Как я могу пофиксить загрузку моделей через Assimp в моём движке на OpenGL?

Рейтинг: 0Ответов: 0Опубликовано: 11.08.2025

Это мой код:

int init() {
    GLFWwindow* window = Window::createWindow(800, 600, "OpenGL");
    if (!window) return -1;

    if (!Window::initGLAD()) {
        Window::terminate();
        return -1;
    }

    

    Window::setFramebufferSizeCallback(window, framebuffer_size_callback);
    Window::setScrollCallback(window, scroll_callback);
    Window::setInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    Input input(window);
    glfwSetWindowUserPointer(window, &input);

    #ifdef __APPLE__
    Shader modelShader("resources/shaders/shader.vert", "resources/shaders/shader.frag");
    #else
    Shader modelShader("resources/shaders/shader.vert", "resources/shaders/shader.frag");
    #endif
    
    // Загружаем 3D модель
    #ifdef __APPLE__
    Model ourModel("resources/models/backpack/backpack.obj");
    #else
    Model ourModel("resources/models/backpack/backpack.obj");
    #endif
    

    glEnable(GL_DEPTH_TEST);

    while (!glfwWindowShouldClose(window)) {
        float currentFrame = static_cast<float>(glfwGetTime());
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        input.update();

        if (input.isKeyHeld(GLFW_KEY_W)) camera.ProcessKeyboard(FORWARD, deltaTime);
        if (input.isKeyHeld(GLFW_KEY_S)) camera.ProcessKeyboard(BACKWARD, deltaTime);
        if (input.isKeyHeld(GLFW_KEY_A)) camera.ProcessKeyboard(LEFT, deltaTime);
        if (input.isKeyHeld(GLFW_KEY_D)) camera.ProcessKeyboard(RIGHT, deltaTime);

        double dx, dy;
        input.getMouseDelta(dx, dy);
        camera.ProcessMouseMovement(dx, dy);

        if (input.getScrollOffset() != 0.0) {
            camera.ProcessMouseScroll(input.getScrollOffset());
        }

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Преобразования для модели
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
        glm::mat4 view = camera.GetViewMatrix();
        
        modelShader.use();
        modelShader.setMat4("projection", projection);
        modelShader.setMat4("view", view);

        // Рендерим модель
        glm::mat4 model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); // Позиция модели
        model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f)); // Масштаб модели
        model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.0f, 1.0f, 0.0f)); // Вращение модели
        modelShader.setMat4("model", model);
        ourModel.Draw(modelShader);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    Window::terminate();
    return 0;
}

-init.cpp

#ifndef MESH_H
#define MESH_H

#include <glad/glad.h> // holds all OpenGL type declarations

#include "libs/glm/glm.hpp"
#include "libs/glm/gtc/matrix_transform.hpp"
#include "scr/Visual/shader.h"

#include <string>
#include <vector>

using namespace std;

#define MAX_BONE_INFLUENCE 4

struct Vertex {
    // position
    glm::vec3 Position;
    // normal
    glm::vec3 Normal;
    // texCoords
    glm::vec2 TexCoords;
    // tangent
    glm::vec3 Tangent;
    // bitangent
    glm::vec3 Bitangent;
    //bone indexes which will influence this vertex
    int m_BoneIDs[MAX_BONE_INFLUENCE];
    //weights from each bone
    float m_Weights[MAX_BONE_INFLUENCE];
};

struct MeshTexture {
    unsigned int id;
    string type;
    string path;
};


class Mesh {
public:
    // mesh Data
    vector<Vertex>       vertices;
    vector<unsigned int> indices;
    vector<MeshTexture> textures;
    unsigned int VAO;

    // constructor
    Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<MeshTexture> textures)
    {
        this->vertices = vertices;
        this->indices = indices;
        this->textures = textures;

        // now that we have all the required data, set the vertex buffers and its attribute pointers.
        setupMesh();
    }

    // render the mesh
    void Draw(Shader &shader) 
    {
        // bind appropriate textures
        unsigned int diffuseNr  = 1;
        unsigned int specularNr = 1;
        unsigned int normalNr   = 1;
        unsigned int heightNr   = 1;
        for (unsigned int i = 0; i < textures.size(); i++) {
            glActiveTexture(GL_TEXTURE0 + i);
            std::string number;
            std::string name = textures[i].type;
            if (name == "texture_diffuse")
                number = std::to_string(diffuseNr++);
            else if (name == "texture_specular")
                number = std::to_string(specularNr++);
            else if (name == "texture_normal")
                number = std::to_string(normalNr++);
            else if (name == "texture_height")
                number = std::to_string(heightNr++);
        
            glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
            glBindTexture(GL_TEXTURE_2D, textures[i].id);
        }

        
        // draw mesh
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);

        // always good practice to set everything back to defaults once configured.
        glActiveTexture(GL_TEXTURE0);
    }

private:
    // render data 
    unsigned int VBO, EBO;

