OpenGL系统设计-高级3D模型接口之MD2模型(3)

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这样我们对 md2文件格式基本上就了解得差不多了, 接下来 再来来看实际上的应用。

 

#include "md2.h"

CLoadMD2 g_LoadMd2;                 // 我们的加载MD2

Model3D_t g_3DModel;                // 3D 模型

#define FILE_NAME  "tris.md2"       // md2 文件

#define TEXTURE_NAME "rhino.bmp"    // 纹理文件

int g_ViewMode=GL_TRIANGLES;        // 渲染模式

 

int glInit(GLvoid)

{

    if (!DXInit())                  // 初始化DirectInput

    {

        return FALSE;               // 失败,返回

    }

 

    glShadeModel(GL_SMOOTH);   

    glClearColor(1.0f,1.0f,1.0f,0.0f); 

    glClearDepth(1.0f);            

    glEnable(GL_DEPTH_TEST);   

    glDepthFunc(GL_LESS);

    glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);

    glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);        

 

    // 加载 md2 模型

    g_LoadMd2.ImportMD2(&g_3DModel, FILE_NAME, TEXTURE_NAME);      

 

    // 加载纹理

    for(int i = 0; i < g_3DModel.numOfMaterials; i++)

    {

        if(strlen(g_3DModel.pMaterials[i].strFile) > 0)

        {

            g_Texture[i] = CreateTexture(g_3DModel.pMaterials[i].strFile);

        }

        // 设置材质的纹理ID

        g_3DModel.pMaterials[i].texureId = i;

    }

 

glEnable(GL_LIGHTING);          // 启用光照

    glEnable(GL_LIGHT0);               

 

    glEnable(GL_CULL_FACE);         // 启用消隐

    glCullFace(GL_FRONT);           // Quake2 只显示前面可以提高运行速度

 

    // 加载OBJ 模型  

    g_model = glmReadOBJ(g_model_fn);

    if (!g_model) exit(0);

    glmUnitize(g_model);

    glmScale(g_model,4.0);

    glmFacetNormals(g_model);

    glmVertexNormals(g_model, 90.0);

    g_Camera.PositionCamera(0, 1.5f, 90,   0, 0.5f, 0,    0, 1, 0);

 

    return TRUE;       

}

 

int glMain(GLvoid)     

{

    HRESULT hr;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();

 

    // 获取输入设备的数据,保存在buffermouseState

    hr= g_KDIDev->GetDeviceState(sizeof(buffer), &buffer);

    hr= (g_MDIDev->GetDeviceState(sizeof(DIMOUSESTATE),(LPVOID)&mouseState));

 

    if(!KeyPressed())

        return FALSE;

 

    gluLookAt(g_Camera.m_vPosition.x, g_Camera.m_vPosition.y,  g_Camera.m_vPosition.z, 

          g_Camera.m_vView.x, g_Camera.m_vView.y, g_Camera.m_vView.z,

          g_Camera.m_vUpVector.x, g_Camera.m_vUpVector.y, g_Camera.m_vUpVector.z);

   

    glDisable(GL_LIGHTING);

    glDisable(GL_LIGHT0);

    glDisable(GL_TEXTURE_2D);

   

    // 建立4 个金字塔

    CreatePyramid(-60, 6, 60, 1, 10);

    CreatePyramid(60, 6, 60, 1, 10);

    CreatePyramid(60, 6, -60, 1, 10);

    CreatePyramid(-60, 6, -60, 1, 10);

 

    glEnable(GL_LIGHTING);

    glEnable(GL_LIGHT0);

    glEnable(GL_TEXTURE_2D);

glEnable(GL_CULL_FACE);

 

    // 再一次的确认3D 对象的有效性

    if(g_3DModel.pObject.size() <= 0)

        return FALSE;

 

    // 获取当前要显示的对象

    Object3D_t *pObject = &g_3DModel.pObject[0];

 

    // 根据设置的模式进行渲染

    glBegin(g_ViewMode);

 

    // 遍历所有的面

    for(int j = 0; j < pObject->numOfFaces; j++)

    {

        for(int whichVertex = 0; whichVertex < 3; whichVertex++)

        {

            // 获得三角形中每一个点的索引

            int index = pObject->pFaces[j].vertIndex[whichVertex];

 

            // 获取每个纹理坐标的索引

            int index2 = pObject->pFaces[j].coordIndex[whichVertex];

           

            // 设置顶点法向量,因为Quake2 多边形的方向和OpenGL 相反,

            // 因此这里要用负号变换一下

            glNormal3f(-pObject->pNormals[ index ].x, -pObject->pNormals[ index ].y,

                    -pObject->pNormals[ index ].z);

                   

            // 顶点的纹理坐标

            if(pObject->pTexVerts)

            {

                glTexCoord2f(pObject->pTexVerts[ index2 ].x,

  pObject->pTexVerts[ index2 ].y);

            }

               

            // 顶点坐标

            glVertex3f(pObject->pVerts[ index ].x, pObject->pVerts[ index ].y,

                    pObject->pVerts[ index ].z);

        }

    }

    glEnd();            //md2 模型渲染完毕

 

    // 渲染OBJ 模型Al

    CVector3        ObjPosition(0, 2, -50);

    glTranslatef(ObjPosition.x, ObjPosition.y, ObjPosition.z);

    glDisable(GL_TEXTURE_2D);

    glDisable(GL_CULL_FACE);           

    glmDraw(g_model,GLM_SMOOTH | GLM_MATERIAL | GLM_TEXTURE);

 

    SwapBuffers(g_hDC);

 

    return TRUE;               

}

 

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