#include "StdAfx.h"
#include "CLoad3DS.h"
#pragma warning (disable: 4996)
// 读入一个纹理
int CLoad3DS::BuildTexture(char *szPathName, GLuint &texid)
{
HDC hdcTemp; // The DC To Hold Our Bitmap
HBITMAP hbmpTemp; // Holds The Bitmap Temporarily
IPicture *pPicture; // IPicture Interface
OLECHAR wszPath[MAX_PATH+1]; // Full Path To Picture (WCHAR)
char szPath[MAX_PATH+1]; // Full Path To Picture
long lWidth; // Width In Logical Units
long lHeight; // Height In Logical Units
long lWidthPixels; // Width In Pixels
long lHeightPixels; // Height In Pixels
GLint glMaxTexDim ; // Holds Maximum Texture Size
if (strstr(szPathName, "http://")) // If PathName Contains http:// Then...
{
strcpy(szPath, szPathName); // Append The PathName To szPath
}
else // Otherwise... We Are Loading From A File
{
GetCurrentDirectory(MAX_PATH, szPath); // Get Our Working Directory
strcat(szPath, "\\Data\\"); // Append "\" After The Working Directory
strcat(szPath, szPathName); // Append The PathName
}
MultiByteToWideChar(CP_ACP, 0, szPath, -1, wszPath, MAX_PATH); // Convert From ASCII To Unicode
HRESULT hr = OleLoadPicturePath(wszPath, 0, 0, 0, IID_IPicture, (void**)&pPicture);
if(FAILED(hr)) // If Loading Failed
return FALSE; // Return False
hdcTemp = CreateCompatibleDC(GetDC(0)); // Create The Windows Compatible Device Context
if(!hdcTemp) // Did Creation Fail?
{
pPicture->Release(); // Decrements IPicture Reference Count
return FALSE; // Return False (Failure)
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glMaxTexDim); // Get Maximum Texture Size Supported
pPicture->get_Width(&lWidth); // Get IPicture Width (Convert To Pixels)
lWidthPixels = MulDiv(lWidth, GetDeviceCaps(hdcTemp, LOGPIXELSX), 2540);
pPicture->get_Height(&lHeight); // Get IPicture Height (Convert To Pixels)
lHeightPixels = MulDiv(lHeight, GetDeviceCaps(hdcTemp, LOGPIXELSY), 2540);
// Resize Image To Closest Power Of Two
if (lWidthPixels <= glMaxTexDim) // Is Image Width Less Than Or Equal To Cards Limit
lWidthPixels = 1 << (int)floor((log((double)lWidthPixels)/log(2.0f)) + 0.5f);
else // Otherwise Set Width To "Max Power Of Two" That The Card Can Handle
lWidthPixels = glMaxTexDim;
if (lHeightPixels <= glMaxTexDim) // Is Image Height Greater Than Cards Limit
lHeightPixels = 1 << (int)floor((log((double)lHeightPixels)/log(2.0f)) + 0.5f);
else // Otherwise Set Height To "Max Power Of Two" That The Card Can Handle
lHeightPixels = glMaxTexDim;
// Create A Temporary Bitmap
BITMAPINFO bi = {0}; // The Type Of Bitmap We Request
DWORD *pBits = 0; // Pointer To The Bitmap Bits
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); // Set Structure Size
bi.bmiHeader.biBitCount = 32; // 32 Bit
bi.bmiHeader.biWidth = lWidthPixels; // Power Of Two Width
bi.bmiHeader.biHeight = lHeightPixels; // Make Image Top Up (Positive Y-Axis)
bi.bmiHeader.biCompression = BI_RGB; // RGB Encoding
bi.bmiHeader.biPlanes = 1; // 1 Bitplane
// Creating A Bitmap This Way Allows Us To Specify Color Depth And Gives Us Imediate Access To The Bits
hbmpTemp = CreateDIBSection(hdcTemp, &bi, DIB_RGB_COLORS, (void**)&pBits, 0, 0);
if(!hbmpTemp) // Did Creation Fail?
