An example of lib3ds 2.0 with opengl32

本文介绍了一个使用lib3ds 2.0库读取3ds文件并结合OpenGL进行渲染的例子程序。此示例不涉及纹理贴图,主要用于演示lib3ds库的基本使用方法。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

lib3ds 2.0 和 opengl32 例子程序

cheungmine

2009-2-13

本例使用lib3ds库读取3ds文件,并使用opengl绘制。本例不使用贴图,仅仅展示lib3ds2.0的使用过程。这个例子是用lib3ds1.2.0的一个例子的翻版。lib3ds1.2.0已经找不到了。所以,我提供这个2.0版本的例子,以供学习之用。

需要下载lib3ds2.0的包。编译成动态库。

下面是例子的源代码player.c。只需要这一个文件。

/////////////////////////////////////////////////////////////////////////////// // player.c // // 2009-2-13 // // 作者:cheungmine // // 参考: // // http://www.lib3ds.org/lib3ds-1.2.0/examples/player.c // // 目录结构: // // lib/lib3ds_2.0/src/ // debug/lib3ds20d.lib lib3ds20d.dll // release/lib3ds20.lib lib3ds20.dll // // lib/lib3ds_2.0/ // glut_test/player.c // // lib/win_opengl32/ // inc/gl.h glu.h glut.h // lib/opengl32.lib glu32.lib glut32.lib // bin/opengl32.dll glu32.dll glut32.dll // /////////////////////////////////////////////////////////////////////////////// // 内存泄漏检测 // 在需要检测的地方放置语句: // _CrtDumpMemoryLeaks(); // 以下3句的次序不能改变 #define _CRTDBG_MAP_ALLOC #include<stdlib.h> #include<crtdbg.h> #include<stdio.h> #include<string.h> #include<math.h> #include<assert.h> #include <windows.h> // 使用 USE_SGI_OPENGL 可能在某些机器上运行 wglMakeCurrent 系列函数返回失败的结果 #define GLUT_NO_LIB_PRAGMA // #define USE_SGI_OPENGL #ifdef USE_SGI_OPENGL #include "../../sgi-opengl2-sdk/include/gl/gl.h" #include "../../sgi-opengl2-sdk/include/gl/glu.h" #include "../../sgi-opengl2-sdk/include/gl/glut.h" #pragma comment(lib, "../../sgi-opengl2-sdk/lib/opengl.lib") #pragma comment(lib, "../../sgi-opengl2-sdk/lib/glu.lib") #pragma comment(lib, "../../sgi-opengl2-sdk/lib/glut.lib") #else #include "../../win-opengl32/inc/GL.h" #include "../../win-opengl32/inc/GLU.h" #pragma comment(lib, "../../win-opengl32/lib/OPENGL32.lib") #pragma comment(lib, "../../win-opengl32/lib/GLU32.lib") #include "../../win-opengl32/inc/GLUT.h" #pragma comment(lib, "../../win-opengl32/lib/glut32.lib") #endif // // lib3ds // #include "../src/lib3ds.h" #ifdef _DEBUG # pragma comment(lib, "../src/debug/lib3ds20d.lib") #else # pragma comment(lib, "../src/release/lib3ds20.lib") #endif static const char* filename="E:/3DS/House/house.3ds"; static Lib3dsFile *model=0; static const char* camera=0; static float current_frame=0.0; static int gl_width; static int gl_height; static int camera_menu_id=0; static int halt=0; #ifndef MAX # define MAX(x,y) ((x)>(y)?(x):(y)) #endif static void camera_menu(int value) { Lib3dsCamera *c; int i; for( i=0; i<value; i++ ){ if (i==model->ncameras) return; c = model->cameras[i]; } if (c) camera=c->name; } static void render_node(Lib3dsNode *node) { Lib3dsNode *p; Lib3dsMesh *mesh; Lib3dsFace *face; Lib3dsMaterial *mat; Lib3dsMeshInstanceNode *meshData; Lib3dsVector *norm_verts; Lib3dsVector *norm_faces; int i; unsigned fi; float M[4][4]; assert(model); // 递归 for (p=node->childs; p!=0; p=p->next){ render_node(p); } if (node->type==LIB3DS_NODE_MESH_INSTANCE) { if (strcmp(node->name,"$$$DUMMY")==0) { return; } if (!node->user_id) { mesh = lib3ds_file_mesh_for_node(model, node); assert(mesh); if (!mesh) { return; } node->user_id = glGenLists(1); glNewList(node->user_id, GL_COMPILE); norm_verts = (Lib3dsVector*) malloc(3*sizeof(Lib3dsVector)*mesh->nfaces); norm_faces = (Lib3dsVector*) malloc(sizeof(Lib3dsVector)*mesh->nfaces); lib3ds_matrix_copy(M, mesh->matrix); lib3ds_matrix_inv(M); glMultMatrixf(&M[0][0]); lib3ds_mesh_calculate_face_normals(mesh, (float (*)[3])norm_faces); lib3ds_mesh_calculate_vertex_normals(mesh, (float (*)[3])norm_verts); for (fi=0; fi<mesh->nfaces; ++fi) { face = &(mesh->faces[fi]); mat = 0; if (face->material>=0 && face->material<model->nmaterials) mat=model->materials[face->material]; if (mat) { static GLfloat a[4]={0,0,0,1}; float