1.定义模型所需要的结构体和类
// SysModel.h: interface for the SysModel class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SYSMODEL_H__64D8409F_767A_4FAF_92FD_45BEC3E5DA88__INCLUDED_)
#define AFX_SYSMODEL_H__64D8409F_767A_4FAF_92FD_45BEC3E5DA88__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
//====================================================================
/*
MS3D STRUCTURES
*/
// byte-align structures
#ifdef _MSC_VER
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error you must byte-align these structures with the appropriate compiler directives
#endif
//===============================================================
typedef unsigned char byte;
typedef unsigned short word;
// File header文件头
struct MS3DHeader//结构体名
{
char m_ID[10];
int m_version;
} PACK_STRUCT;//变量名表列
// Vertex information顶点信息
struct MS3DVertex
{
byte m_flags;
float m_vertex[3];
char m_boneID;
byte m_refCount;
} PACK_STRUCT;
// Triangle information三角形信息
struct MS3DTriangle
{
word m_flags;
word m_vertexIndices[3];//保存了三个顶点的索引
float m_vertexNormals[3][3];//保存了三个顶点的法线
float m_s[3], m_t[3];
byte m_smoothingGroup;
byte m_groupIndex;
} PACK_STRUCT;
// Material information材质信息
struct MS3DMaterial
{
char m_name[32];
float m_ambient[4];
float m_diffuse[4];
float m_specular[4];
float m_emissive[4];
float m_shininess; // 0.0f - 128.0f
float m_transparency; // 0.0f - 1.0f
byte m_mode; // 0, 1, 2 is unused now
char m_texture[128];
char m_alphamap[128];
} PACK_STRUCT;
// Joint information接合信息
struct MS3DJoint//还没有用到
{
byte m_flags;
char m_name[32];
char m_parentName[32];
float m_rotation[3];
float m_translation[3];
word m_numRotationKeyframes;
word m_numTranslationKeyframes;
} PACK_STRUCT;
// Keyframe data起限制作用的数据
struct MS3DKeyframe//还没有用到
{
float m_time;
float m_parameter[3];
} PACK_STRUCT;
// Default alignment
#ifdef _MSC_VER
# pragma pack( pop, packing )
#endif
#undef PACK_STRUCT
//=====================================================================
class SysModel
{
public:
void reloadTextures();
void draw();
bool loadModelData( const char *filename );
SysModel();
virtual ~SysModel();
private:
// Mesh
typedef struct{
int m_materialIndex;//材料索引
int m_numTriangles;//三角形数量
int *m_pTriangleIndices;//三角索引
}Mesh;
// Material properties//材质
struct Material
{// 环境光 漫反射 镜面光 放射性光
float m_ambient[4], m_diffuse[4], m_specular[4], m_emissive[4];//光
float m_shininess;//发光
GLuint m_texture;//纹理
char *m_pTextureFilename;//纹理地址名
};
// Triangle structure三角结构
struct Triangle
{
float m_vertexNormals[3][3];
float m_s[3], m_t[3];
int m_vertexIndices[3];
};
// Vertex structure顶点
struct Vertex
{
char m_boneID; // for skeletal animation活动的骨骼
float m_location[3];//位置
};
protected:
AUX_RGBImageRec * LoadBMP(const char *Filename);
GLuint LoadGLTexture( const char *filename );
// Meshes used
int m_numMeshes;
Mesh *m_pMeshes;
// Materials used
int m_numMaterials;
Material *m_pMaterials;//材质指针
// Triangles used
int m_numTriangles;
Triangle *m_pTriangles;
// Vertices Used
int m_numVertices;
Vertex *m_pVertices;
};
#endif // !defined(AFX_SYSMODEL_H__64D8409F_767A_4FAF_92FD_45BEC3E5DA88__INCLUDED_)
2.类实现方法
// SysModel.cpp: implementation of the SysModel class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "SysModel.h"
#include <fstream.h>
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
SysModel::SysModel()
{
//reloadTextures();
}
SysModel::~SysModel()
{
}
bool SysModel::loadModelData(const char *filename)
{
//--------------读取文件头 ---------------------
ifstream inputFile( filename, ios::in | ios::binary | ios::nocreate );
if ( inputFile.fail())
return false; // 无法打开文件
// 以二进制的方式打开文件,如果失败则返回
inputFile.seekg( 0, ios::end );
long fileSize = inputFile.tellg();
inputFile.seekg( 0, ios::beg );
//返回文件大小
byte *pBuffer = new byte[fileSize];
inputFile.read( pBuffer, fileSize );
inputFile.close();
// 分配一个内存,载入文件,并关闭文件
const byte *pPtr = pBuffer;
MS3DHeader *pHeader = ( MS3DHeader* )pPtr;
pPtr += sizeof( MS3DHeader );
if ( strncmp( pHeader->m_ID, "MS3D000000", 10 ) != 0 )
return false; // 如果不是一个有效的MS3D文件则返回
if ( pHeader->m_version < 3 || pHeader->m_version > 4 )
return false; // // 如果不能支持这种版本的文件,则返回失败Only Milkshape3D Version 1.3 and 1.4 is supported." );
//----------读取顶点数据 --------------------------------------
int nVertices = *( word* )pPtr;
m_numVertices = nVertices;
m_pVertices = new Vertex[nVertices];
pPtr += sizeof( word );
int i;
for ( i = 0; i < nVertices; i++ )
{
MS3DVertex *pVertex = ( MS3DVertex* )pPtr;
m_pVertices[i].m_boneID = pVertex->m_boneID;
memcpy( m_pVertices[i].m_location, pVertex->m_vertex, sizeof( float )*3 );
pPtr += sizeof( MS3DVertex );
}
//---------------------------------------------------------------------
//--------读取三角形信息,因为MS3D使用窗口坐标系而OpenGL使用笛卡儿坐标系,
//--------所以需要反转每个顶点Y方向的纹理坐标
