = 0.0;
双K = 0.0;
INT模式= 1;
布尔showNormals = FALSE;
无效setCamera(双eyex,双eyey,双EYEZ,双重的centerX,双centery,双centerz)
{
    gluLookAt(eyex,eyey,EYEZ,的centerX,centery,centerz,0,1,0);
}

无效DrawPoint(TexCord TC,点P,法线N)
{
    glTexCoord2f(tc.x,tc.y);
    glNormal3f(n.x的,N.Y,n.z);
    glVertex3f(p.x,p.y,p.z);
}

无效DrawNormal(点P,法线N)
{
    glPushMatrix();
    glTranslated(p.x,p.y,p.z);
    在glBegin(GL_LINES);
    glVertex3f(0,0,0);
    glVertex3f(n.x的* 2,N.Y * 2,* n.z 2);
    glEnd();
    glPopMatrix();
}

无效processNormalKeys(无符号字符键,诠释的x,int y)对{

    如果(关键== 27)
        出口(0);
    如果(关键=='Q')
    {
        模式= 0;
    }
    如果(关键=='W')
    {
        模式= 1;
    }
    如果(关键=='A')
    {
        的k  -  = 0.1;
    }
    如果(关键=='S')
    {
        K + = 0.1;
    }
    如果(关键=='Z')
    {
        的J  -  = 0.1;
    }
    如果(关键==X)
    {
        J + = 0.1;
    }
    如果(关键=='N')
    {
        如果(showNormals ==真)
        {
            showNormals = FALSE;
        }
        其他
        {
            showNormals = TRUE;
        }
    }
    glutPostRedisplay();
}


无效renderScene(无效){
    //j+=0.0005;
    glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
    gluPerspective(60,(GLfloat)瓦特/(GLfloat)H,1.0,100.0);
    setCamera(15 * SIN(j)中,15 * COS(k)时,15 * COS(j)条* SIN(k)时,0,0,0);
    glMatrixMode(GL_MODELVIEW);

    过glEnable(GL_DEPTH_TEST);
    过glEnable(GL_LIGHTING);
    //过glEnable(GL_LIGHT0);

    浮环境[] = {1.0,1.0,1.0,0.0};
    浮动扩散[] = {1.0,1.0,1.0,1.0};
    浮动位置[] = {25.0,25.0,25.0,1.0};


    glLightfv(GL_LIGHT0,GL_AMBIENT,弥​​漫性);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,弥漫性);
    glLightfv(GL_LIGHT0,GL_POSITION,位置);

    过glEnable(GL_DEPTH_TEST);
    过glEnable(GL_LIGHTING);
    过glEnable(GL_LIGHT0);
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0,0.0,0.0,1.0F);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    过glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D,tm.GetTexture(特));
    如果(模式== 0)
    {
    在glBegin(GL_TRIANGLES);
    }
    其他
    {
    在glBegin(GL_LINES);
    }
    的for(int i = 0; I< triangles.size();我++)
    {
        //双R =兰特()/(双)RAND_MAX;
        // glColor3f(R,R,R);


        DrawPoint(texcords [三角形[I]。CT-1],点[三角形[I]的.c-1],法线[三角形[I]的.cn-1]);
        DrawPoint(texcords [三角形[I]。BT-1],点[三角形[i]于.B-1],法线[三角形[i]于.bn-1]);
        DrawPoint(texcords [三角形[i]于.AT-1],点[三角形[i]于.A-1],法线[三角形[I]。一种-1]);
    }
    glEnd();
    glDisable(GL_TEXTURE_2D);
    如果(showNormals ==真)
    {
        glDisable(GL_LIGHTING);
        glDisable(GL_LIGHT0);
        glColor3f(1,0.5f,0.25f);
        的for(int i = 0; I< points.size();我++)
        {
            DrawNormal(点[I],法线[I]);
        }
    }
    glFlush();
    glutSwapBuffers();
}
无效重塑(INT宽度,高度INT){
    W =宽度; H =高度;
    glViewport(0,0,(GLsizei)宽度,(GLsizei)高度);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60,(GLfloat)宽度/(GLfloat)高度,1.0,100.0);

    glMatrixMode(GL_MODELVIEW);