s; glMaterialfv(GL_FRONT, GL_AMBIENT, a); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat->diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat->specular); s = pow(2, 10.0*mat->shininess); if (s>128.0) { s=128.0; } glMaterialf(GL_FRONT, GL_SHININESS, s); } else { float a[]={0.2, 0.2, 0.2, 1.0}; float d[]={0.8, 0.8, 0.8, 1.0}; float s[]={0.0, 0.0, 0.0, 1.0}; glMaterialfv(GL_FRONT, GL_AMBIENT, a); glMaterialfv(GL_FRONT, GL_DIFFUSE, d); glMaterialfv(GL_FRONT, GL_SPECULAR, s); } // Draw tri-face glBegin(GL_TRIANGLES); glNormal3fv(norm_faces[fi].v); // face normal for (i=0; i<3; ++i) { glNormal3fv(norm_verts[3*fi+i].v); // vertex normal glVertex3fv(mesh->vertices[face->index[i]]); } glEnd(); } free(norm_faces); free(norm_verts); glEndList(); } if (node->user_id) { glPushMatrix(); meshData = (Lib3dsMeshInstanceNode*) node; glMultMatrixf(&node->matrix[0][0]); glTranslatef(-meshData->pivot[0], -meshData->pivot[1], -meshData->pivot[2]); glCallList(node->user_id); // glutSolidSphere(50.0, 20,20); glPopMatrix(); } } } static void display(void) { int i, li; Lib3dsNode *nodC, *nodT, *nod; Lib3dsCameraNode *camNode; Lib3dsTargetNode *tgtNode; float M[4][4]; GLfloat a[] = {0.0f, 0.0f, 0.0f, 1.0f}; GLfloat c[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat p[] = {0.0f, 0.0f, 0.0f, 1.0f}; Lib3dsLight *l; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (!model) { return; } nodC=lib3ds_file_node_by_name(model, camera, LIB3DS_NODE_CAMERA); nodT=lib3ds_file_node_by_name(model, camera, LIB3DS_NODE_CAMERA_TARGET); if (!nodC || !nodT) { // 本测试程序要求必须存在 camera 和 target // 这里存在问题?以后的文章再处理不存在的情形 assert(0 && "Camera or Target not found!"); return; } camNode = (Lib3dsCameraNode*) nodC; tgtNode = (Lib3dsTargetNode*) nodT; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( camNode->fov, 1.0*gl_width/gl_height, 100.0, 20000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(-90, 1.0, 0,0); li=GL_LIGHT0; for (i=0; i<model->nlights; i++) { l = model->lights[i]; glEnable(li); glLightfv(li, GL_AMBIENT, a); glLightfv(li, GL_DIFFUSE, c); glLightfv(li, GL_SPECULAR, c); // p? p[0] = l->position[0]; p[1] = l->position[1]; p[2] = l->position[2]; glLightfv(li, GL_POSITION, p); if (!l->spot_light) { continue; } p[0] = l->target[0] - l->position[0]; p[1] = l->target[1] - l->position[1]; p[2] = l->target[2] - l->position[2]; glLightfv(li, GL_SPOT_DIRECTION, p); ++li; } lib3ds_matrix_camera(M, camNode->pos, tgtNode->pos, camNode->roll); glMultMatrixf(&M[0][0]); for (nod=model->nodes; nod!=0; nod=nod->next) { render_node(nod); } if (!halt) { current_frame+=1.0; if (current_frame>model->frames) { current_frame=0; } lib3ds_file_eval(model, current_frame); glutSwapBuffers(); glutPostRedisplay(); } } static void init(void) { int i; glClearColor(0.5, 0.5, 0.5, 1.0); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDisable(GL_LIGHT1); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); //glDisable(GL_NORMALIZE); //glPolygonOffset(1.0, 2); model=lib3ds_file_open(filename); if (!model) { printf("***ERROR*** Loading 3DS file failed."); exit(1); } if (!model->cameras) { printf("***ERROR*** No Camera found."); lib3ds_file_free(model); model=0; exit(1); } if (!camera) { camera = model->cameras[0]->name; } camera_menu_id = glutCreateMenu(camera_menu); for (i=0; i<model->ncameras; i++){ glutAddMenuEntry(model->cameras[i]->name, i); } glutAttachMenu(0); lib3ds_file_eval(model, 0); } static void reshape (int w, int h) { gl_width=w; gl_height=h; glViewport(0,0,w,h); } static void keyboard(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; case 'h': halt=!halt; glutPostRedisplay(); break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(640, 480); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); /* Memory leaks detecting */ _CrtDumpMemoryLeaks(); return(0); }

运行结果:

例子中使用的3ds23文件来自于:

http://www.sharecg.com/

house.3ds

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值