最終更新: mikk_ni3_92 2010年02月04日(木) 14:02:19履歴
現在地: メニュー >> 実践編10 >> 実践編10::3dsファイルローダ >> lib3ds編03 >> lib3ds編03::まとめコード3
#include <iostream> #include <algorithm> #include <vector> #include <gl/glut.h> #include <lib3ds.h> char *modelname = "Tree.3DS"; //メッシュ構造体 struct Mesh { unsigned int nIndex; std::vector<float> vertex; std::vector<float> normal; std::vector<unsigned int> index; int flag; }; std::vector<Mesh> eachMesh; //--- function Object ---// class CIncrement { private: unsigned int num; public: CIncrement():num(0){}//コンストラクタ unsigned int operator()() { return num++; } }; float scales = 1.f; //確認用 void draw2() { static int MeshNum = eachMesh.size(); glBegin(GL_TRIANGLES); for(int loop = 0; loop < MeshNum;++loop) { for(int k = 0; k < eachMesh[loop].vertex.size();k+=9) { glNormal3fv(&eachMesh[loop].normal[k]); glVertex3fv(&eachMesh[loop].vertex[k]); glNormal3fv(&eachMesh[loop].normal[k+3]); glVertex3fv(&eachMesh[loop].vertex[k+3]); glNormal3fv(&eachMesh[loop].normal[k+6]); glVertex3fv(&eachMesh[loop].vertex[k+6]); } } glEnd(); } void display() { static int angle = 0; static int MeshNum = eachMesh.size(); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(20,30,80,0,0,0,0,1,0); glColor3f(0.8,0.8,0.8f); glPushMatrix(); glRotatef(float(angle),0,1,0);//各種位置調整 glScalef(scales,scales,scales); glRotatef(90,-1,0,0); //////描画 glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); for(int loop = 0; loop < MeshNum;++loop) { if(eachMesh[loop].flag == 1) continue; glVertexPointer(3, GL_FLOAT, 0,&eachMesh[loop].vertex[0]); glNormalPointer(GL_FLOAT,0,&eachMesh[loop].normal[0]); //glDrawArrays(GL_TRIANGLES,0,eachMesh[loop].vertex.size()/3);//確認用 glDrawElements(GL_TRIANGLES,eachMesh[loop].nIndex, GL_UNSIGNED_INT, &eachMesh[loop].index[0]); } glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); //draw2();//確認用 glPopMatrix(); glColor3f(1,1,1); glutSwapBuffers(); if(++angle >= 360) angle = 0; } void reshape(int w, int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(30,double(w)/h,0.1,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void idle() { glutPostRedisplay(); } void specialkey(int key,int x, int y) { switch(key) { case GLUT_KEY_UP: scales *= 2.f; break; case GLUT_KEY_DOWN: scales *= 0.5f; break; } } void init() { glClearColor(1,1,1,1); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); } void keyboard(unsigned char key, int x, int y) { switch(key) { case 'q': case '\033': exit(0); break; } } void load3dsModel() { Lib3dsFile *m_model; //モデル全体 Lib3dsMesh *mesh; //メッシュ単位 //モデル読み込み m_model = lib3ds_file_open(modelname); if(m_model==NULL) { std::cerr << "can't Open file\n"; exit(0); } eachMesh.resize(m_model->nmeshes);//メッシュ分メモリ確保 for(int loop = 0; loop < m_model->nmeshes;++loop) { mesh = m_model->meshes[loop];//mLoop番目のメッシュへのポインタ if(mesh->nfaces == 0) { eachMesh[loop].flag = 1; continue; }//メッシュが無い場合はカット //法線データの取り出し float (*normal)[3] = new float[mesh->nfaces*3][3]; lib3ds_mesh_calculate_vertex_normals(mesh,&normal[0]);//頂点法線の取り出し eachMesh[loop].normal.resize(mesh->nfaces*3*3);//法線用メモリ確保(面の数*3頂点*3座標) eachMesh[loop].vertex.resize(mesh->nfaces*3*3);//頂点用メモリ確保(頂点数*3要素) //頂点データと法線データをインデックスに合わせて格納 for(int loopX = 0; loopX < mesh->nfaces;++loopX) { //1頂点目 memcpy(&eachMesh[loop].normal[loopX*9],&normal[loopX*3][0],sizeof(float)*3); memcpy(&eachMesh[loop].vertex[loopX*9], &mesh->vertices[ mesh->faces[loopX].index[0] ][0],sizeof(float)*3); //2頂点目 memcpy(&eachMesh[loop].normal[loopX*9+3],&normal[loopX*3+1][0],sizeof(float)*3); memcpy(&eachMesh[loop].vertex[loopX*9+3], &mesh->vertices[ mesh->faces[loopX].index[1] ][0],sizeof(float)*3); //3頂点目 memcpy(&eachMesh[loop].normal[loopX*9+6],&normal[loopX*3+2][0],sizeof(float)*3); memcpy(&eachMesh[loop].vertex[loopX*9+6], &mesh->vertices[ mesh->faces[loopX].index[2] ][0],sizeof(float)*3); } eachMesh[loop].nIndex = mesh->nfaces * 3; eachMesh[loop].index.resize( eachMesh[loop].nIndex );//面の数*3頂点分=総インデックス数 //インデックスデータの設定(0,1,2,3,4...でOK) std::generate(eachMesh[loop].index.begin(),eachMesh[loop].index.end(),CIncrement()); delete [] normal; } lib3ds_file_free(m_model); } int main(int argc, char *argv[]) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(640,480); glutCreateWindow("Vertex Normal and Ary"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(specialkey); glutKeyboardFunc(keyboard); glutIdleFunc(idle); init(); load3dsModel(); glutMainLoop(); return 0; }