}

无效更新(int值){
    J + = 0.1F;


    glutPostRedisplay(); //告诉GLUT的一幕发生了变化

    //告诉GLUT调用更新又在25毫秒
   // glutTimerFunc(100,更新,0);
}

INT主(INT ARGC,字符** argv的){



    矢量<正常> * NN =安培;法线;
    矢量<点和GT; * PP =放大器;点;
    矢量<三角> * TT =安培;三角形;
    矢量< TexCord> * TTCC =安培; texcords;
    glutInit(安培; ARGC,ARGV);
    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
    glutInitWindowPosition(100,100);
    glutInitWindowSize(320320);
    glutCreateWindow(模型视图);


    glutKeyboardFunc(processNormalKeys);


    glutDisplayFunc(renderScene);
    // glutIdleFunc(renderScene);
    glutReshapeFunc(重塑);

        ifstream的F;
    串CMD;

    f.open(model.obj);




     如果(f.is_open())
  {
    而(!f.eof())
    {
        F>>在cmd;
        如果(CMD ==V)
        {
            点p;
            F>> p.x;
            F>> p.y;
            F>> p.z;
            points.push_back(对);
        }
        如果(CMD ==VN)
        {
            普通N;
            F>> n.x的;
            F>> N.Y;
            F>> n.z;
            normals.push_back(N);
        }
        如果(CMD ==VT)
        {
            TexCord TC;
            F>> tc.x;
            F>> tc.y;
            texcords.push_back(TC);
        }
        如果(CMD ==F)
        {

            三角吨;
            字符串str;
            串pointStr,normalStr,cordStr;
            字符串分隔符(/);
            INT POS,POS2;
            stringstream的SS(字符串流::在| stringstream的::出来);

            F>> STR;
            POS = str.find(分隔符);

            pointStr = str.substr(0,POS);
            cordStr = str.substr(POS + delimeter.length());
            POS2 = cordStr.find(分隔符);
            normalStr = cordStr.substr(POS2 + delimeter.length());
            cordStr = cordStr.substr(0,POS2);
            SS<< pointStr;
            SS>> T.A;
            ss.clear();
            SS<< normalStr;
            SS>> t.an;
            ss.clear();
            SS<< cordStr;
            SS>> t.at;
            ss.clear();

            F>> STR;
            POS = str.find(分隔符);

            pointStr = str.substr(0,POS);
            cordStr = str.substr(POS + delimeter.length());
            POS2 = cordStr.find(分隔符);
            normalStr = cordStr.substr(POS2 + delimeter.length());
            cordStr = cordStr.substr(0,POS2);
            SS<< pointStr;
            SS>> t.b;
            ss.clear();
            SS<< normalStr;
            SS>> t.bn;
            ss.clear();
            SS<< cordStr;
            SS>> t.bt;
            ss.clear();

            F>> STR;
            POS = str.find(分隔符);

            pointStr = str.substr(0,POS);
            cordStr = str.substr(POS + delimeter.length());
            POS2 = cordStr.find(分隔符);
            normalStr = cordStr.substr(POS2 + delimeter.length());
            cordStr = cordStr.substr(0,POS2);
            SS<< pointStr;
            SS>> T.C;
            ss.clear();
            SS<< normalStr;
            SS>> t.cn;
            ss.clear();
            SS<< cordStr;
            SS>> t.ct;
            ss.clear();

            triangles.push_back(T);

        }
        CMD =;
    }

    f.close(); }
     tm.AddTexture(特克斯,texture.png);
    // glutTimerFunc(100,更新,0);

    glutMainLoop();
}
 

解决方案

我觉得我只是推了你的点开始载体的虚拟点,并留下点参考文献1为主。我还摆脱了,而(!in.eof()),这将正常读取的最后一行的两倍。最后,我想用几个重载运营商GT;> 读取大部分数据,给人一种结果看起来是这样的:

 的#include<区域>
#包括<载体>
#包括< sstream>
#包括<字符串>
#包括< fstream的>

/ *变更为#如果0正常编译:* /
#如果1
结构三角{浮起,一,空管,B,BN,BTC,C,CN,CTC; };
结构的Vector2D {浮动的x,y; };
结构的Vector3D {浮法X,Y,Z; };

