错误Lodanig WaveFront OBJ文件进入OPENGL by MFC(VC ++ 6) [英] ERROR Lodanig WaveFront OBJ File into OPENGL BY MFC(VC++ 6)
问题描述
大家好。我编写并制作简单的程序。
这个程序启动时,加载wavefront obj文件(AUTO)。
i编写并预先准备OPENGL然后添加此代码。
编译时
。 4错误饭。
1-制作新的Glm.h并添加到头文件项目(在下面显示)。
hi all . i write and make simple program.
this program when started , load wavefront obj file(AUTO).
i Write and prepearing OPENGL and then add this code.
when compile it. 4 error riceved.
1- make new Glm.h and add to header file project (Show in Below).
#include <GL/glut.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
/* defines */
#define GLM_NONE (0) /* render with only vertices */
#define GLM_FLAT (1 << 0) /* render with facet normals */
#define GLM_SMOOTH (1 << 1) /* render with vertex normals */
#define GLM_TEXTURE (1 << 2) /* render with texture coords */
#define GLM_COLOR (1 << 3) /* render with colors */
#define GLM_MATERIAL (1 << 4) /* render with materials */
/* structs */
/* GLMmaterial: Structure that defines a material in a model.
*/
typedef struct _GLMmaterial
{
char* name; /* name of material */
GLfloat diffuse[4]; /* diffuse component */
GLfloat ambient[4]; /* ambient component */
GLfloat specular[4]; /* specular component */
GLfloat emmissive[4]; /* emmissive component */
GLfloat shininess; /* specular exponent */
} GLMmaterial;
/* GLMtriangle: Structure that defines a triangle in a model.
*/
typedef struct {
GLuint vindices[3]; /* array of triangle vertex indices */
GLuint nindices[3]; /* array of triangle normal indices */
GLuint tindices[3]; /* array of triangle texcoord indices*/
GLuint findex; /* index of triangle facet normal */
} GLMtriangle;
/* GLMgroup: Structure that defines a group in a model.
*/
typedef struct _GLMgroup {
char* name; /* name of this group */
GLuint numtriangles; /* number of triangles in this group */
GLuint* triangles; /* array of triangle indices */
GLuint material; /* index to material for group */
struct _GLMgroup* next; /* pointer to next group in model */
} GLMgroup;
/* GLMmodel: Structure that defines a model.
*/
typedef struct {
char* pathname; /* path to this model */
char* mtllibname; /* name of the material library */
GLuint numvertices; /* number of vertices in model */
GLfloat* vertices; /* array of vertices */
GLuint numnormals; /* number of normals in model */
GLfloat* normals; /* array of normals */
GLuint numtexcoords; /* number of texcoords in model */
GLfloat* texcoords; /* array of texture coordinates */
GLuint numfacetnorms; /* number of facetnorms in model */
GLfloat* facetnorms; /* array of facetnorms */
GLuint numtriangles; /* number of triangles in model */
GLMtriangle* triangles; /* array of triangles */
GLuint nummaterials; /* number of materials in model */
GLMmaterial* materials; /* array of materials */
GLuint numgroups; /* number of groups in model */
GLMgroup* groups; /* linked list of groups */
GLfloat position[3]; /* position of the model */
} GLMmodel;
/* public functions */
/* glmUnitize: "unitize" a model by translating it to the origin and
* scaling it to fit in a unit cube around the origin. Returns the
* scalefactor used.
*
* model - properly initialized GLMmodel structure
*/
GLfloat
glmUnitize(GLMmodel* model);
/* glmDimensions: Calculates the dimensions (width, height, depth) of
* a model.
*
* model - initialized GLMmodel structure
* dimensions - array of 3 GLfloats (GLfloat dimensions[3])
*/
GLvoid
glmDimensions(GLMmodel* model, GLfloat* dimensions);
/* glmScale: Scales a model by a given amount.
*
* model - properly initialized GLMmodel structure
* scale - scalefactor (0.5 = half as large, 2.0 = twice as large)
*/
GLvoid
glmScale(GLMmodel* model, GLfloat scale);
/* glmReverseWinding: Reverse the polygon winding for all polygons in
* this model. Default winding is counter-clockwise. Also changes
* the direction of the normals.
*
* model - properly initialized GLMmodel structure
*/
GLvoid
glmReverseWinding(GLMmodel* model);
/* glmFacetNormals: Generates facet normals for a model (by taking the
* cross product of the two vectors derived from the sides of each
* triangle). Assumes a counter-clockwise winding.
*
* model - initialized GLMmodel structure
*/
GLvoid
glmFacetNormals(GLMmodel* model);
/* glmVertexNormals: Generates smooth vertex normals for a model.
