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