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#include "globals.h" float Normals[162][3]= { #include "anorms.h" }; Vector3 MD2Model::GiveVertex(int Frame, int Index) { frame_md2* selectedframe= (frame_md2*) ((char*)(pFrames)+Header.frameSize*Frame); return Vector3((float)selectedframe->verts[Index].vertex[0]*(float)selectedframe->scale[0]+(float)selectedframe->translate[0], (float)selectedframe->verts[Index].vertex[1]*(float)selectedframe->scale[1]+(float)selectedframe->translate[1], (float)selectedframe->verts[Index].vertex[2]*(float)selectedframe->scale[2]+(float)selectedframe->translate[2]); } textureCoordinate_md2 MD2Model::GiveTexCoordinate(int Index) { textureCoordinate_md2 tex; //tex.x=(float)Header.skinHeight/(float)pTexCoords[Index].u; //tex.y=(float)Header.skinWidth/(float)pTexCoords[Index].v; tex.u=pTexCoords[Index].u; tex.v=pTexCoords[Index].v; return tex; } Vector3 MD2Model::GiveNormal(int Frame, int Index) { frame_md2* selectedframe= (frame_md2*) ((char*)(pFrames)+Header.frameSize*Frame); return Vector3(Normals[selectedframe->verts[Index].lightNormalIndex][0], Normals[selectedframe->verts[Index].lightNormalIndex][1], Normals[selectedframe->verts[Index].lightNormalIndex][2]); } bool MD2Model::LoadModel(char *Filename) { FILE* FileHandle; FileHandle=fopen(Filename, "rb"); if (FileHandle==NULL) return false; fread(&Header, 1, sizeof(header_md2), FileHandle); if(Header.magic!=844121161) return false; pSkins = new TextureFilename_md2[ Header.numSkins ]; pTexCoords = new textureCoordinate_md2[ Header.numTexCoords ]; pTriangles = new triangle_md2[ Header.numTriangles ]; pFrames = (frame_md2*)malloc(Header.numFrames*Header.frameSize); fseek(FileHandle, Header.offsetSkins, SEEK_SET); fread(pSkins, Header.numSkins, sizeof(TextureFilename_md2), FileHandle); fseek(FileHandle, Header.offsetTexCoords, SEEK_SET); fread(pTexCoords, Header.numTexCoords, sizeof(textureCoordinate_md2), FileHandle); fseek(FileHandle, Header.offsetTriangles, SEEK_SET); fread(pTriangles, Header.numTriangles, sizeof(triangle_md2), FileHandle); fseek(FileHandle, Header.offsetFrames, SEEK_SET); fread(pFrames, Header.numFrames*Header.frameSize, 1, FileHandle); fseek(FileHandle, Header.offsetGlCommands, SEEK_SET); fread(pglCommands, Header.numGlCommands, sizeof(int), FileHandle); fclose(FileHandle); //Textur laden LOG("INFO: Die Textur für das Modell %s namens %s wird geladen.\n", Filename, pSkins[0].Filename); TextureHandleMD2=Game.TextureManager->LoadTexture("droideka.tga", LINEAR_FILTERING); //Jetzt die Listen vorbereiten, für jeden Frame eine for(int counter=0; counter<Header.numFrames; counter++) { Listnumbers[counter]=glGenLists(1); glNewList(Listnumbers[counter], GL_COMPILE); Game.TextureManager->ActivateTexture(TextureHandleMD2); glBegin (GL_TRIANGLES); for(int counter2=0; counter2<Header.numTriangles; counter2++) { Vector3 first=GiveVertex(counter, pTriangles[counter2].vertexIndices[0]); Vector3 second=GiveVertex(counter, pTriangles[counter2].vertexIndices[1]); Vector3 third=GiveVertex(counter, pTriangles[counter2].vertexIndices[2]); textureCoordinate_md2 temptex; Vector3 Normal=GiveNormal(counter, pTriangles[counter2].vertexIndices[0]); temptex=GiveTexCoordinate(pTriangles[counter2].textureIndices[0]); glTexCoord2f((float)temptex.u/(float)Header.skinWidth,1-(float)temptex.v/(float)Header.skinHeight); glNormal3fv(Normal); glVertex3fv(first); //LOG("erster vertex für frame %d lautet %f-%f-%f\n", counter, first.x, first.y, first.z); Normal=GiveNormal(counter, pTriangles[counter2].vertexIndices[1]); temptex=GiveTexCoordinate(pTriangles[counter2].textureIndices[1]); glTexCoord2f((float)temptex.u/(float)Header.skinWidth,1-(float)temptex.v/(float)Header.skinHeight); glNormal3fv(Normal); glVertex3fv(second); Normal=GiveNormal(counter, pTriangles[counter2].vertexIndices[2]); temptex=GiveTexCoordinate(pTriangles[counter2].textureIndices[2]); glTexCoord2f((float)temptex.u/(float)Header.skinWidth,1-(float)temptex.v/(float)Header.skinHeight); glNormal3fv(Normal); glVertex3fv(third); } glEnd (); glEndList(); } return true; } void MD2Model::RenderFrame(unsigned int Number) { glPushMatrix(); glPushAttrib(GL_ALL_ATTRIB_BITS); glRotatef(270.f, 1,0,0); glFrontFace( GL_CW ); glEnable( GL_CULL_FACE ); glCullFace( GL_BACK ); glEnable(GL_TEXTURE_2D); glCallList(Listnumbers[Number]); glDisable( GL_CULL_FACE ); glPopAttrib(); glPopMatrix(); } |
Zitat von »"Samuel G."«
Meiner laedt jedes 3DS-Format!
Zitat
Meiner laedt jedes 3DS-Format!
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