#include <iostream> #include <vector> #include <gl/glut.h> #include <lib3ds.h> char *modelname = "house01_3.3DS"; struct Mesh { int flag; int nIndex; std::vector<float> vertex; std::vector<unsigned short> index; }; std::vector<Mesh> eachMesh; float scales = 1.f; 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(0,0,0.3f); 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); for(int loop = 0; loop < MeshNum;++loop) { if( eachMesh[loop].flag == 1){ continue;} glVertexPointer(3, GL_FLOAT, 0,&eachMesh[loop].vertex[0]); glDrawElements(GL_TRIANGLES,eachMesh[loop].nIndex, GL_UNSIGNED_SHORT, &eachMesh[loop].index[0]); } glDisableClientState(GL_VERTEX_ARRAY); 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); glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); } 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; } //頂点データの取り出し eachMesh[loop].vertex.resize(mesh->nvertices*3);//頂点数*3要素 memcpy(&eachMesh[loop].vertex[0],&mesh->vertices[0][0],sizeof(float)*mesh->nvertices*3); //インデックスデータの取り出し 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 for(int iloop = 0;iloop < mesh->nfaces;++iloop) { memcpy(&eachMesh[loop].index[iloop*3],&mesh->faces[iloop].index[0],sizeof(unsigned short)*3); } } 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("Basic 3ds Multi Mesh Loader"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutSpecialFunc(specialkey); glutKeyboardFunc(keyboard); glutIdleFunc(idle); init(); load3dsModel(); glutMainLoop(); return 0; }