{
DeleteDC(hdcTemp); // Delete The Device Context
pPicture->Release(); // Decrements IPicture Reference Count
return FALSE; // Return False (Failure)
}
SelectObject(hdcTemp, hbmpTemp); // Select Handle To Our Temp DC And Our Temp Bitmap Object
// Render The IPicture On To The Bitmap
pPicture->Render(hdcTemp, 0, 0, lWidthPixels, lHeightPixels, 0, lHeight, lWidth, -lHeight, 0);
// Convert From BGR To RGB Format And Add An Alpha Value Of 255
for(long i = 0; i < lWidthPixels * lHeightPixels; i++) // Loop Through All Of The Pixels
{
BYTE* pPixel = (BYTE*)(&pBits[i]); // Grab The Current Pixel
BYTE temp = pPixel[0]; // Store 1st Color In Temp Variable (Blue)
pPixel[0] = pPixel[2]; // Move Red Value To Correct Position (1st)
pPixel[2] = temp; // Move Temp Value To Correct Blue Position (3rd)
// This Will Make Any Black Pixels, Completely Transparent (You Can Hardcode The Value If You Wish)
if ((pPixel[0]==0) && (pPixel[1]==0) && (pPixel[2]==0)) // Is Pixel Completely Black
pPixel[3] = 0; // Set The Alpha Value To 0
else // Otherwise
pPixel[3] = 255; // Set The Alpha Value To 255
}
glGenTextures(1, &texid); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid); // Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // (Modify This For The Type Of Filtering You Want)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // (Modify This For The Type Of Filtering You Want)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lWidthPixels, lHeightPixels, 0, GL_RGBA, GL_UNSIGNED_BYTE, pBits); // (Modify This If You Want Mipmaps)
DeleteObject(hbmpTemp); // Delete The Object
DeleteDC(hdcTemp); // Delete The Device Context
pPicture->Release(); // Decrements IPicture Reference Count
return TRUE; // Return True (All Good)
}
// 构造函数的功能是初始化tChunk数据
CLoad3DS::CLoad3DS()
{
m_CurrentChunk = new tChunk; // 初始化并为当前的块分配空间
m_TempChunk = new tChunk; // 初始化一个临时块并分配空间
}
// 打开一个3ds文件,读出其中的内容,并释放内存
bool CLoad3DS::Import3DS(t3DModel *pModel, char *strFileName)
{
char strMessage[255] = {0};
// 打开一个3ds文件
m_FilePointer = fopen(strFileName, "rb");
// 确保所获得的文件指针合法
if(!m_FilePointer)
{
sprintf(strMessage, "Unable to find the file: %s!", strFileName);
MessageBox(NULL, strMessage, "Error", MB_OK);
return false;
}
// 当文件打开之后,首先应该将文件最开始的数据块读出以判断是否是一个3ds文件
// 如果是3ds文件的话,第一个块ID应该是PRIMARY
// 将文件的第一块读出并判断是否是3ds文件
ReadChunk(m_CurrentChunk);
// 确保是3ds文件
if (m_CurrentChunk->ID != PRIMARY)
{
sprintf(strMessage, "Unable to load PRIMARY chuck from file: %s!", strFileName);
MessageBox(NULL, strMessage, "Error", MB_OK);
return false;
}
// 现在开始读入数据,ProcessNextChunk()是一个递归函数
// 通过调用下面的递归函数,将对象读出
ProcessNextChunk(pModel, m_CurrentChunk);
// 在读完整个3ds文件之后,计算顶点的法线
ComputeNormals(pModel);
// 释放内存空间
CleanUp();
return true;
}
// 下面的函数释放所有的内存空间,并关闭文件
void CLoad3DS::CleanUp()
{
fclose(m_FilePointer); // 关闭当前的文件指针
delete m_CurrentChunk; // 释放当前块
delete m_TempChunk; // 释放临时块
}
// 下面的函数读出3ds文件的主要部分
void CLoad3DS::ProcessNextChunk(t3DModel *pModel, tChunk *pPreviousChunk)
{
t3DObject newObject = {0};