Hi,
I am having problems with NeHes lesson 31 code. I can import a model no problem but NOT the textures. I can open the models up in a viewer and the textures appear ok so I assume the problem is with my code. Any Ideas?
P.S. Apologies for double posting but the forums wont let me reply to my original thread.
Here is the code I am using:
Main Class
#include <windows.h>
// Header File For Windows
#include <stdio.h>
// Header File For Standard Input/Output
#include <gl\gl.h>
// Header File For The OpenGL32 Library
#include <gl\glu.h>
// Header File For The GLu32 Library
#include <gl\glaux.h> //
Header File For The Glaux Library
#include "MilkshapeModel.h" //
Header File For Milkshape File
#pragma comment( lib, "opengl32.lib" ) // Search For
OpenGL32.lib While Linking ( NEW )
#pragma comment( lib, "glu32.lib" ) // Search
For GLu32.lib While Linking ( NEW )
#pragma comment( lib, "glaux.lib" ) // Search
For GLaux.lib While Linking ( NEW )
HDC hDC=NULL;
// Private GDI Device Context
HGLRC hRC=NULL;
// Permanent Rendering Context
HWND hWnd=NULL;
// Holds Our Window Handle
HINSTANCE hInstance;
// Holds The Instance Of The Application
Model *Aircraft = NULL;
Model *AircraftCarrier = NULL;
bool keys[256];
// Array Used For The Keyboard Routine
bool active=TRUE; //
Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; //
Fullscreen Flag Set To Fullscreen Mode By Default
GLfloat aircraftx=-15;
GLfloat aircrafty=3;
GLfloat aircraftz=40;
GLfloat aircraftheading=0;
GLfloat aircraftcarrierx=0;
GLfloat aircraftcarriery=0;
GLfloat aircraftcarrierz=0;
GLfloat aircraftcarrierheading=0;
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightSpecular[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 0.0f, 1.0f };
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(const char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL;
// File Handle
if (!Filename)
// Make Sure A Filename Was Given
{
return NULL;
// If Not Return NULL
}
File=fopen(Filename,"r"); //
Check To See If The File Exists
if (File)
// Does The File Exist?
{
fclose(File);
// Close The Handle
return auxDIBImageLoad(Filename); // Load The
Bitmap And Return A Pointer
}
return NULL;
// If Load Failed Return NULL
}
GLuint LoadGLTexture( const char *filename ) // Load Bitmaps And Convert
To Textures
{
AUX_RGBImageRec *pImage; //
Create Storage Space For The Texture
GLuint texture = 0;
// Texture ID
pImage = LoadBMP( filename ); // Loads
The Bitmap Specified By filename
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ( pImage != NULL && pImage->data != NULL ) // If Texture Image Exists
{
glGenTextures(1, &texture); //
Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE,
pImage->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
free(pImage->data);
// Free The Texture Image Memory
free(pImage);
// Free The Image Structure
}
return texture;
// Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize
The GL Window
{
if (height==0)
// Prevent A Divide By Zero By
{
height=1;
// Making Height Equal One
}
glViewport(0,0,width,height); // Reset
The Current Viewport
glMatrixMode(GL_PROJECTION); // Select
The Projection Matrix
glLoadIdentity();
// Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f); // View Depth of 1000
glMatrixMode(GL_MODELVIEW); //
Select The Modelview Matrix
glLoadIdentity();
// Reset The Modelview Matrix
}
int InitGL(GLvoid)
// All Setup For OpenGL Goes Here
{
AircraftCarrier->reloadTextures(); // Loads
Aircraft Carrier Textures
Aircraft->reloadTextures(); //
Loads Aircraft Textures
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT1, GL_SPECULAR,LightSpecular); // Setup The Specular Light
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
glEnable(GL_LIGHT1); //
Enable Light One
glEnable(GL_TEXTURE_2D); //
Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); //
Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f);
// Depth Buffer Setup
glEnable(GL_DEPTH_TEST); //
Enables Depth Testing
glDepthFunc(GL_LEQUAL); //
The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective
Calculations
return TRUE;
// Initialization Went OK
}
int DrawGLScene(GLvoid) //
Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The
Depth Buffer
glLoadIdentity();
// Reset The Modelview Matrix
gluLookAt(aircraftx, aircrafty, aircraftz+20, // (3) Eye Postion
aircraftx, aircrafty, aircraftz, // (3)
Center Point
0, 1, 0 );
// (3) Y-Axis Up Vector
glPushMatrix();
glTranslatef(aircraftx, aircrafty, aircraftz);
glEnable(GL_LIGHTING);
Aircraft->draw();
glDisable(GL_LIGHTING);
glPopMatrix();
glPushMatrix();
glTranslatef(aircraftcarrierx, aircraftcarriery, aircraftcarrierz);
glEnable(GL_LIGHTING);
AircraftCarrier->draw();
glDisable(GL_LIGHTING);
glPopMatrix();
return TRUE;
// Keep Going
}
GLvoid KillGLWindow(GLvoid) //
Properly Kill The Window
{
if (fullscreen)
// Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So
Switch Back To The Desktop
ShowCursor(TRUE);
// Show Mouse Pointer
}
if (hRC)
// Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We
Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK |
MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) //
Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK |
MB_ICONINFORMATION);
}
hRC=NULL;
// Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We
Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL;
// Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd)) // Are We
Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL;
// Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To
Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL;
// Set hInstance To NULL
}
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; //
Holds The Results After Searching For A Match
WNDCLASS wc;
// Windows Class Structure
DWORD dwExstyle;
// Window Extended style
DWORD dwstyle;
// Window style
RECT WindowRect;
// Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; //
Set Left Value To 0
WindowRect.right=(long)width; // Set
Right Value To Requested Width
WindowRect.top=(long)0; //
Set Top Value To 0
WindowRect.bottom=(long)height; // Set
Bottom Value To Requested Height
fullscreen=fullscreenflag; //
Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An
Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own
DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles
Messages
wc.cbClsExtra = 0; //
No Extra Window Data
wc.cbWndExtra = 0; //
No Extra Window Data
wc.hInstance = hInstance; // Set The
Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default
Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow
Pointer
wc.hbrBackground = NULL; //
No Background Required For GL
wc.lpszMenuName = NULL; //
We Don't Want A Menu
wc.lpszClassName = "OpenGL"; //
Set The Class Name
if (!RegisterClass(&wc)) //
Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
if (fullscreen)
// Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; //
Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode
Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen
Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen
Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits
Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card.
Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE;
// Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE;
// Return FALSE
}
}
}
if (fullscreen)
// Are We Still In Fullscreen Mode?
{
dwExstyle=WS_EX_APPWINDOW; //
Window Extended style
dwstyle=WS_POPUP;
// Windows style
ShowCursor(FALSE);
// Hide Mouse Pointer
}
else
{
dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended style
dwstyle=WS_OVERLAPPEDWINDOW; // Windows
style
}
AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle); // Adjust Window To True Requested
Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExstyle, // Extended
style For The Window
"OpenGL",
// Class Name
title,
// Window Title
dwstyle |
// Defined Window style
WS_CLIPSIBLINGS |
// Required Window style
WS_CLIPCHILDREN,
// Required Window style
0, 0,
// Window Position
WindowRect.right-WindowRect.left, //
Calculate Window Width
WindowRect.bottom-WindowRect.top, //
Calculate Window Height
NULL,
// No Parent Window
NULL,
// No Menu
hInstance,
// Instance
NULL)))
// Dont Pass Anything To WM_CREATE
{
KillGLWindow();
// Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd
Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of
This Pixel Format Descriptor
1,
// Version Number
PFD_DRAW_TO_WINDOW | //
Format Must Support Window
PFD_SUPPORT_OPENGL | //
Format Must Support OpenGL
PFD_DOUBLEBUFFER,
// Must Support Double Buffering
PFD_TYPE_RGBA,
// Request An RGBA Format
bits,
// Select Our Color Depth
0, 0, 0, 0, 0, 0,
// Color Bits Ignored
0,
// No Alpha Buffer
0,
// Shift Bit Ignored
0,
// No Accumulation Buffer
0, 0, 0, 0,
// Accumulation Bits Ignored
16,
// 16Bit Z-Buffer (Depth Buffer)
0,
// No Stencil Buffer
0,
// No Auxiliary Buffer
PFD_MAIN_PLANE,
// Main Drawing Layer
0,
// Reserved
0, 0, 0
// Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) //
Did We Get A Device Context?
{
KillGLWindow();
// Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A
Matching Pixel Format?
{
KillGLWindow();
// Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To
Set The Pixel Format?
{
KillGLWindow();
// Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We
Able To Get A Rendering Context?
{
KillGLWindow();
// Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To
Activate The Rendering Context
{
KillGLWindow();
// Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
ShowWindow(hWnd,SW_SHOW); //
Show The Window
SetForegroundWindow(hWnd); //
Slightly Higher Priority
SetFocus(hWnd);
// Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up
Our Perspective GL Screen
if (!InitGL())
// Initialize Our Newly Created GL Window
{
KillGLWindow();
// Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
// Return FALSE
}
return TRUE;
// Success
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This
Window
UINT uMsg,
// Message For This Window
WPARAM wParam,
// Additional Message Information
LPARAM lParam)
// Additional Message Information
{
switch (uMsg)
// Check For Windows Messages
{
case WM_ACTIVATE:
// Watch For Window Activate Message
{
if (!HIWORD(wParam)) //
Check Minimization State
{
active=TRUE;
// Program Is Active
}
else
{
active=FALSE;
// Program Is No Longer Active
}
return 0;
// Return To The Message Loop
}
case WM_SYSCOMMAND:
// Intercept System Commands
{
switch (wParam)
// Check System Calls
{
case SC_SCREENSAVE:
// Screensaver Trying To Start?
case SC_MONITORPOWER: //
Monitor Trying To Enter Powersave?
return 0;
// Prevent From Happening
}
break;
// Exit
}
case WM_CLOSE:
// Did We Receive A Close Message?
