ok. In my engine, i'm using the MS3D file loading code from a NeHe tutorial. problem is, the loader only loads and renders 1 file. I need to load and render multiple files at once. Iv'e spend the last 2 hours trying to figure out how to modify the loader to handle more than 1 file without much luck. Heres the code:
model.cpp
Code:
/*
Model.cpp
Abstract base class for a model. The specific extended class will render the given model.
Author: Brett Porter
Email: [email protected]
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 <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include "Model.h"
#include "Textures.h"
#include "FrustumCulling.h"
extern fCull _glFrustum;
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::loadModelTextures()
{
for ( int x = 0; x < m_numMaterials; x++ )
{
if ( strlen( m_pMaterials[x].m_pTextureFilename ) > 0 )
m_pMaterials[x].m_texture = CreateModelTexture( m_pMaterials[x].m_pTextureFilename );
else
m_pMaterials[x].m_texture = 0;
}
}
void Model::draw()
{
glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress("glActiveTextureARB");
glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC) wglGetProcAddress("glMultiTexCoord2fARB");
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 )
{
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture );
}
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 );
}
model.h
Code:
/*
Model.h
Abstract base class for a model. The specific extended class will render the given model.
Author: Brett Porter
Email: [email protected]
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.
*/
#ifndef MODEL_H
#define MODEL_H
class Model
{
public:
// Mesh
struct Mesh
{
int m_materialIndex;
int m_numTriangles;
int *m_pTriangleIndices;
};
// Material properties
struct Material
{
float m_ambient[4], m_diffuse[4], m_specular[4], m_emissive[4];
float m_shininess;
GLuint m_texture;
char *m_pTextureFilename;
};
// Triangle structure
struct Triangle
{
float m_vertexNormals[3][3];
float m_s[3], m_t[3];
int m_vertexIndices[3];
};
// Vertex structure
struct Vertex
{
char m_boneID; // for skeletal animation
float m_location[3];
};
public:
Model();
virtual ~Model();
virtual bool loadModelData( const char *filename ) = 0;
void loadModelTextures();
void draw();
void reloadTextures();
protected:
// Meshes used
int m_numMeshes;
Mesh *m_pMeshes;
// Materials used
int m_numMaterials;
Material *m_pMaterials;
// Triangles used
int m_numTriangles;
Triangle *m_pTriangles;
// Vertices Used
int m_numVertices;
Vertex *m_pVertices;
};
#endif // ndef MODEL_H
ms3d.cpp
Code:
/*
MilkshapeModel.cpp
Loads and renders a Milkshape3D model.
Author: Brett Porter
Email: [email protected]
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 <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include "ms3d.h"
#include <fstream.h>
MilkshapeModel::MilkshapeModel()
{
}
MilkshapeModel::~MilkshapeModel()
{
}
/*
MS3D STRUCTURES
*/
// byte-align structures
#ifdef _MSC_VER
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error you must byte-align these structures with the appropriate compiler directives
#endif
typedef unsigned char byte;
typedef unsigned short word;
// File header
struct MS3DHeader
{
char m_ID[10];
int m_version;
} PACK_STRUCT;
// Vertex information
struct MS3DVertex
{
byte m_flags;
float m_vertex[3];
char m_boneID;
byte m_refCount;
} PACK_STRUCT;
// Triangle information
struct MS3DTriangle
{
word m_flags;
word m_vertexIndices[3];
float m_vertexNormals[3][3];
float m_s[3], m_t[3];
byte m_smoothingGroup;
byte m_groupIndex;
} PACK_STRUCT;
// Material information
struct MS3DMaterial
{
char m_name[32];
float m_ambient[4];
float m_diffuse[4];
float m_specular[4];
float m_emissive[4];
float m_shininess; // 0.0f - 128.0f
float m_transparency; // 0.0f - 1.0f
byte m_mode; // 0, 1, 2 is unused now
char m_texture[128];
char m_alphamap[128];
} PACK_STRUCT;
// Joint information
struct MS3DJoint
{
byte m_flags;
char m_name[32];
char m_parentName[32];
float m_rotation[3];
float m_translation[3];
word m_numRotationKeyframes;
word m_numTranslationKeyframes;
} PACK_STRUCT;
// Keyframe data
struct MS3DKeyframe
{
float m_time;
float m_parameter[3];
} PACK_STRUCT;
// Default alignment
#ifdef _MSC_VER
# pragma pack( pop, packing )
#endif
#undef PACK_STRUCT
bool MilkshapeModel::loadModelData( const char *filename )
{
ifstream inputFile( filename, ios::in | ios::binary | ios::nocreate );
if ( inputFile.fail())
return false; // "Couldn't open the model file."
inputFile.seekg( 0, ios::end );
long fileSize = inputFile.tellg();
inputFile.seekg( 0, ios::beg );
byte *pBuffer = new byte[fileSize];
inputFile.read( pBuffer, fileSize );
inputFile.close();
const byte *pPtr = pBuffer;
MS3DHeader *pHeader = ( MS3DHeader* )pPtr;
pPtr += sizeof( MS3DHeader );
if ( strncmp( pHeader->m_ID, "MS3D000000", 10 ) != 0 )
return false; // "Not a valid Milkshape3D model file."
if ( pHeader->m_version < 3 || pHeader->m_version > 4 )
return false; // "Unhandled file version. Only Milkshape3D Version 1.3 and 1.4 is supported." );
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 );
}
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 );
}
int nGroups = *( word* )pPtr;
m_numMeshes = nGroups;
m_pMeshes = new Mesh[nGroups];
pPtr += sizeof( word );
for ( i = 0; i < nGroups; i++ )
{
pPtr += sizeof( byte ); // flags
pPtr += 32; // name
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;
}
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 );
}
delete[] pBuffer;
return true;
}
ms3d.h
Code:
/*
MilkshapeModel.h
Loads and renders a Milkshape3D model.
Author: Brett Porter
Email: [email protected]
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.
*/
#ifndef MILKSHAPEMODEL_H
#define MILKSHAPEMODEL_H
#include "Model.h"
class MilkshapeModel : public Model
{
public:
/* Constructor. */
MilkshapeModel();
/* Destructor. */
virtual ~MilkshapeModel();
/*
Load the model data into the private variables.
filename Model filename
*/
virtual bool loadModelData( const char *filename );
};
#endif // ndef MILKSHAPEMODEL_H
in my init function:
Code:
_peModel = new MilkshapeModel(); // Memory To Hold The Model
if ( _peModel->loadModelData( "LVL1.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the specified model. File not found or file corrupted. {OGLrendering.cpp | OGLrender::Init();}", "Error", MB_OK | MB_ICONERROR );
}
_peModel->loadModelTextures();
and then to render, I call _peModel->draw();
I'm completely stuck. Ive tried everything I could think of, and nothing works.
Please help if you can! Thanx in advance!
-psychopath