gametuts 3ds code & nehe basecode?

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1 comment, last by Darkan_Fireblade 21 years, 12 months ago
hi guys i was trying to use the nehe souce code for my base code init and stuff and then combined the 3ds loader code form gametutorials.com to see if i could get it to work and it compiles fine but when i run it nothing shows up? here is the main.cpp source code if you want me too put up the rest just ask ok.
  
// This is a compiler directive that includes libraries (For Visual Studio)

// You can manually include the libraries in the "Project->settings" menu under

// the "Link" tab.  You need these libraries to compile this program.

#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glaux.lib")

#include "main.h"										// This includes our header file
#include "3ds.h"										// Include the 3DS header file.


HDC           hDC=NULL;
HGLRC         hRC=NULL;
HWND          hWnd=NULL;
HINSTANCE     hInstance;

bool          keys[256];
bool          active=TRUE;
bool          fullscreen=TRUE;								// This holds the global hInstance for UnregisterClass() in DeInit()


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


// This tutorial will demonstrate how to load a .3DS file.  This 3D file format

// is created from 3D Studio Max.  It can be exported and important into many

// other programs.  A great tool for converting 3D file formats is "3D Exploration".

// This is a shareware utility that can be found for download on the web.

// This 3DS loader only loads the texture names, object colors, the vertices, the faces, and the UV coordinates.

// The key frame information is ignored since we have a Key Frame Animation tutorial later.

// I didn''t want to over complicate this tutorial, but just show the basics.  

//

// In this tutorial, there is a picture of a face rotating around.  It is a single object

// with a single texture.  The .3ds loader does load multiple objects though.

// The controls are: 


// Left Mouse Button - Changes the Render mode from normal to wireframe.

// Right Mouse Button - Turns lighting On/Off

// Left Arrow Key - Spins the model to the left

// Right Arrow Key - Spins the model to the right

// Escape - Quits


#define FILE_NAME  "face.3ds"							// This is the 3D file we will load.


UINT g_Texture[MAX_TEXTURES] = {0};						// This holds the texture info, referenced by an ID


CLoad3DS g_Load3ds;										// This is 3DS class.  This should go in a good model class.

t3DModel g_3DModel;										// This holds the 3D Model info that we load in


int   g_ViewMode	  = GL_TRIANGLES;					// We want the default drawing mode to be normal

bool  g_bLighting     = true;							// Turn lighting on initially

float g_RotateX		  = 0.0f;							// This is the current value at which the model is rotated

float g_RotationSpeed = 0.8f;							// This is the speed that our model rotates.  (-speed rotates left)


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////



///////////////////////////////// INIT GAME WINDOW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

/////

/////	This function initializes the game window.

/////

///////////////////////////////// INIT GAME WINDOW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*


void Init3dsScene()
{

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


	// First we need to actually load the .3DS file.  We just pass in an address to

	// our t3DModel structure and the file name string we want to load ("face.3ds").


	g_Load3ds.Import3DS(&g_3DModel, FILE_NAME);			// Load our .3DS file into our model structure


	// Depending on how many textures we found, load each one (Assuming .BMP)

	// If you want to load other files than bitmaps, you will need to adjust CreateTexture().

	// Below, we go through all of the materials and check if they have a texture map to load.

	// Otherwise, the material just holds the color information and we don''t need to load a texture.


	// Go through all the materials

	for(int i = 0; i < g_3DModel.numOfMaterials; i++)
	{
		// Check to see if there is a file name to load in this material

		if(strlen(g_3DModel.pMaterials[i].strFile) > 0)
		{
			// Use the name of the texture file to load the bitmap, with a texture ID (i).

			// We pass in our global texture array, the name of the texture, and an ID to reference it.	

			CreateTexture(g_Texture, g_3DModel.pMaterials[i].strFile, i);			
		}

		// Set the texture ID for this material

		g_3DModel.pMaterials[i].texureId = i;
	}

	// Here, we turn on a lighting and enable lighting.  We don''t need to

	// set anything else for lighting because we will just take the defaults.

	// We also want color, so we turn that on


	glEnable(GL_LIGHT0);								// Turn on a light with defaults set

	glEnable(GL_LIGHTING);								// Turn on lighting

	glEnable(GL_COLOR_MATERIAL);						// Allow color

}

///////////////////////////////// RENDER SCENE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

/////

/////	This function renders the entire scene.

