要在OpenGL中显示OBJ文件,您需要遵循以下步骤:
1. 读取OBJ文件并将其解析为顶点和面。
2. 创建一个OpenGL程序对象,并将其编译和链接为一个可执行程序。
3. 创建一个OpenGL窗口,并将其设置为显示3D场景。
4. 在OpenGL中设置透视投影,以便您可以正确地呈现3D场景。
5. 将OBJ文件中的顶点数据加载到OpenGL缓冲区中。
6. 使用OpenGL顶点缓冲区对象(VBO)和索引缓冲区对象(IBO)来呈现OBJ文件的面。
7. 在OpenGL窗口中呈现OBJ文件。
下面是一个简单的示例代码,可以读取OBJ文件并在OpenGL窗口中呈现它:
```c++
#include <iostream>
#include <fstream>
#include <sstream>
#include <vector>
#include <GL/glew.h>
#include <GL/glut.h>
using namespace std;
// ObjLoader类用于读取和解析OBJ文件
class ObjLoader {
public:
ObjLoader(const string& filename);
~ObjLoader();
vector<float> vertices;
vector<unsigned int> indices;
};
ObjLoader::ObjLoader(const string& filename) {
ifstream in(filename);
string line;
while (getline(in, line)) {
istringstream iss(line);
string token;
iss >> token;
if (token == "v") {
float x, y, z;
iss >> x >> y >> z;
vertices.push_back(x);
vertices.push_back(y);
vertices.push_back(z);
} else if (token == "f") {
unsigned int i1, i2, i3;
iss >> i1 >> i2 >> i3;
indices.push_back(i1 - 1);
indices.push_back(i2 - 1);
indices.push_back(i3 - 1);
}
}
}
ObjLoader::~ObjLoader() {}
// OpenGL程序对象
GLuint program;
// 窗口大小
int width = 800, height = 600;
// ObjLoader对象
ObjLoader* objLoader;
// 初始化OpenGL
void init() {
// 创建和编译着色器
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
const char* vsCode = "#version 330\n"
"layout(location = 0) in vec3 position;\n"
"uniform mat4 modelViewProjectionMatrix;\n"
"void main() {\n"
" gl_Position = modelViewProjectionMatrix * vec4(position, 1.0);\n"
"}";
glShaderSource(vs, 1, &vsCode, NULL);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
const char* fsCode = "#version 330\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}";
glShaderSource(fs, 1, &fsCode, NULL);
glCompileShader(fs);
// 创建OpenGL程序对象
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glBindAttribLocation(program, 0, "position");
glLinkProgram(program);
// 加载OBJ文件
objLoader = new ObjLoader("model.obj");
// 创建并绑定顶点缓冲区对象
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, objLoader->vertices.size() * sizeof(float), &objLoader->vertices[0], GL_STATIC_DRAW);
// 创建并绑定索引缓冲区对象
GLuint ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, objLoader->indices.size() * sizeof(unsigned int), &objLoader->indices[0], GL_STATIC_DRAW);
// 启用顶点属性数组
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
// 设置透视投影
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)width / (double)height, 0.1, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
// 渲染OpenGL场景
void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
// 计算模型视图投影矩阵
GLfloat mvpMatrix[16];
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, mvpMatrix);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(45.0, (double)width / (double)height, 0.1, 100.0);
glGetFloatv(GL_PROJECTION_MATRIX, &mvpMatrix[16]);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(mvpMatrix);
// 绘制OBJ文件
glDrawElements(GL_TRIANGLES, objLoader->indices.size(), GL_UNSIGNED_INT, NULL);
glPopMatrix();
glutSwapBuffers();
}
// 调整窗口大小
void reshape(int w, int h) {
width = w;
height = h;
glViewport(0, 0, width, height);
}
// 主函数
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutCreateWindow("OBJ Viewer");
glewInit();
init();
glutDisplayFunc(render);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
```
这个示例代码使用了GLUT和GLEW库,您需要在编译和链接时包含这些库。