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📄 main.cpp

📁 一个能把x文件的3d模型导入的c++示范程序
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		glEnd();								// End the drawing
	}


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

	SwapBuffers(g_hDC);									// Swap the backbuffers to the foreground
}

///////////////////////////////// WIN PROC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function handles the window messages.
/////
///////////////////////////////// WIN PROC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

LRESULT CALLBACK WinProc(HWND hWnd,UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    LONG    lRet = 0; 
    PAINTSTRUCT    ps;

    switch (uMsg)
	{ 
    case WM_SIZE:										// If the window is resized
		if(!g_bFullScreen)								// Do this only if we are NOT in full screen
		{
			SizeOpenGLScreen(LOWORD(lParam),HIWORD(lParam));// LoWord=Width, HiWord=Height
			GetClientRect(hWnd, &g_rRect);				// Get the window rectangle
		}
        break; 
 
	case WM_PAINT:										// If we need to repaint the scene
		BeginPaint(hWnd, &ps);							// Init the paint struct		
		EndPaint(hWnd, &ps);							// EndPaint, Clean up
		break;

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

	// Below we define our controls for this simple tutorial.
	// The controls are: 

	// Left Mouse Button - Changes the Render mode from normal to wireframe.
	// Right Mouse Button - Turns lighting On/Off
	// Left Arrow Key - Spins the model to the left
	// Right Arrow Key - Spins the model to the right
	// Escape - Quits

	case WM_LBUTTONDOWN:								// If the left mouse button was clicked
		
		if(g_ViewMode == GL_TRIANGLES) {				// We our drawing mode is at triangles
			g_ViewMode = GL_LINE_STRIP;					// Go to line stips
		} else {
			g_ViewMode = GL_TRIANGLES;					// Go to triangles
		}
		break;

	case WM_RBUTTONDOWN:								// If the right mouse button was clicked.
		
		g_bLighting = !g_bLighting;						// Turn lighting ON/OFF

		if(g_bLighting) {								// If lighting is ON
			glEnable(GL_LIGHTING);						// Enable OpenGL lighting
		} else {
			glDisable(GL_LIGHTING);						// Disable OpenGL lighting
		}
		break;

	case WM_KEYDOWN:									// If we pressed a key

		switch(wParam) {								// Check if we hit a key
			case VK_ESCAPE:								// If we hit the escape key
				PostQuitMessage(0);						// Send a QUIT message to the window
				break;

			case VK_LEFT:								// If the LEFT arrow key was pressed
				g_RotationSpeed -= 0.05f;				// Decrease the rotation speed (eventually rotates left)
				break;

			case VK_RIGHT:								// If the RIGHT arrow key is pressed
				g_RotationSpeed += 0.05f;				// Increase the rotation speed (rotates right)
				break;
		}
		break;

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


    case WM_CLOSE:										// If the window is being closed
        PostQuitMessage(0);								// Send a QUIT Message to the window
        break; 
     
    default:											// Return by default
        lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); 
        break; 
    } 
 
