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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
Languages
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Using the Assimp library

Open Asset Import Library, which can be shortened to Assimp, is a portable open source C++ library that can be used to load various popular 3D model formats in a uniform manner.

Getting ready

We will use Assimp version 5.0 for this recipe. Here is the Bootstrap JSON snippet that you can use to download it:

{
  "name": "assimp",
  "source": {
    "type": "git",
    "url": "https://github.com/assimp/assimp.git",
    "revision": "a9f82dbe0b8a658003f93c7b5108ee4521458a18"
  }
}

Before we can link to Assimp, let's disable the unnecessary functionality in CMakeLists.txt. We will only be using the .obj and .gltf 3D format importers throughout this book:

set(ASSIMP_NO_EXPORT ON CACHE BOOL "")
set(ASSIMP_BUILD_ASSIMP_TOOLS OFF CACHE BOOL "")
set(ASSIMP_BUILD_TESTS OFF CACHE BOOL "")
set(ASSIMP_INSTALL_PDB OFF CACHE BOOL "")
set(  ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT OFF CACHE BOOL "")
set(ASSIMP_BUILD_OBJ_IMPORTER ON CACHE BOOL "")
set(ASSIMP_BUILD_GLTF_IMPORTER ON CACHE BOOL "")

The full source code can be found in Chapter2/07_Assimp.

How to do it...

Let's load a 3D model from a .glft2 file via Assimp. The simplest code to do this will look like this:

  1. First, we request the library to convert any geometric primitives it might encounter into triangles:
    const aiScene* scene = aiImportFile(  "data/rubber_duck/scene.gltf",  aiProcess_Triangulate);
  2. Additionally, we do some basic error checking, as follows:
    if ( !scene || !scene->HasMeshes() ) {
      printf("Unable to load file\n");
      exit( 255 );
    }
  3. Now we can convert the loaded 3D scene into a data format that we can use to upload the model into OpenGL. For this recipe, we will only use vertex positions in vec3 format without indices:
    std::vector<vec3> positions;
    const aiMesh* mesh = scene->mMeshes[0];
    for (unsigned int i = 0; i != mesh->mNumFaces; i++) {
      const aiFace& face = mesh->mFaces[i];
      const unsigned int idx[3] = { face.mIndices[0],    face.mIndices[1], face.mIndices[2] };
  4. To keep this example as simple as possible, we can flatten all of the indices and store only the vertex positions. Swap the y and z coordinates to orient the model:
      for (int j = 0; j != 3; j++) {
         const aiVector3D v = mesh->mVertices[idx[j]];
         positions.push_back( vec3(v.x, v.z, v.y) );
      }
    }
  5. Now we can deallocate the scene pointer with aiReleaseImport(scene) and upload the content of positions[] into an OpenGL buffer:
    GLuint VAO;
    glCreateVertexArrays(1, &VAO);
    glBindVertexArray(VAO);
    GLuint meshData;
    glCreateBuffers(1, &meshData);
    glNamedBufferStorage(meshData,  sizeof(vec3) * positions.size(),  positions.data(), 0);
    glVertexArrayVertexBuffer(  VAO, 0, meshData, 0, sizeof(vec3) );
    glEnableVertexArrayAttrib(VAO, 0 );
    glVertexArrayAttribFormat(  VAO, 0, 3, GL_FLOAT, GL_FALSE, 0);
    glVertexArrayAttribBinding(VAO, 0, 0);
  6. Save the number of vertices to be used by glDrawArrays() in the main loop and render the 3D model:
    const int numVertices =  static_cast<int>(positions.size());

Here, we use the same two-pass technique from the Doing math with GLM recipe to render a wireframe 3D model on top of a solid image:

while ( !glfwWindowShouldClose(window) ) {
  ...
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  glDrawArrays(GL_TRIANGLES, 0, numVertices);
  ...
  glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  glDrawArrays(GL_TRIANGLES, 0, numVertices);
  glfwSwapBuffers(window);
  glfwPollEvents(); 
}

The output graphics should look similar to the following screenshot:

Figure 2.6 – A wireframe rubber duck

Figure 2.6 – A wireframe rubber duck

You have been reading a chapter from
3D Graphics Rendering Cookbook
Published in: Aug 2021
Publisher: Packt
ISBN-13: 9781838986193
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