的std ::矢量<三角>三角形;
的std ::矢量<&的Vector3D GT;点,法线;
的std ::矢量<&的Vector2D GT; texcords;
#ENDIF

命名空间{
结构slashsep:性病:: CTYPE<焦炭> {
    slashsep():的std :: CTYPE<烧焦>(get_table()){}

    静态的std :: ctype_base ::面具常量* get_table(){
        静态的std ::矢量<的std :: ctype_base ::面膜>
            RC(ST​​D :: CTYPE<烧焦> :: table_size,性病:: ctype_base ::面膜());

        RC ['/'] =的std :: ctype_base ::空间; //款待/作为数字之间的隔板。
        RC [''] =的std :: ctype_base ::空间;
        RC ['\ N'] =的std :: ctype_base ::空间;
        RC ['\ t'] =的std :: ctype_base ::空间;
        返回和放大器; RC [0];
    }
};

的std :: istream的&放大器;运营商GT;>(的std :: istream的&放大器;而在三角和放大器;三角形){
    的std ::字符串str;

    的std ::函数getline(中,STR);
    的std :: istringstream温度(STR);
    slashsep禄;
    temp.imbue(性病::区域设置(标准::区域设置(),放大器; LOC));

    温度>> triangle.a>> triangle.an>> triangle.atc;
    温度>> triangle.b>> triangle.bn>> triangle.btc;
    温度>> triangle.c>> triangle.cn>> triangle.ctc;
    返回;
}

的std :: istream的&放大器;运营商GT;>(的std :: istream的&放大器;而在,的Vector3D和放大器; 5){
    返回>> V.X>> V.Y>> V.Z;
}

的std :: istream的&放大器;运营商GT;>(的std :: istream的&放大器;而在,的Vector2D和放大器; 5){
    返回>> V.X>> V.Y;
}
}

布尔read_obj(标准::字符串常量和放大器;文件名){
    points.clear();
    points.push_back(的Vector3D());
    triangles.clear();

    的std :: ifstream的在(fileName.c_str());
    标准::字符串CMD;

    如果(!in.is_open())
        返回false;

    而(在>> CMD){
        如果(CMD ==V){
            的Vector3D载体;
            在>>向量;
            points.push_back(向量);
        }
        如果(CMD ==VT){
            的Vector2D texcord;
            在>> texcord;
            texcords.push_back(texcord);
        }
        如果(CMD ==VN){
            的Vector3D正常;
            在>>正常;
            normals.push_back(正常);
        }
        如果(CMD ==F){
            三角三角;
            在>>三角形;
            triangles.push_back(三角形);
        }
    }
    返回true;
}
 

一个小问题:在使用的语言环境来治疗'/'作为数字之间的分隔符工程OBJ的具体变量,你看,它会的没有的工作文件包含行这样的:

  F A // B C // D E //˚F
 

不过,总的想法(大多数的阅读与运营商GT;> )。当/如果你决定提升其处理这种变体的格式将被罚款

编辑:我想我只是意识到了问题的一部分。在code阅读面应该是这样的:

 温度>> triangle.a>> triangle.atc>> triangle.an;
温度>> triangle.b>> triangle.btc>> triangle.bn;
温度>> triangle.c>> triangle.ctc>> triangle.cn;
 

也就是说,在该文件中,它设置为顶点/ TEXCOORD /正常的,但你的code和我的previous以上版本试图读取它的顶点/正常/ TEXCOORD)。一旦code被安排这样一来,核对参考使问题相当明显。

I writing small program in OpenGL, and I have problem ( textures are skew, and I dont know why, this model work in another obj viewer) What I have: http://img696.imageshack.us/i/obrazo.png/ What I want http://img88.imageshack.us/i/obraz2d.jpg/ Code of project (I use devil for images):

#pragma once

#include <windows.h>              
#define GLUT_DISABLE_ATEXIT_HACK  
#include <glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
#include <GL/GLEXT.h>
#include <iostream>
#include <cmath>
#include <IL/il.h>
#include <vector>
#include <fstream>
#include <string>
#include <cstdlib>
#include <sstream>
#include <clocale>

class TextureManager
{
    struct TextureInfo{
        std::string name;
        GLuint image;
    };

private:
    std::vector<TextureInfo> textures;
public:
    TextureManager(void);
    ~TextureManager(void);

    bool AddTexture(std::string name, std::string fileName);
    int GetTexture(std::string name);
};
TextureManager::TextureManager(void)
{
    ilInit();
}