    return lRet;										// Return by default
}

/////////////////////////////////////////////////////////////////////////////////
//
// * QUICK NOTES * 
//
// This tutorial shows how to load a .3ds file.  This is a good addition to an engine.
// In the next tutorial we will show you how to load a text file format called .obj.
// This is the most common 3D file format that almost ANY 3D software will import.
// 
// I hope the model loading code wasn't to intimidating.  The first time I read model
// loading code I didn't get the vertex indexing and such, but after careful reading, 
// It all came together.  Please email me if you are confused on ANY of this and I will
// be happy to clarify it until you get it.
//
// * What's An STL (Standard Template Library) Vector? *
// Let me quickly explain the STL vector for those of you who are not familiar with them.
// To use a vector you must include <vector> and use the std namespace: using namespace std;
// A vector is an array based link list.  It allows you to dynamically add and remove nodes.
// This is a template class so it can be a list of ANY type.  To create a vector of type
// "int" you would say:  vector<int> myIntList;
// Now you can add a integer to the dynamic array by saying: myIntList.push_back(10);
// or you can say:  myIntList.push_back(num);.  The more you push back, the larger
// your array gets.  You can index the vector like an array.  myIntList[0] = 0;
// To get rid of a node you use the pop_back() function.  To clear the vector use clear().
// It frees itself so you don't need to worry about it, except if you have data
// structures that need information freed from inside them, like our objects.
//
// Once again I should point out that the coordinate system of OpenGL and 3DS Max are different.
// Since 3D Studio Max Models with the Z-Axis pointing up (strange and ugly I know! :), 
// we need to flip the y values with the z values in our vertices.  That way it
// will be normal, with Y pointing up.  Also, because we swap the Y and Z we need to negate 
// the Z to make it come out correctly.  This is also explained and done in ReadVertices().
//
// Below explains what was explained in 3ds.cpp regarding chucks:
// 
// CHUNKS: What is a chunk anyway?
// 
// "The chunk ID is a unique code which identifies the type of data in this chunk 
// and also may indicate the existence of subordinate chunks. The chunk length indicates 
// the length of following data to be associated with this chunk. Note, this may 
// contain more data than just this chunk. If the length of data is greater than that 
// needed to fill in the information for the chunk, additional subordinate chunks are 
// attached to this chunk immediately following any data needed for this chunk, and 
// should be parsed out. These subordinate chunks may themselves contain subordinate chunks. 
// Unfortunately, there is no indication of the length of data which is owned by the current 
// chunk, only the total length of data attached to the chunk, which means that the only way 
// to parse out subordinate chunks is to know the exact format of the owning chunk. On the 
// other hand, if a chunk is unknown, the parsing program can skip the entire chunk and 
// subordinate chunks in one jump. " - Jeff Lewis (werewolf@worldgate.com)
//
// Below is a list of the order that you will find the chunks and all the know chunks.
// If you go to www.wosit.org you can find the 3DS file format for a huge document explaining
// the little things I skipped.
//
//
//
//      MAIN3DS  (0x4D4D)
//     |
//     +--EDIT3DS  (0x3D3D)
//     |  |
//     |  +--EDIT_MATERIAL (0xAFFF)
//     |  |  |
//     |  |  +--MAT_NAME01 (0xA000) (See mli Doc) 
//     |  |
//     |  +--EDIT_CONFIG1  (0x0100)
//     |  +--EDIT_CONFIG2  (0x3E3D) 
//     |  +--EDIT_VIEW_P1  (0x7012)
//     |  |  |
//     |  |  +--TOP            (0x0001)
//     |  |  +--BOTTOM         (0x0002)
//     |  |  +--LEFT           (0x0003)
//     |  |  +--RIGHT          (0x0004)
//     |  |  +--FRONT          (0x0005) 