    // initializes all the buffer objects/arrays
    void setupMesh()
    {
        // create buffers/arrays
        glGenVertexArrays(1, &VAO);
        glGenBuffers(1, &VBO);
        glGenBuffers(1, &EBO);

        glBindVertexArray(VAO);
        // load data into vertex buffers
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        // A great thing about structs is that their memory layout is sequential for all its items.
        // The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
        // again translates to 3/2 floats which translates to a byte array.
        glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);  

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);

        // set the vertex attribute pointers
        // vertex Positions
        glEnableVertexAttribArray(0);   
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
        // vertex normals
        glEnableVertexAttribArray(1);   
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
        // vertex texture coords
        glEnableVertexAttribArray(2);   
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
        // vertex tangent
        glEnableVertexAttribArray(3);
        glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
        // vertex bitangent
        glEnableVertexAttribArray(4);
        glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
        // ids
        glEnableVertexAttribArray(5);
        glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));

        // weights
        glEnableVertexAttribArray(6);
        glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
        glBindVertexArray(0);
    }
};
#endif

-mesh.h

#ifndef MODEL_H
#define MODEL_H

#include <glad/glad.h>
#include "libs/glm/glm.hpp"
#include "libs/glm/gtc/matrix_transform.hpp"
#include "libs/stb_image/stb_image.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>

#include "mesh.h"
#include <scr/Visual/shader.h>

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
#include <algorithm>

#ifndef RESOURCE_DIR
#error "RESOURCE_DIR is not defined! Set it in CMakeLists.txt"
#endif

using namespace std;

unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);

static std::string normalizePath(std::string path) {
    std::replace(path.begin(), path.end(), '\\', '/');
    return path;
}

class Model {
public:
    vector<MeshTexture> textures_loaded;
    vector<Mesh> meshes;
    string directory;
    bool gammaCorrection;

    Model(string const &path, bool gamma = false) : gammaCorrection(gamma) {
        loadModel(path);
    }

    void Draw(Shader &shader) {
        for (unsigned int i = 0; i < meshes.size(); i++)
            meshes[i].Draw(shader);
    }

private:
    void loadModel(string const &path) {
        std::string fullPath = getFullPath(path);
        
        Assimp::Importer importer;
        const aiScene* scene = importer.ReadFile(fullPath, aiProcess_Triangulate | aiProcess_GenSmoothNormals |
                                                     aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
        if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
            cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
            cout << "Tried path: " << fullPath << endl;
            return;
        }
        
        directory = getDirectory(fullPath);
        processNode(scene->mRootNode, scene);
    }
    
    std::string getFullPath(const std::string& path) {
        std::string fullPath = std::string(RESOURCE_DIR) + "/" + path;
        if (std::ifstream(fullPath).good()) {
            return fullPath;
        }
        return path;
    }
    
    std::string getDirectory(const std::string& path) {
        size_t lastSlash = path.find_last_of("/\\");
        if (lastSlash != std::string::npos) {
            return path.substr(0, lastSlash);
        }
        return ".";
    }

    void processNode(aiNode *node, const aiScene *scene) {
        for (unsigned int i = 0; i < node->mNumMeshes; i++) {
            aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
            meshes.push_back(processMesh(mesh, scene));
        }
        for (unsigned int i = 0; i < node->mNumChildren; i++) {
            processNode(node->mChildren[i], scene);
        }
    }

    Mesh processMesh(aiMesh *mesh, const aiScene *scene) {
        vector<Vertex> vertices;
        vector<unsigned int> indices;
        vector<MeshTexture> textures;

        for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
            Vertex vertex{};
            glm::vec3 vector;
            vector.x = mesh->mVertices[i].x;
            vector.y = mesh->mVertices[i].y;
            vector.z = mesh->mVertices[i].z;
            vertex.Position = vector;

            if (mesh->HasNormals()) {
                vector.x = mesh->mNormals[i].x;
                vector.y = mesh->mNormals[i].y;
                vector.z = mesh->mNormals[i].z;
                vertex.Normal = vector;
            }

            if (mesh->mTextureCoords[0]) {
                glm::vec2 vec;
                vec.x = mesh->mTextureCoords[0][i].x;
                vec.y = mesh->mTextureCoords[0][i].y;
                vertex.TexCoords = vec;

                vector.x = mesh->mTangents[i].x;
                vector.y = mesh->mTangents[i].y;
                vector.z = mesh->mTangents[i].z;
                vertex.Tangent = vector;

                vector.x = mesh->mBitangents[i].x;
                vector.y = mesh->mBitangents[i].y;
                vector.z = mesh->mBitangents[i].z;
                vertex.Bitangent = vector;
            } else {
                vertex.TexCoords = glm::vec2(0.0f, 0.0f);
            }

            vertices.push_back(vertex);
        }

        for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
            aiFace face = mesh->mFaces[i];
            for (unsigned int j = 0; j < face.mNumIndices; j++)
                indices.push_back(face.mIndices[j]);
        }

        aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
        vector<MeshTexture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
        textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
        vector<MeshTexture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
        textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
        vector<MeshTexture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
        textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
        vector<MeshTexture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
        textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());

        return Mesh(vertices, indices, textures);
    }

    vector<MeshTexture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName) {
        vector<MeshTexture> textures;
        for (unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
            aiString str;
            mat->GetTexture(type, i, &str);