TextureManager::~TextureManager(void)
{

}

bool TextureManager::AddTexture(std::string name, std::string fileName)
{
    bool success;
    ILuint texId;
    GLuint image;
    ilGenImages(1, &texId);
    ilBindImage(texId);
    success = ilLoadImage((WCHAR*)fileName.c_str());
    if(success)
    {
        success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE); 
        if(!success)
        {   
            return false;
        }
    }
    else
    {
        return false;
    }

    glGenTextures(1, &image);
    glBindTexture(GL_TEXTURE_2D, image);

    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_LINEAR);
    gluBuild2DMipmaps( GL_TEXTURE_2D, 3, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT),GL_RGB, GL_UNSIGNED_BYTE, ilGetData());
    ilDeleteImages(1, &texId); 


    TextureInfo ti;
    ti.name = name;
    ti.image = image;
    textures.push_back(ti);

    return true;
}
int TextureManager::GetTexture(std::string name)
{
    int size = textures.size();
    for(int i=0;i<size;i++)
    {
        if(textures.at(i).name.compare(name) == 0)
        {
            return textures.at(i).image;
        }
    }

    return -1;
}
using namespace std;

TextureManager tm;

struct Point
{
    double x,y,z;
};
struct Normal
{
    double x,y,z;
};
struct Triangle
{
    int a,b,c;
    int at,bt,ct;
    int an,bn,cn;

};
struct TexCord
{
    float x,y;
};
vector<Point> points;
vector<Normal> normals;
vector<Triangle> triangles;
vector<TexCord> texcords;
int w,h;
double j = 0.0;
double k = 0.0;
int mode = 1;
bool showNormals = false;
void setCamera(double eyex,double eyey, double eyez, double centerx, double centery, double centerz)
{
    gluLookAt(eyex,eyey,eyez,centerx,centery,centerz,0,1,0);
}

void DrawPoint(TexCord tc,Point p,Normal n)
{
    glTexCoord2f(tc.x,tc.y);
    glNormal3f(n.x,n.y,n.z); 
    glVertex3f(p.x,p.y,p.z);
}

void DrawNormal(Point p,Normal n)
{
    glPushMatrix();
    glTranslated(p.x,p.y,p.z);
    glBegin(GL_LINES);
    glVertex3f(0,0,0);
    glVertex3f(n.x*2,n.y*2,n.z*2);
    glEnd();
    glPopMatrix();
}

void processNormalKeys(unsigned char key, int x, int y) {

    if (key == 27) 
        exit(0);
    if (key == 'q')
    {
        mode = 0;
    }
    if (key == 'w')
    {
        mode = 1;
    }
    if (key == 'a')
    {
        k -= 0.1;
    }
    if (key == 's')
    {
        k += 0.1;
    }   
    if (key == 'z')
    {
        j -= 0.1;
    }
    if (key == 'x')
    {
        j += 0.1;
    }   
    if (key == 'n')
    {
        if(showNormals == true)
        {
            showNormals = false;
        }
        else
        {
            showNormals = true;
        }
    }
    glutPostRedisplay();
}


void renderScene(void) {
    //j+=0.0005;
    glMatrixMode(GL_PROJECTION); 
        glLoadIdentity(); 
    gluPerspective(60, (GLfloat)w / (GLfloat)h, 1.0, 100.0); 
    setCamera(15*sin(j),15*cos(k),15*cos(j)*sin(k),0,0,0);
    glMatrixMode(GL_MODELVIEW);  

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    //glEnable(GL_LIGHT0);

    float ambient[]={ 1.0, 1.0, 1.0, 0.0};
    float diffuse[]={1.0, 1.0, 1.0, 1.0};
    float position[]={25.0,25.0, 25.0, 1.0};


    glLightfv(GL_LIGHT0, GL_AMBIENT, diffuse);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_POSITION, position);