int nTriangles = *( word* )pPtr;
m_numTriangles = nTriangles;
m_pTriangles = new Triangle[nTriangles];
pPtr += sizeof( word );
for ( i = 0; i < nTriangles; i++ )
{
MS3DTriangle *pTriangle = ( MS3DTriangle* )pPtr;
int vertexIndices[3] = { pTriangle->m_vertexIndices[0], pTriangle->m_vertexIndices[1], pTriangle->m_vertexIndices[2] };
float t[3] = { 1.0f-pTriangle->m_t[0], 1.0f-pTriangle->m_t[1], 1.0f-pTriangle->m_t[2] };
memcpy( m_pTriangles[i].m_vertexNormals, pTriangle->m_vertexNormals, sizeof( float )*3*3 );
memcpy( m_pTriangles[i].m_s, pTriangle->m_s, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_t, t, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_vertexIndices, vertexIndices, sizeof( int )*3 );
pPtr += sizeof( MS3DTriangle );
}
//-------------------------------------------------------------------------
//-----------------填充网格结构--------------------------------------------
int nGroups = *( word* )pPtr;
m_numMeshes = nGroups;
m_pMeshes = new Mesh[nGroups];
pPtr += sizeof( word );
for ( i = 0; i < nGroups; i++ )
{
pPtr += sizeof( byte ); // flags
pPtr += 32; // name
word nTriangles = *( word* )pPtr;
pPtr += sizeof( word );
int *pTriangleIndices = new int[nTriangles];
for ( int j = 0; j < nTriangles; j++ )
{
pTriangleIndices[j] = *( word* )pPtr;
pPtr += sizeof( word );
}
char materialIndex = *( char* )pPtr;
pPtr += sizeof( char );
m_pMeshes[i].m_materialIndex = materialIndex;
m_pMeshes[i].m_numTriangles = nTriangles;
m_pMeshes[i].m_pTriangleIndices = pTriangleIndices;
}
//----------------------------------------------
//----------------加载纹理数据------------------
int nMaterials = *( word* )pPtr;
m_numMaterials = nMaterials;
m_pMaterials = new Material[nMaterials];
pPtr += sizeof( word );
for ( i = 0; i < nMaterials; i++ )
{
MS3DMaterial *pMaterial = ( MS3DMaterial* )pPtr;
memcpy( m_pMaterials[i].m_ambient, pMaterial->m_ambient, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_diffuse, pMaterial->m_diffuse, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_specular, pMaterial->m_specular, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_emissive, pMaterial->m_emissive, sizeof( float )*4 );
m_pMaterials[i].m_shininess = pMaterial->m_shininess;
//纹理地址
m_pMaterials[i].m_pTextureFilename = new char[strlen( pMaterial->m_texture )+1];
strcpy( m_pMaterials[i].m_pTextureFilename, pMaterial->m_texture );
pPtr += sizeof( MS3DMaterial );
}
reloadTextures();///-----------------导入纹理
delete[] pBuffer;
return true;
}
void SysModel::draw()
{
GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D );
// Draw by group
for ( int i = 0; i < m_numMeshes; i++ )
{
int materialIndex = m_pMeshes[i].m_materialIndex;
if ( materialIndex >= 0 )
{
glMaterialfv( GL_FRONT, GL_AMBIENT, m_pMaterials[materialIndex].m_ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE, m_pMaterials[materialIndex].m_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].m_specular );
glMaterialfv( GL_FRONT, GL_EMISSION, m_pMaterials[materialIndex].m_emissive );
glMaterialf( GL_FRONT, GL_SHININESS, m_pMaterials[materialIndex].m_shininess );
if ( m_pMaterials[materialIndex].m_texture > 0 )
{
//绑定模型纹理
glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture );
glEnable( GL_TEXTURE_2D );
}
else
glDisable( GL_TEXTURE_2D );
}
else
{
// Material properties?
glDisable( GL_TEXTURE_2D );
}
glBegin( GL_TRIANGLES );//画三角形
{
for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
{
int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
const Triangle* pTri = &m_pTriangles[triangleIndex];
for ( int k = 0; k < 3; k++ )
{
int index = pTri->m_vertexIndices[k];
glNormal3fv( pTri->m_vertexNormals[k] );
glTexCoord2f( pTri->m_s[k], pTri->m_t[k] );
glVertex3fv( m_pVertices[index].m_location );
}
}
}
glEnd();
}
if ( texEnabled )
glEnable( GL_TEXTURE_2D );
else
glDisable( GL_TEXTURE_2D );
}
void SysModel::reloadTextures()
{
for ( int i = 0; i < m_numMaterials; i++ )
if ( strlen( m_pMaterials[i].m_pTextureFilename ) > 0 )
m_pMaterials[i].m_texture = LoadGLTexture( m_pMaterials[i].m_pTextureFilename );
else
m_pMaterials[i].m_texture = 0;
}
GLuint SysModel::LoadGLTexture(const char *filename)
{
AUX_RGBImageRec *pImage; // Create Storage Space For The Texture
GLuint texture = 0; // Texture ID
pImage = LoadBMP( filename ); // Loads The Bitmap Specified By filename
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ( pImage != NULL && pImage->data != NULL ) // If Texture Image Exists
{
glGenTextures(1, &texture); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
free(pImage->data); // Free The Texture Image Memory
free(pImage); // Free The Image Structure
}
return texture; // Return The Status
}
AUX_RGBImageRec * SysModel::LoadBMP(const char *Filename)
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}