| [1869] | 1 | #include "3dStructs.h" |
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| 2 | #include <GL/glut.h> |
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| 3 | |
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| 4 | /* Debugging*/ |
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| [1901] | 5 | #include <iostream> |
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| [1869] | 6 | |
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| [1901] | 7 | using namespace std; |
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| [1869] | 8 | |
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| 9 | void C3dModel::Draw(int g_ViewMode) |
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| 10 | { |
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| 11 | /* This function draws the models, currently not all functions |
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| 12 | supported */ |
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| 13 | |
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| 14 | for(int i = 0; i < numOfObjects; i++) |
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| 15 | { |
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| 16 | // Make sure we have valid objects just in case. (size() is in the vector class) |
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| 17 | if(pObject.size() <= 0) break; |
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| 18 | |
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| 19 | // Get the current object that we are displaying |
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| 20 | |
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| 21 | // Check to see if this object has a texture map, if so bind the texture to it. |
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| 22 | if(pObject[i].bHasTexture) { |
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| 23 | |
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| 24 | // Turn on texture mapping and turn off color |
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| 25 | glEnable(GL_TEXTURE_2D); |
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| 26 | |
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| 27 | // Reset the color to normal again |
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| 28 | glColor3ub(255, 255, 255); |
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| 29 | |
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| 30 | // Bind the texture map to the object by it's materialID |
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| 31 | //glBindTexture(GL_TEXTURE_2D, g_Texture[pObject->materialID]); |
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| 32 | } else { |
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| 33 | |
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| 34 | // Turn off texture mapping and turn on color |
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| 35 | glDisable(GL_TEXTURE_2D); |
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| 36 | |
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| 37 | // Reset the color to normal again |
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| 38 | glColor3ub(255, 255, 255); |
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| 39 | } |
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| 40 | |
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| 41 | // This determines if we are in wireframe or normal mode |
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| 42 | glBegin(g_ViewMode); // Begin drawing with our selected mode (triangles or lines) |
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| 43 | |
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| 44 | // Go through all of the faces (polygons) of the object and draw them |
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| 45 | for(int j = 0; j < pObject[i].iNumOfFaces; j++) |
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| 46 | { |
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| 47 | // Go through each corner of the triangle and draw it. |
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| 48 | for(int whichVertex = 0; whichVertex < 3; whichVertex++) |
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| 49 | { |
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| 50 | // Get the index for each point of the face |
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| 51 | int index = pObject[i].pFaces[j].vertIndex[whichVertex]; |
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| 52 | |
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| 53 | // Give OpenGL the normal for this vertex. |
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| 54 | glNormal3f(pObject[i].pNormals[ index ].x, pObject[i].pNormals[ index ].y, pObject[i].pNormals[ index ].z); |
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| 55 | |
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| 56 | // If the object has a texture associated with it, give it a texture coordinate. |
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| 57 | if(pObject[i].bHasTexture) { |
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| 58 | |
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| 59 | // Make sure there was a UVW map applied to the object or else it won't have tex coords. |
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| 60 | if(pObject[i].pTexVerts) { |
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| 61 | glTexCoord2f(pObject[i].pTexVerts[ index ].x, pObject[i].pTexVerts[ index ].y); |
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| 62 | } |
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| 63 | } else { |
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| 64 | |
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| 65 | // Make sure there is a valid material/color assigned to this object. |
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| 66 | // You should always at least assign a material color to an object, |
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| 67 | // but just in case we want to check the size of the material list. |
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| 68 | // if the size is at least one, and the material ID != -1, |
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| 69 | // then we have a valid material. |
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| 70 | if(pMaterials.size() && pObject[i].materialID >= 0) |
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| 71 | { |
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| 72 | // Get and set the color that the object is, since it must not have a texture |
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| [1901] | 73 | /* linuxFix pb: BYTE not knonw */ |
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| 74 | int *pColor = pMaterials[pObject[i].materialID].color; |
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| [1869] | 75 | |
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| 76 | // Assign the current color to this model |
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| 77 | glColor3ub(pColor[0], pColor[1], pColor[2]); |
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| 78 | } |
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| 79 | } |
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| 80 | |
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| 81 | // Pass in the current vertex of the object (Corner of current face) |
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| 82 | glVertex3f(pObject[i].pVerts[ index ].x, pObject[i].pVerts[ index ].y, pObject[i].pVerts[ index ].z); |
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| 83 | } |
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| 84 | } |
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| 85 | |
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| 86 | glEnd(); // End the drawing |
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| 87 | } |
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| 88 | } |
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| 89 | |
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| 90 | /* Just a debugging function */ |
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| 91 | void C3dModel::PrintProperties() |
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| 92 | { |
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| 93 | printf( "Number of objects: %i\n", numOfObjects); |
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| 94 | printf( "Number of materials: %i\n", numOfMaterials); |
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| 95 | for( int i; i < numOfObjects; i++ ) |
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| 96 | { |
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| 97 | printf( "Object Number %i:\n", i ); |
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| 98 | printf( "Number of Vertices: %i\n", pObject[i].iNumOfVerts); |
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| 99 | printf( "Number of Faces: %i\n", pObject[i].iNumOfFaces); |
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| 100 | printf( "Number of Texture Materials: %i\n", pObject[i].iNumTexVertex); |
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| 101 | printf( "Has a texture: %i\n", pObject[i].bHasTexture); |
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| 102 | } |
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| 103 | } |
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