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, tm.GetTexture("tex"));
    if(mode ==  0 )
    {
    glBegin(GL_TRIANGLES);
    }
    else
    {
    glBegin(GL_LINES);
    }
    for(int i=0;i<triangles.size();i++)
    {
        //double r =  rand()/(double)RAND_MAX;
        //glColor3f(r,r,r);


        DrawPoint(texcords[triangles[i].ct-1],points[triangles[i].c-1],normals[triangles[i].cn-1]);
        DrawPoint(texcords[triangles[i].bt-1],points[triangles[i].b-1],normals[triangles[i].bn-1]);
        DrawPoint(texcords[triangles[i].at-1],points[triangles[i].a-1],normals[triangles[i].an-1]);
    }
    glEnd();
    glDisable(GL_TEXTURE_2D);
    if(showNormals == true)
    {
        glDisable(GL_LIGHTING);
        glDisable(GL_LIGHT0);
        glColor3f(1,0.5f,0.25f);
        for(int i = 0;i<points.size();i++)
        {
            DrawNormal(points[i],normals[i]);
        }
    }
    glFlush();
    glutSwapBuffers();
}
void reshape (int width, int height) {  
    w = width; h = height;
    glViewport(0, 0, (GLsizei)width, (GLsizei)height);
    glMatrixMode(GL_PROJECTION);  
    glLoadIdentity(); 
    gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); 

    glMatrixMode(GL_MODELVIEW);   

}  

void update(int value) {
    j += 0.1f;


    glutPostRedisplay(); //Tell GLUT that the scene has changed

    //Tell GLUT to call update again in 25 milliseconds
   // glutTimerFunc(100, update, 0);
}

int main(int argc, char **argv) {



    vector<Normal> *nn = &normals;
    vector<Point> *pp = &points;
    vector<Triangle> *tt = &triangles;
    vector<TexCord> *ttcc = &texcords;
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
    glutInitWindowPosition(100,100);
    glutInitWindowSize(320,320);
    glutCreateWindow("Model view");


    glutKeyboardFunc(processNormalKeys);


    glutDisplayFunc(renderScene);
    //glutIdleFunc(renderScene);
    glutReshapeFunc(reshape);

        ifstream f;
    string cmd;

    f.open ("model.obj");




     if (f.is_open())
  { 
    while(!f.eof())
    {
        f>>cmd;
        if(cmd=="v")
        {
            Point p;
            f>>p.x;
            f>>p.y;
            f>>p.z;
            points.push_back(p);
        }
        if(cmd=="vn")
        {
            Normal n;
            f>>n.x;
            f>>n.y;
            f>>n.z;
            normals.push_back(n);
        }
        if(cmd=="vt")
        {
            TexCord tc;
            f>>tc.x;
            f>>tc.y;
            texcords.push_back(tc);
        }
        if(cmd=="f")
        {

            Triangle t;
            string str;
            string pointStr,normalStr,cordStr;
            string delimeter("/");
            int pos,pos2;
            stringstream ss (stringstream::in | stringstream::out);

            f>>str;
            pos = str.find(delimeter);

            pointStr = str.substr(0,pos);
            cordStr = str.substr(pos+delimeter.length());
            pos2 = cordStr.find(delimeter);
            normalStr = cordStr.substr(pos2+delimeter.length());
            cordStr = cordStr.substr(0,pos2);
            ss<<pointStr;
            ss>>t.a;
            ss.clear();
            ss<<normalStr;
            ss>>t.an;
            ss.clear();
            ss<<cordStr;
            ss>>t.at;
            ss.clear();

            f>>str;
            pos = str.find(delimeter);

            pointStr = str.substr(0,pos);
            cordStr = str.substr(pos+delimeter.length());
            pos2 = cordStr.find(delimeter);
            normalStr = cordStr.substr(pos2+delimeter.length());
            cordStr = cordStr.substr(0,pos2);
            ss<<pointStr;
            ss>>t.b;
            ss.clear();
            ss<<normalStr;
            ss>>t.bn;
            ss.clear();
            ss<<cordStr;
            ss>>t.bt;
            ss.clear();

            f>>str;
            pos = str.find(delimeter);

            pointStr = str.substr(0,pos);
            cordStr = str.substr(pos+delimeter.length());
            pos2 = cordStr.find(delimeter);
            normalStr = cordStr.substr(pos2+delimeter.length());
            cordStr = cordStr.substr(0,pos2);
            ss<<pointStr;
            ss>>t.c;
            ss.clear();
            ss<<normalStr;
            ss>>t.cn;
            ss.clear();
            ss<<cordStr;
            ss>>t.ct;
            ss.clear();

            triangles.push_back(t);

