📄 tutorial_31.htm
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<td valign="top" width="100%">这里我们使用与OpenGL中相对的材质。 <p>下面的代码用来载入模型,我们通过重载loadModelData函数来实现它。</p>
我们创建了一个新类MilkshapeModel,它是从Model继承而来的。</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
<pre>bool MilkshapeModel::loadModelData( const char *filename )
{
ifstream inputFile( filename, ios::in | ios::binary | ios::nocreate );
if ( inputFile.fail())
return false; <font color="#ffffaa">// 不能打开文件,返回失败</font>
</pre>
</font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">以二进制的方式打开文件,如果失败则返回</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> inputFile.seekg( 0, ios::end );
long fileSize = inputFile.tellg();
inputFile.seekg( 0, ios::beg );
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">返回文件大小</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> byte *pBuffer = new byte[fileSize];
inputFile.read( pBuffer, fileSize );
inputFile.close();
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">分配一个内存,载入文件,并关闭文件</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
</font><pre><font color="#aaffaa" size="3"> const byte *pPtr = pBuffer;
MS3DHeader *pHeader = ( MS3DHeader* )pPtr;
pPtr += sizeof( MS3DHeader );
if ( strncmp( pHeader->m_ID, "MS3D000000", 10 ) != 0 )
return false; <font color="#ffffaa">// 如果不是一个有效的MS3D文件则返回</font>
if ( pHeader->m_version < 3 || pHeader->m_version > 4 )
return false; <font color="#ffffaa">// 如果不能支持这种版本的文件,则返回失败</font></font></pre>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">上面的文件读取文件头</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> int nVertices = *( word* )pPtr;
m_numVertices = nVertices;
m_pVertices = new Vertex[nVertices];
pPtr += sizeof( word );
int i;
for ( i = 0; i < nVertices; i++ )
{
MS3DVertex *pVertex = ( MS3DVertex* )pPtr;
m_pVertices[i].m_boneID = pVertex->m_boneID;
memcpy( m_pVertices[i].m_location, pVertex->m_vertex, sizeof( float )*3 );
pPtr += sizeof( MS3DVertex );
}
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">上面的代码读取顶点数据</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> int nTriangles = *( word* )pPtr;
m_numTriangles = nTriangles;
m_pTriangles = new Triangle[nTriangles];
pPtr += sizeof( word );
for ( i = 0; i < nTriangles; i++ )
{
MS3DTriangle *pTriangle = ( MS3DTriangle* )pPtr;
int vertexIndices[3] = { pTriangle->m_vertexIndices[0], pTriangle->m_vertexIndices[1], pTriangle->m_vertexIndices[2] };
float t[3] = { 1.0f-pTriangle->m_t[0], 1.0f-pTriangle->m_t[1], 1.0f-pTriangle->m_t[2] };
memcpy( m_pTriangles[i].m_vertexNormals, pTriangle->m_vertexNormals, sizeof( float )*3*3 );
memcpy( m_pTriangles[i].m_s, pTriangle->m_s, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_t, t, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_vertexIndices, vertexIndices, sizeof( int )*3 );
pPtr += sizeof( MS3DTriangle );
}
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">上面的代码用来读取三角形信息,因为MS3D使用窗口坐标系而OpenGL使用笛卡儿坐标系,所以需要反转每个顶点Y方向的纹理坐标</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
<pre> int nGroups = *( word* )pPtr;
m_numMeshes = nGroups;
m_pMeshes = new Mesh[nGroups];
pPtr += sizeof( word );
for ( i = 0; i < nGroups; i++ )
{
pPtr += sizeof( byte );
pPtr += 32;
word nTriangles = *( word* )pPtr;
pPtr += sizeof( word );
int *pTriangleIndices = new int[nTriangles];
for ( int j = 0; j < nTriangles; j++ )
{
pTriangleIndices[j] = *( word* )pPtr;
pPtr += sizeof( word );
}
char materialIndex = *( char* )pPtr;
pPtr += sizeof( char );
m_pMeshes[i].m_materialIndex = materialIndex;
m_pMeshes[i].m_numTriangles = nTriangles;
m_pMeshes[i].m_pTriangleIndices = pTriangleIndices;
}
</pre>
</font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">上面的代码填充网格结构</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> int nMaterials = *( word* )pPtr;
m_numMaterials = nMaterials;
m_pMaterials = new Material[nMaterials];
pPtr += sizeof( word );
for ( i = 0; i < nMaterials; i++ )
{
MS3DMaterial *pMaterial = ( MS3DMaterial* )pPtr;
memcpy( m_pMaterials[i].m_ambient, pMaterial->m_ambient, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_diffuse, pMaterial->m_diffuse, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_specular, pMaterial->m_specular, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_emissive, pMaterial->m_emissive, sizeof( float )*4 );
m_pMaterials[i].m_shininess = pMaterial->m_shininess;
m_pMaterials[i].m_pTextureFilename = new char[strlen( pMaterial->m_texture )+1];
strcpy( m_pMaterials[i].m_pTextureFilename, pMaterial->m_texture );
pPtr += sizeof( MS3DMaterial );
}
reloadTextures();
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">上面的代码加载纹理数据</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre> delete[] pBuffer;
return true;
}
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_31_files/l.png"><img src="Tutorial_31_files/l.png"></td>
<td valign="top" width="100%">上面的代码设置好了一切参数,但纹理还没有载入内存,下面的代码完成这个功能。</td>
<td background="Tutorial_31_files/r.png"><img src="Tutorial_31_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_31_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_31_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_31_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre>void Model::reloadTextures()
{
for ( int i = 0; i < m_numMaterials; i++ )
if ( strlen( m_pMaterials[i].m_pTextureFilename ) > 0 )
m_pMaterials[i].m_texture = LoadGLTexture( m_pMaterials[i].m_pTextureFilename );
else
m_pMaterials[i].m_texture = 0;
}
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