| [2035] | 1 | #include "3dStructs.h" |
|---|
| 2 | #include <GL/glut.h> |
|---|
| 3 | |
|---|
| 4 | /* Debugging*/ |
|---|
| 5 | #include <iostream.h> |
|---|
| 6 | |
|---|
| 7 | |
|---|
| 8 | void C3dModel::Draw(int g_ViewMode) |
|---|
| 9 | { |
|---|
| 10 | /* This function draws the models, currently not all functions |
|---|
| 11 | supported */ |
|---|
| 12 | |
|---|
| 13 | for(int i = 0; i < numOfObjects; i++) |
|---|
| 14 | { |
|---|
| 15 | // Make sure we have valid objects just in case. (size() is in the vector class) |
|---|
| 16 | if(pObject.size() <= 0) break; |
|---|
| 17 | |
|---|
| 18 | // Get the current object that we are displaying |
|---|
| 19 | |
|---|
| 20 | // Check to see if this object has a texture map, if so bind the texture to it. |
|---|
| 21 | if(pObject[i].bHasTexture) { |
|---|
| 22 | |
|---|
| 23 | // Turn on texture mapping and turn off color |
|---|
| 24 | glEnable(GL_TEXTURE_2D); |
|---|
| 25 | |
|---|
| 26 | // Reset the color to normal again |
|---|
| 27 | glColor3ub(255, 255, 255); |
|---|
| 28 | |
|---|
| 29 | // Bind the texture map to the object by it's materialID |
|---|
| 30 | //glBindTexture(GL_TEXTURE_2D, g_Texture[pObject->materialID]); |
|---|
| 31 | } else { |
|---|
| 32 | |
|---|
| 33 | // Turn off texture mapping and turn on color |
|---|
| 34 | glDisable(GL_TEXTURE_2D); |
|---|
| 35 | |
|---|
| 36 | // Reset the color to normal again |
|---|
| 37 | glColor3ub(255, 255, 255); |
|---|
| 38 | } |
|---|
| 39 | |
|---|
| 40 | // This determines if we are in wireframe or normal mode |
|---|
| 41 | glBegin(g_ViewMode); // Begin drawing with our selected mode (triangles or lines) |
|---|
| 42 | |
|---|
| 43 | // Go through all of the faces (polygons) of the object and draw them |
|---|
| 44 | for(int j = 0; j < pObject[i].iNumOfFaces; j++) |
|---|
| 45 | { |
|---|
| 46 | // Go through each corner of the triangle and draw it. |
|---|
| 47 | for(int whichVertex = 0; whichVertex < 3; whichVertex++) |
|---|
| 48 | { |
|---|
| 49 | // Get the index for each point of the face |
|---|
| 50 | int index = pObject[i].pFaces[j].vertIndex[whichVertex]; |
|---|
| 51 | |
|---|
| 52 | // Give OpenGL the normal for this vertex. |
|---|
| 53 | glNormal3f(pObject[i].pNormals[ index ].x, pObject[i].pNormals[ index ].y, pObject[i].pNormals[ index ].z); |
|---|
| 54 | |
|---|
| 55 | // If the object has a texture associated with it, give it a texture coordinate. |
|---|
| 56 | if(pObject[i].bHasTexture) { |
|---|
| 57 | |
|---|
| 58 | // Make sure there was a UVW map applied to the object or else it won't have tex coords. |
|---|
| 59 | if(pObject[i].pTexVerts) { |
|---|
| 60 | glTexCoord2f(pObject[i].pTexVerts[ index ].x, pObject[i].pTexVerts[ index ].y); |
|---|
| 61 | } |
|---|
| 62 | } else { |
|---|
| 63 | |
|---|
| 64 | // Make sure there is a valid material/color assigned to this object. |
|---|
| 65 | // You should always at least assign a material color to an object, |
|---|
| 66 | // but just in case we want to check the size of the material list. |
|---|
| 67 | // if the size is at least one, and the material ID != -1, |
|---|
| 68 | // then we have a valid material. |
|---|
| 69 | if(pMaterials.size() && pObject[i].materialID >= 0) |
|---|
| 70 | { |
|---|
| 71 | // Get and set the color that the object is, since it must not have a texture |
|---|
| 72 | char *pColor = pMaterials[pObject[i].materialID].color; |
|---|
| 73 | |
|---|
| 74 | // Assign the current color to this model |
|---|
| 75 | glColor3ub(pColor[0], pColor[1], pColor[2]); |
|---|
| 76 | } |
|---|
| 77 | } |
|---|
| 78 | |
|---|
| 79 | // Pass in the current vertex of the object (Corner of current face) |
|---|
| 80 | glVertex3f(pObject[i].pVerts[ index ].x, pObject[i].pVerts[ index ].y, pObject[i].pVerts[ index ].z); |
|---|
| 81 | } |
|---|
| 82 | } |
|---|
| 83 | |
|---|
| 84 | glEnd(); // End the drawing |
|---|
| 85 | } |
|---|
| 86 | } |
|---|
| 87 | |
|---|
| 88 | /* Just a debugging function */ |
|---|
| 89 | void C3dModel::PrintProperties() |
|---|
| 90 | { |
|---|
| 91 | printf( "Number of objects: %i\n", numOfObjects); |
|---|
| 92 | printf( "Number of materials: %i\n", numOfMaterials); |
|---|
| 93 | for( int i; i < numOfObjects; i++ ) |
|---|
| 94 | { |
|---|
| 95 | printf( "Object Number %i:\n", i ); |
|---|
| 96 | printf( "Number of Vertices: %i\n", pObject[i].iNumOfVerts); |
|---|
| 97 | printf( "Number of Faces: %i\n", pObject[i].iNumOfFaces); |
|---|
| 98 | printf( "Number of Texture Materials: %i\n", pObject[i].iNumTexVertex); |
|---|
| 99 | printf( "Has a texture: %i\n", pObject[i].bHasTexture); |
|---|
| 100 | } |
|---|
| 101 | } |
|---|