            std::string texturePath = normalizePath(std::string(str.C_Str()));
            bool skip = false;
            for (const auto &loadedTex : textures_loaded) {
                if (loadedTex.path == texturePath) {
                    textures.push_back(loadedTex);
                    skip = true;
                    break;
                }
            }
            if (!skip) {
                MeshTexture texture;
                texture.id = TextureFromFile(texturePath.c_str(), this->directory);
                texture.type = typeName;
                texture.path = texturePath;
                textures.push_back(texture);
                textures_loaded.push_back(texture);
            }
        }
        return textures;
    }
};

unsigned int TextureFromFile(const char *path, const string &directory, bool gamma) {
    std::string filename = normalizePath(std::string(path));
    if (filename.find("resources/") != 0) {
        filename = directory + '/' + filename;
    }
    filename = normalizePath(filename);

    std::string fullPath = std::string(RESOURCE_DIR) + "/" + filename;
    if (!std::ifstream(fullPath).good()) {
        std::cerr << "Texture not found: " << fullPath << std::endl;
        return 0;
    }

    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char *data = stbi_load(fullPath.c_str(), &width, &height, &nrComponents, 0);
    if (data) {
        GLenum format = (nrComponents == 1) ? GL_RED :
                        (nrComponents == 3) ? GL_RGB : GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    } else {
        std::cerr << "Texture failed to load at path: " << fullPath << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}
#endif

-model.h

cmake_minimum_required(VERSION 3.10)
project(OpenGLWindow)

set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)

if(APPLE)
    set(CMAKE_MACOSX_RPATH ON)
endif()

find_package(glfw3 REQUIRED)
find_package(OpenGL REQUIRED)
find_package(assimp REQUIRED)

set(GLM_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/libs/glm)

include_directories(
    ${GLM_INCLUDE_DIR}
    ${CMAKE_SOURCE_DIR}/libs/glad/include
    ${CMAKE_SOURCE_DIR}
)

add_library(glad STATIC ${CMAKE_SOURCE_DIR}/libs/glad/src/glad.c)
set_target_properties(glad PROPERTIES
    C_STANDARD 11
    C_STANDARD_REQUIRED ON
)

if(APPLE)
    set(RESOURCES_DEST "${CMAKE_BINARY_DIR}")
else()
    set(RESOURCES_DEST "${CMAKE_BINARY_DIR}/resources")
endif()

add_custom_target(copy_resources ALL
    COMMAND ${CMAKE_COMMAND} -E make_directory "${RESOURCES_DEST}/shaders"
    COMMAND ${CMAKE_COMMAND} -E copy
        ${CMAKE_SOURCE_DIR}/resources/shaders/shader.vert
        "${RESOURCES_DEST}/shaders/"
    COMMAND ${CMAKE_COMMAND} -E copy
        ${CMAKE_SOURCE_DIR}/resources/shaders/shader.frag
        "${RESOURCES_DEST}/shaders/"
    COMMAND ${CMAKE_COMMAND} -E make_directory "${RESOURCES_DEST}/models/backpack"
    COMMAND ${CMAKE_COMMAND} -E copy_directory
        ${CMAKE_SOURCE_DIR}/resources/models/backpack
        "${RESOURCES_DEST}/models/backpack"
    COMMENT "Copying resources to build directory"
)

add_executable(opengl_window 
    main.cpp
    scr/Visual/texture.cpp
    scr/Meshes/object2d.cpp
    scr/Meshes/object3d.cpp
    scr/Visual/shader.h
    scr/Accessories/camera.h
    scr/Accessories/window.cpp
    scr/Input/input.cpp
    scr/init.cpp
    scr/init.h
    scr/Meshes/mesh.h 
    scr/Meshes/model.h
)

add_dependencies(opengl_window glad copy_resources)

target_link_libraries(opengl_window
    glad
    glfw
    OpenGL::GL
    assimp::assimp
)

# ✅ Передаём путь ресурсов в код
target_compile_definitions(opengl_window PRIVATE
    RESOURCE_DIR="${RESOURCES_DEST}"
)


# Копирование ресурсов
if(APPLE)
    # Для macOS копируем в Resources внутри app bundle
    set(RESOURCES_DEST "${CMAKE_BINARY_DIR}/opengl_window.app/Contents/Resources")
else()
    # Для других платформ копируем в build directory
    set(RESOURCES_DEST "${CMAKE_BINARY_DIR}/resources")
endif()

-CMake

Я получаю такую ошибку, когда вы запускаете программу через консоль (и macos также вешает меня о фатальной ошибке при запуске программы):

opengl_window(11588,0x1f353e0c0) malloc: *** error for object 0x11ff12e38: pointer being freed was not allocated
opengl_window(11588,0x1f353e0c0) malloc: *** set a breakpoint in malloc_error_break to debug
zsh: abort      ./opengl_window

Я уже пытался что-то с этим сделать, я пытался добавить настройки под macos, но я не смог это исправить - кто-нибудь знает, что делать?

Ответы

Ответов пока нет.