* First builds a list of all the triangles each vertex is in. Then
* loops through each vertex in the the list averaging all the facet
* normals of the triangles each vertex is in. Finally, sets the
* normal index in the triangle for the vertex to the generated smooth
* normal. If the dot product of a facet normal and the facet normal
* associated with the first triangle in the list of triangles the
* current vertex is in is greater than the cosine of the angle
* parameter to the function, that facet normal is not added into the
* average normal calculation and the corresponding vertex is given
* the facet normal. This tends to preserve hard edges. The angle to
* use depends on the model, but 90 degrees is usually a good start.
*
* model - initialized GLMmodel structure
* angle - maximum angle (in degrees) to smooth across
*/
GLvoid
glmVertexNormals(GLMmodel* model, GLfloat angle);
/* glmLinearTexture: Generates texture coordinates according to a
* linear projection of the texture map. It generates these by
* linearly mapping the vertices onto a square.
*
* model - pointer to initialized GLMmodel structure
*/
GLvoid
glmLinearTexture(GLMmodel* model);
/* glmSpheremapTexture: Generates texture coordinates according to a
* spherical projection of the texture map. Sometimes referred to as
* spheremap, or reflection map texture coordinates. It generates
* these by using the normal to calculate where that vertex would map
* onto a sphere. Since it is impossible to map something flat
* perfectly onto something spherical, there is distortion at the
* poles. This particular implementation causes the poles along the X
* axis to be distorted.
*
* model - pointer to initialized GLMmodel structure
*/
GLvoid
glmSpheremapTexture(GLMmodel* model);
/* glmDelete: Deletes a GLMmodel structure.
*
* model - initialized GLMmodel structure
*/
GLvoid
glmDelete(GLMmodel* model);
/* glmReadOBJ: Reads a model description from a Wavefront .OBJ file.
* Returns a pointer to the created object which should be free'd with
* glmDelete().
*
* filename - name of the file containing the Wavefront .OBJ format data.
*/
GLMmodel*
glmReadOBJ(char* filename);
/* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to
* a file.
*
* model - initialized GLMmodel structure
* filename - name of the file to write the Wavefront .OBJ format data to
* mode - a bitwise or of values describing what is written to the file
* GLM_NONE - write only vertices
* GLM_FLAT - write facet normals
* GLM_SMOOTH - write vertex normals
* GLM_TEXTURE - write texture coords
* GLM_FLAT and GLM_SMOOTH should not both be specified.
*/
GLvoid
glmWriteOBJ(GLMmodel* model, char* filename, GLuint mode);
/* glmDraw: Renders the model to the current OpenGL context using the
* mode specified.
*
* model - initialized GLMmodel structure
* mode - a bitwise OR of values describing what is to be rendered.
* GLM_NONE - render with only vertices
* GLM_FLAT - render with facet normals
* GLM_SMOOTH - render with vertex normals
* GLM_TEXTURE - render with texture coords
* GLM_FLAT and GLM_SMOOTH should not both be specified.
*/
GLvoid
glmDraw(GLMmodel* model, GLuint mode);
/* glmList: Generates and returns a display list for the model using
* the mode specified.
*
* model - initialized GLMmodel structure
* mode - a bitwise OR of values describing what is to be rendered.
* GLM_NONE - render with only vertices
* GLM_FLAT - render with facet normals
* GLM_SMOOTH - render with vertex normals
* GLM_TEXTURE - render with texture coords
* GLM_FLAT and GLM_SMOOTH should not both be specified.
*/
GLuint
glmList(GLMmodel* model, GLuint mode);
/* glmWeld: eliminate (weld) vectors that are within an epsilon of
* each other.
*
* model - initialized GLMmodel structure
* epsilon - maximum difference between vertices
* ( 0.00001 is a good start for a unitized model)
*
*/
GLvoid
glmWeld(GLMmodel* model, GLfloat epsilon);
2 - 添加以下变量来表示不同类型的对象
2-added the following variables to represent different types of objects
GLuint m_MonitorList; / / Display
GLuint m_ChairList; / / chair
GLuint m_PotList; / / vase
GLuint m_ComputerList; / / Computer
int m_nObjectNo;
3-drawing功能修改如下:
i添加此功能。
3-drawing function modified as follows:
i add this function.
