关于OpenGL的实例教程源代码
源代码在线查看: model.cpp
/*
Model.cpp
Abstract base class for a model. The specific extended class will render the given model.
Author: Brett Porter
Email: brettporter@yahoo.com
Website: http://www.geocities.com/brettporter/
Copyright (C)2000, Brett Porter. All Rights Reserved.
This file may be used only as long as this copyright notice remains intact.
*/
#include // Header File For Windows
#include // Header File For The OpenGL32 Library
#include "Model.h"
#include "Lesson31.h"
Model::Model()
{
m_numMeshes = 0;
m_pMeshes = NULL;
m_numMaterials = 0;
m_pMaterials = NULL;
m_numTriangles = 0;
m_pTriangles = NULL;
m_numVertices = 0;
m_pVertices = NULL;
}
Model::~Model()
{
int i;
for ( i = 0; i < m_numMeshes; i++ )
delete[] m_pMeshes[i].m_pTriangleIndices;
for ( i = 0; i < m_numMaterials; i++ )
delete[] m_pMaterials[i].m_pTextureFilename;
m_numMeshes = 0;
if ( m_pMeshes != NULL )
{
delete[] m_pMeshes;
m_pMeshes = NULL;
}
m_numMaterials = 0;
if ( m_pMaterials != NULL )
{
delete[] m_pMaterials;
m_pMaterials = NULL;
}
m_numTriangles = 0;
if ( m_pTriangles != NULL )
{
delete[] m_pTriangles;
m_pTriangles = NULL;
}
m_numVertices = 0;
if ( m_pVertices != NULL )
{
delete[] m_pVertices;
m_pVertices = NULL;
}
}
void Model::draw()
{
GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D );
// Draw by group
for ( int i = 0; i < m_numMeshes; i++ )
{
int materialIndex = m_pMeshes[i].m_materialIndex;
if ( materialIndex >= 0 )
{
glMaterialfv( GL_FRONT, GL_AMBIENT, m_pMaterials[materialIndex].m_ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE, m_pMaterials[materialIndex].m_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].m_specular );
glMaterialfv( GL_FRONT, GL_EMISSION, m_pMaterials[materialIndex].m_emissive );
glMaterialf( GL_FRONT, GL_SHININESS, m_pMaterials[materialIndex].m_shininess );
if ( m_pMaterials[materialIndex].m_texture > 0 )
{
glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture );
glEnable( GL_TEXTURE_2D );
}
else
glDisable( GL_TEXTURE_2D );
}
else
{
// Material properties?
glDisable( GL_TEXTURE_2D );
}
glBegin( GL_TRIANGLES );
{
for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
{
int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
const Triangle* pTri = &m_pTriangles[triangleIndex];
for ( int k = 0; k < 3; k++ )
{
int index = pTri->m_vertexIndices[k];
glNormal3fv( pTri->m_vertexNormals[k] );
glTexCoord2f( pTri->m_s[k], pTri->m_t[k] );
glVertex3fv( m_pVertices[index].m_location );
}
}
}
glEnd();
}
if ( texEnabled )
glEnable( GL_TEXTURE_2D );
else
glDisable( GL_TEXTURE_2D );
}
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;
}