//     |  |  +--BACK           (0x0006)
//     |  |  +--USER           (0x0007)
//     |  |  +--CAMERA         (0xFFFF)
//     |  |  +--LIGHT          (0x0009)
//     |  |  +--DISABLED       (0x0010)  
//     |  |  +--BOGUS          (0x0011)
//     |  |
//     |  +--EDIT_VIEW_P2  (0x7011)
//     |  |  |
//     |  |  +--TOP            (0x0001)
//     |  |  +--BOTTOM         (0x0002)
//     |  |  +--LEFT           (0x0003)
//     |  |  +--RIGHT          (0x0004)
//     |  |  +--FRONT          (0x0005) 
//     |  |  +--BACK           (0x0006)
//     |  |  +--USER           (0x0007)
//     |  |  +--CAMERA         (0xFFFF)
//     |  |  +--LIGHT          (0x0009)
//     |  |  +--DISABLED       (0x0010)  
//     |  |  +--BOGUS          (0x0011)
//     |  |
//     |  +--EDIT_VIEW_P3  (0x7020)
//     |  +--EDIT_VIEW1    (0x7001) 
//     |  +--EDIT_BACKGR   (0x1200) 
//     |  +--EDIT_AMBIENT  (0x2100)
//     |  +--EDIT_OBJECT   (0x4000)
//     |  |  |
//     |  |  +--OBJ_TRIMESH   (0x4100)      
//     |  |  |  |
//     |  |  |  +--TRI_VERTEXL          (0x4110) 
//     |  |  |  +--TRI_VERTEXOPTIONS    (0x4111)
//     |  |  |  +--TRI_MAPPINGCOORS     (0x4140) 
//     |  |  |  +--TRI_MAPPINGSTANDARD  (0x4170)
//     |  |  |  +--TRI_FACEL1           (0x4120)
//     |  |  |  |  |
//     |  |  |  |  +--TRI_SMOOTH            (0x4150)   
//     |  |  |  |  +--TRI_MATERIAL          (0x4130)
//     |  |  |  |
//     |  |  |  +--TRI_LOCAL            (0x4160)
//     |  |  |  +--TRI_VISIBLE          (0x4165)
//     |  |  |
//     |  |  +--OBJ_LIGHT    (0x4600)
//     |  |  |  |
//     |  |  |  +--LIT_OFF              (0x4620)
//     |  |  |  +--LIT_SPOT             (0x4610) 
//     |  |  |  +--LIT_UNKNWN01         (0x465A) 
//     |  |  | 
//     |  |  +--OBJ_CAMERA   (0x4700)
//     |  |  |  |
//     |  |  |  +--CAM_UNKNWN01         (0x4710)
//     |  |  |  +--CAM_UNKNWN02         (0x4720)  
//     |  |  |
//     |  |  +--OBJ_UNKNWN01 (0x4710)
//     |  |  +--OBJ_UNKNWN02 (0x4720)
//     |  |
//     |  +--EDIT_UNKNW01  (0x1100)
//     |  +--EDIT_UNKNW02  (0x1201) 
//     |  +--EDIT_UNKNW03  (0x1300)
//     |  +--EDIT_UNKNW04  (0x1400)
//     |  +--EDIT_UNKNW05  (0x1420)
//     |  +--EDIT_UNKNW06  (0x1450)
//     |  +--EDIT_UNKNW07  (0x1500)
//     |  +--EDIT_UNKNW08  (0x2200)
//     |  +--EDIT_UNKNW09  (0x2201)
//     |  +--EDIT_UNKNW10  (0x2210)
//     |  +--EDIT_UNKNW11  (0x2300)
//     |  +--EDIT_UNKNW12  (0x2302)
//     |  +--EDIT_UNKNW13  (0x2000)
//     |  +--EDIT_UNKNW14  (0xAFFF)
//     |
//     +--KEYF3DS (0xB000)
//        |
//        +--KEYF_UNKNWN01 (0xB00A)
//        +--............. (0x7001) ( viewport, same as editor )
//        +--KEYF_FRAMES   (0xB008)
//        +--KEYF_UNKNWN02 (0xB009)
//        +--KEYF_OBJDES   (0xB002)
//           |
//           +--KEYF_OBJHIERARCH  (0xB010)
//           +--KEYF_OBJDUMMYNAME (0xB011)
//           +--KEYF_OBJUNKNWN01  (0xB013)
//           +--KEYF_OBJUNKNWN02  (0xB014)
//           +--KEYF_OBJUNKNWN03  (0xB015)  
//           +--KEYF_OBJPIVOT     (0xB020)  
//           +--KEYF_OBJUNKNWN04  (0xB021)  
//           +--KEYF_OBJUNKNWN05  (0xB022)  
//
// Once you know how to read chunks, all you have to know is the ID you are looking for
// and what data is stored after that ID.  You need to get the file format for that.
// I can give it to you if you want, or you can go to www.wosit.org for several versions.
// Because this is a proprietary format, it isn't a official document.
//
// I know there was a LOT of information blown over, but it is too much knowledge for
// one tutorial.  In the animation tutorial that I eventually will get to, some of
// the things explained here will be explained in more detail.
// 
// I would like to thank wosit.org and Terry Caton (tcaton@umr.edu) for his help on this.
//
// Let me know if this helps you out!
// 
// 
// Ben Humphrey (DigiBen)
// Game Programmer
// DigiBen@GameTutorials.com
// Co-Web Host of www.GameTutorials.com
// 

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