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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
类
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buffer
和mouseState
中
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;
}