opengl半角切片渲染

读取模型并进行半角切片渲染

#include <iostream>
#include <vector>
#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>

// Function to load the PLY model and extract vertex data using Assimp
void loadPLYModel(const std::string& filePath, std::vector<float>& vertices, int& volumeWidth, int& volumeHeight, int& volumeDepth) {
    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile(filePath, aiProcess_Triangulate | aiProcess_FlipUVs);

    if (!scene || !scene->HasMeshes()) {
        std::cerr << "Failed to load PLY model!" << std::endl;
        return;
    }

    // Extract vertex data from the model
    const aiMesh* mesh = scene->mMeshes[0];

    volumeWidth = mesh->mNumVertices;
    volumeHeight = 1;  // Set to 1 for simplicity (depends on your model)
    volumeDepth = 1;   // Set to 1 for simplicity (depends on your model)

    for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
        aiVector3D position = mesh->mVertices[i];
        vertices.push_back(position.x);
        vertices.push_back(position.y);
        vertices.push_back(position.z);
    }
}

// Function to create a 3D texture from vertex data
GLuint create3DTexture(const std::vector<float>& vertices, int volumeWidth, int volumeHeight, int volumeDepth) {
    GLuint textureID;
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_3D, textureID);

    // Create a 3D texture using the vertex data (we're assuming grayscale data for simplicity)
    glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB32F, volumeWidth, volumeHeight, volumeDepth, 0, GL_RGB, GL_FLOAT, vertices.data());

    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

    return textureID;
}

// Shader source code
const char* vertexShaderSource = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
out vec3 texCoord;
void main() {
    gl_Position = vec4(aPos, 1.0);
    texCoord = aPos; // Pass texture coordinates as the vertex positions
}
)";

const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
in vec3 texCoord;
uniform sampler3D texture3D;
void main() {
    // Sample the texture at the given 3D texture coordinates
    FragColor = texture(texture3D, texCoord);
}
)";

// Compile shader
GLuint compileShader(const char* source, GLenum type) {
    GLuint shader = glCreateShader(type);
    glShaderSource(shader, 1, &source, nullptr);
    glCompileShader(shader);

    int success;
    char infoLog[512];
    glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
    if (!success) {
        glGetShaderInfoLog(shader, 512, nullptr, infoLog);
        std::cerr << "Shader compilation failed: " << infoLog << std::endl;
    }
    return shader;
}

// Create shader program
GLuint createShaderProgram() {
    GLuint vertexShader = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
    GLuint fragmentShader = compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER);

    GLuint shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    int success;
    char infoLog[512];
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        std::cerr << "Program linking failed: " << infoLog << std::endl;
    }

    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    return shaderProgram;
}

// Render the texture slice based on slice index
void renderSlice(GLuint shaderProgram, GLuint textureID, int sliceIndex, int volumeDepth) {
    glUseProgram(shaderProgram);

    glBindTexture(GL_TEXTURE_3D, textureID);

    // Set texture slice index as a uniform
    glUniform1f(glGetUniformLocation(shaderProgram, "sliceIndex"), (float)sliceIndex / (float)volumeDepth);

    // Draw a quad to render the texture slice
    glBegin(GL_QUADS);
    glTexCoord3f(0.0f, 0.0f, sliceIndex / (float)volumeDepth); glVertex3f(-1.0f, -1.0f, 0.0f);
    glTexCoord3f(1.0f, 0.0f, sliceIndex / (float)volumeDepth); glVertex3f(1.0f, -1.0f, 0.0f);
    glTexCoord3f(1.0f, 1.0f, sliceIndex / (float)volumeDepth); glVertex3f(1.0f, 1.0f, 0.0f);
    glTexCoord3f(0.0f, 1.0f, sliceIndex / (float)volumeDepth); glVertex3f(-1.0f, 1.0f, 0.0f);
    glEnd();
}

int main() {
    // Initialize GLFW
    if (!glfwInit()) {
        std::cerr << "Failed to initialize GLFW!" << std::endl;
        return -1;
    }

    // Create window
    GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL 3D Texture Slicing", nullptr, nullptr);
    if (!window) {
        std::cerr << "Failed to create GLFW window!" << std::endl;
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, [](GLFWwindow*, int width, int height) {
        glViewport(0, 0, width, height);
        });

    // Initialize GLAD
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cerr << "Failed to initialize GLAD!" << std::endl;
        return -1;
    }

    // Load model and create texture
    std::vector<float> vertices;
    int volumeWidth, volumeHeight, volumeDepth;
    loadPLYModel("spotlight1.ply", vertices, volumeWidth, volumeHeight, volumeDepth);

    GLuint textureID = create3DTexture(vertices, volumeWidth, volumeHeight, volumeDepth);
    GLuint shaderProgram = createShaderProgram();

    // Main render loop
    while (!glfwWindowShouldClose(window)) {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        for (int i = 0; i < volumeDepth; ++i) {
            renderSlice(shaderProgram, textureID, i, volumeDepth);
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
    }

    // Clean up
    glDeleteTextures(1, &textureID);
    glDeleteProgram(shaderProgram);
    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}

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