        }
        cmd = "";
    }

    f.close();  }
     tm.AddTexture("tex","texture.png");
    //glutTimerFunc(100, update, 0); 

    glutMainLoop();
}

解决方案

I think I'd just push a dummy point on the beginning of your points vector, and leave the point references 1-based. I'd also get rid of the while (!in.eof()), which will normally read the last line twice. Finally, I'd use a few overloads of operator>> to read most of the data, giving a result that looked something like this:

#include <locale>
#include <vector>
#include <sstream>
#include <string>
#include <fstream>

/* change to "#if 0" for normal compilation: */
#if 1
struct Triangle { float a, an, atc, b, bn, btc, c, cn, ctc; };
struct Vector2d { float x, y; };
struct Vector3d { float x, y, z; };

std::vector<Triangle> triangles;
std::vector<Vector3d> points, normals;
std::vector<Vector2d> texcords;
#endif

namespace { 
struct slashsep: std::ctype<char> {
    slashsep(): std::ctype<char>(get_table()) {}

    static std::ctype_base::mask const* get_table() {
        static std::vector<std::ctype_base::mask> 
            rc(std::ctype<char>::table_size,std::ctype_base::mask());

        rc['/'] = std::ctype_base::space; // Treat '/' as a separator between numbers.
        rc[' '] = std::ctype_base::space;
        rc['\n'] = std::ctype_base::space;
        rc['\t'] = std::ctype_base::space;
        return &rc[0];
    }
};

std::istream &operator>>(std::istream &in, Triangle &triangle) { 
    std::string str;

    std::getline(in, str);
    std::istringstream temp(str);
    slashsep loc;
    temp.imbue(std::locale(std::locale(), &loc));

    temp >> triangle.a >> triangle.an >> triangle.atc;
    temp >> triangle.b >> triangle.bn >> triangle.btc;
    temp >> triangle.c >> triangle.cn >> triangle.ctc;
    return in;
}

std::istream &operator>>(std::istream &in, Vector3d &v) { 
    return in >> v.x >> v.y >> v.z;
}

std::istream &operator>>(std::istream &in, Vector2d &v) { 
    return in >> v.x >> v.y;
}
}

bool read_obj(std::string const &fileName) { 
    points.clear();
    points.push_back(Vector3d());
    triangles.clear();

    std::ifstream in(fileName.c_str());
    std::string cmd;

    if (!in.is_open())
        return false;

    while(in>>cmd) {
        if(cmd=="v") {
            Vector3d vector;
            in >> vector;
            points.push_back(vector);
        }
        if(cmd=="vt") {
            Vector2d texcord;
            in >> texcord;
            texcords.push_back(texcord);
        }
        if(cmd=="vn"){
            Vector3d normal;
            in >> normal;
            normals.push_back(normal);
        }
        if(cmd=="f") {
            Triangle triangle;
            in >> triangle;
            triangles.push_back(triangle);
        }
    }
    return true;
}

One minor point: while using the locale to treat '/' as a separator between numbers works for the specific variant of OBJ that you're looking at, it will not work for files that contain lines like:

f a//b c//d e//f

Nonetheless, the general idea (most reading with operator>>) will be fine when/if you decide to enhance it to handle this variant of the format.

Edit: I think I just realized part of the problem. The code to read a face should be like this:

temp >> triangle.a >> triangle.atc >> triangle.an;
temp >> triangle.b >> triangle.btc >> triangle.bn;
temp >> triangle.c >> triangle.ctc >> triangle.cn;

I.e., in the file, it's arranged as vertex/texcoord/normal, but your code and my previous version above tried to read it as vertex/normal/texcoord). Once the code was arranged this way, checking against a reference made the problem fairly obvious.

这篇关于OpenGL的问题与纹理的OBJ模型的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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