{
PostQuitMessage(0);
// Send A Quit Message
return 0;
// Jump Back
}
case WM_KEYDOWN:
// Is A Key Being Held Down?
{
keys[wParam] = TRUE; //
If So, Mark It As TRUE
return 0;
// Jump Back
}
case WM_KEYUP:
// Has A Key Been Released?
{
keys[wParam] = FALSE; //
If So, Mark It As FALSE
return 0;
// Jump Back
}
case WM_SIZE:
// Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width,
HiWord=Height
return 0;
// Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, //
Previous Instance
LPSTR lpCmdLine,
// Command Line Parameters
int nCmdShow)
// Window Show State
{
MSG msg;
// Windows Message Structure
BOOL done=FALSE;
// Bool Variable To Exit Loop
Aircraft = new MilkshapeModel(); // Memory
To Hold The Model
if ( Aircraft->loadModelData( "data/Aircraft.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the Aircraft", "Error", MB_OK | MB_ICONERROR );
return 0;
// If Model Didn't Load Quit
}
AircraftCarrier = new MilkshapeModel(); // Memory To Hold
The Model
if ( AircraftCarrier->loadModelData( "data/AircraftCarrier.ms3d" ) == false ) // Loads The Model And
Checks For Errors
{
MessageBox( NULL, "Couldn't load the Aircraft Carrier", "Error", MB_OK | MB_ICONERROR );
return 0;
// If Model Didn't Load Quit
}
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start
FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
// Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow("Brett Porter & NeHe's Model Rendering Tutorial",640,480,16,fullscreen))
{
return 0;
// Quit If Window Was Not Created
}
while(!done)
// Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A
Message Waiting?
{
if (msg.message==WM_QUIT) //
Have We Received A Quit Message?
{
done=TRUE;
// If So done=TRUE
}
else
// If Not, Deal With Window Messages
{
TranslateMessage(&msg); //
Translate The Message
DispatchMessage(&msg); //
Dispatch The Message
}
}
else
// If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A
Quit Received?
{
done=TRUE;
// ESC or DrawGLScene Signalled A Quit
}
else
// Not Time To Quit, Update Screen
{
SwapBuffers(hDC);
// Swap Buffers (Double Buffering)
}
if (keys[VK_UP])
{
aircraftz++;
}
if (keys[VK_DOWN])
{
aircraftz--;
}
if (keys[VK_F1])
// Is F1 Being Pressed?
{
keys[VK_F1]=FALSE;
// If So Make Key FALSE
KillGLWindow();
// Kill Our Current Window
fullscreen=!fullscreen; //
Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("Flight Simulator",640,480,16,fullscreen))
{
return 0;
// Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow();
// Kill The Window
return (msg.wParam); //
Exit The Program
}
[/SOURCE]
#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include "MilkshapeModel.h"
#include <fstream>
using namespace std;
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);
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( (char*) 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.m_boneID = pVertex->m_boneID;
memcpy( m_pVertices.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.m_vertexNormals, pTriangle->m_vertexNormals, sizeof( float )*3*3 );
memcpy( m_pTriangles.m_s, pTriangle->m_s, sizeof( float )*3 );
memcpy( m_pTriangles.m_t, t, sizeof( float )*3 );
memcpy( m_pTriangles.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.m_materialIndex = materialIndex;
m_pMeshes.m_numTriangles = nTriangles;
m_pMeshes.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.m_ambient, pMaterial->m_ambient, sizeof( float )*4 );
memcpy( m_pMaterials.m_diffuse, pMaterial->m_diffuse, sizeof( float )*4 );
memcpy( m_pMaterials.m_specular, pMaterial->m_specular, sizeof( float )*4 );
memcpy( m_pMaterials.m_emissive, pMaterial->m_emissive, sizeof( float )*4 );
m_pMaterials.m_shininess = pMaterial->m_shininess;
m_pMaterials.m_pTextureFilename = new char[strlen( pMaterial->m_texture )+1];
strcpy( m_pMaterials.m_pTextureFilename, pMaterial->m_texture );
pPtr += sizeof( MS3DMaterial );
}
reloadTextures();
delete[] pBuffer;
return true;
}