void OpenGLView::RenderScene ()
{
//Position Camera
gluLookAt(m_PosX,m_PosY,m_PosZ,m_DirX,m_DirY,m_DirZ,0.0f,1.0f,0.0f);
//Draw the Scene
//Draw the floor
// Draw the ground, we do manual shading to a darker green
// in the background to give the illusion of depth
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_Texture[3]);
glBegin(GL_POLYGON);
glColor3ub(0,255,0);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-2.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(2.0f,0.0f, 0.0f);
glColor3ub(0,100,0);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(2.0f, 0.0f, -2.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-2.0f,0.0f, -2.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
//Draw the Cube
// Save the matrix state and do the rotations
glPushMatrix();
glTranslatef(-1.0f,0.6f,-1.0f);
// Draw jet at new orientation, put light in correct position
// before rotating the jet
glRotatef(m_xRot,1.0f,0.0f,0.0f);
glRotatef(m_yRot,0.0f,1.0f,0.0f);
DrawCube(FALSE);
// Restore original matrix state
glPopMatrix();
// Get ready to draw the shadow and the ground
// First disable lighting and save the projection state
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glPushMatrix();
// Multiply by shadow projection matrix
glMultMatrixf((GLfloat *)m_ShadowMat);
glTranslatef(-1.0f,0.6f,-1.0f);
glRotatef(m_xRot,1.0f,0.0f,0.0f);
glRotatef(m_yRot,0.0f,1.0f,0.0f);
// Pass true to indicate drawing shadow
DrawCube(TRUE);
// Restore the projection to normal
glPopMatrix();
// Restore lighting state variables
glEnable(GL_DEPTH_TEST);
// Draw the light source
glPushMatrix();
glTranslatef(1.5f,1.5f,-1.0f);
glColor3ub(255,255,0);
glutSolidSphere(0.01f,10,10);
glPopMatrix();
glEnable(GL_LIGHTING);
}
void OpenGLView::DrawCube (BOOL bShadow)
{
// Set material color, note we only have to set to black
// for the shadow once
if(!bShadow)
{
switch (m_nObjectNo)
{
case 0: glCallList(m_ChairList);
break;
case 1: glCallList(m_PotList);
break;
case 2: glCallList(m_ComputerList);
break;
case 3: glCallList(m_MonitorList);
break;
case 4: DrawCubeTex();
break;
}
}
else
{
glColor3ub(0,0,0);
switch (m_nObjectNo)
{
case 0: glCallList(m_ChairList);
break;
case 1: glCallList(m_PotList);
break;
case 2: glCallList(m_ComputerList);
break;
case 3: glCallList(m_MonitorList);
break;
case 4: DrawCubeNoTex();
break;
}
}
}
4-Obj文件加载具体实现代码:
i添加此函数
4-Obj file loading concrete realization of the code:
i add this Function
void OpenGLView::LoadModelsFromFiles()
{
GLfloat scalefactor = 0.0;
//Load Computer from file
GLMmodel *object1;
object1 = glmReadOBJ("models/computer.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object1);
}
else
{
glmScale(object1, scalefactor);
}
glmScale(object1, 2.5);
/* build a display list */
m_ComputerList = glmList(object1, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object1);
//Load Chair From File
GLMmodel *object2;
scalefactor = 0.0;
object2 = glmReadOBJ("models/chair04.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object2);
}
else
{
glmScale(object2, scalefactor);
}
glmScale(object2, 5.0);
/* build a display list */
m_ChairList = glmList(object2, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object2);
//Load Monitor from file
GLMmodel *object5;
scalefactor = 0.0;
object5 = glmReadOBJ("models/samsung.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object5);
}
else
{
glmScale(object5, scalefactor);
}
glmScale(object5, 0.5);
/* build a display list */
m_MonitorList = glmList(object5, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object5);
//Load Phone Object from file
GLMmodel *object6;
scalefactor = 0.0;
object6 = glmReadOBJ("models/plant2.obj");
if(!scalefactor)
{
scalefactor = glmUnitize(object6);
}
else
{
glmScale(object6, scalefactor);
}
glmScale(object6, 0.5);
/* build a display list */
m_PotList = glmList(object6, GLM_SMOOTH);
/* nuke it, we don't need it anymore */
glmDelete(object6);
}
编译时我的错误显示如下:
1-DrawCubeTex( )。
2-DrawCubeNoTex()。
3-glutSolidSphere(0.01f,10,10)
4-和m_Texture的类型。
Ohter错误解决了。
请帮我解决并编译加载obj文件的简单程序(AUTO)
My ERROR when i compiling is Showing in below:
1-DrawCubeTex().
2-DrawCubeNoTex().
3-glutSolidSphere(0.01f,10,10)
4- and type of m_Texture.
Ohter error solved.
Please Help me to solve and compiling simple program to load obj file(AUTO)
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