/////

///////////////////////////////// RENDER SCENE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*


int DrawGLScene(GLvoid) 
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer

	glLoadIdentity();									// Reset The matrix


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


	// Give OpenGL our position,	then view,		then up vector

	gluLookAt(		0, 1.5f, 8,		0, 0.5f, 0,			0, 1, 0);
						// Increase the speed of rotation


	// I am going to attempt to explain what is going on below up here as not to clutter the 

	// code below.  We have a model that has a certain amount of objects and textures.  We want 

	// to go through each object in the model, bind it''s texture map to it, then render it.

	// To render the current object, we go through all of it''s faces (Polygons).  

	// What is a face you ask?  A face is just (in this case) a triangle of the object.

	// For instance, a cube has 12 faces because each side has 2 triangles.

	// You might be thinking.  Well, if there are 12 faces in a cube, that makes

	// 36 vertices that we needed to read in for that object.  Not really true.  Because

	// a lot of the vertices are the same, since they share sides, they only need to save

	// 8 vertices, and ignore the duplicates.  Then, you have an array of all the

	// unique vertices in that object.  No 2 vertices will be the same.  This cuts down

	// on memory.  Then, another array is saved, which is the index numbers for each face,

	// which index in to that array of vertices.  That might sound silly, but it is better

	// than saving tons of duplicate vertices.  The same thing happens for UV coordinates.

	// You don''t save duplicate UV coordinates, you just save the unique ones, then an array

	// that index''s into them.  This might be confusing, but most 3D files use this format.

	// This loop below will stay the same for most file formats that you load, so all you need

	// to change is the loading code.  You don''t need to change this loop (Except for animation).


	// Since we know how many objects our model has, go through each of them.

	for(int i = 0; i < g_3DModel.numOfObjects; i++)
	{
		// Make sure we have valid objects just in case. (size() is in the vector class)

		if(g_3DModel.pObject.size() <= 0) break;

		// Get the current object that we are displaying

		t3DObject *pObject = &g_3DModel.pObject[i];
			
		// Check to see if this object has a texture map, if so bind the texture to it.

		if(pObject->bHasTexture) {

			// Turn on texture mapping and turn off color

			glEnable(GL_TEXTURE_2D);

			// Reset the color to normal again

			glColor3ub(255, 255, 255);

			// Bind the texture map to the object by it''s materialID

			glBindTexture(GL_TEXTURE_2D, g_Texture[pObject->materialID]);
		} else {

			// Turn off texture mapping and turn on color

			glDisable(GL_TEXTURE_2D);

			// Reset the color to normal again

			glColor3ub(255, 255, 255);
		}

		// This determines if we are in wireframe or normal mode

		glBegin(g_ViewMode);					// Begin drawing with our selected mode (triangles or lines)


			// Go through all of the faces (polygons) of the object and draw them

			for(int j = 0; j < pObject->numOfFaces; j++)
			{
				// Go through each corner of the triangle and draw it.

				for(int whichVertex = 0; whichVertex < 3; whichVertex++)
				{
					// Get the index for each point of the face

					int index = pObject->pFaces[j].vertIndex[whichVertex];
			
					// Give OpenGL the normal for this vertex.

					glNormal3f(pObject->pNormals[ index ].x, pObject->pNormals[ index ].y, pObject->pNormals[ index ].z);
				
					// If the object has a texture associated with it, give it a texture coordinate.

					if(pObject->bHasTexture) {

						// Make sure there was a UVW map applied to the object or else it won''t have tex coords.

						if(pObject->pTexVerts) {
							glTexCoord2f(pObject->pTexVerts[ index ].x, pObject->pTexVerts[ index ].y);
						}
					} else {

						// Make sure there is a valid material/color assigned to this object.

						// You should always at least assign a material color to an object, 

						// but just in case we want to check the size of the material list.

						// if the size is at least one, and the material ID != -1,

						// then we have a valid material.

						if(g_3DModel.pMaterials.size() && pObject->materialID >= 0) 
						{
							// Get and set the color that the object is, since it must not have a texture

							BYTE *pColor = g_3DModel.pMaterials[pObject->materialID].color;

							// Assign the current color to this model

							glColor3ub(pColor[0], pColor[1], pColor[2]);
						}
					}

					// Pass in the current vertex of the object (Corner of current face)

					glVertex3f(pObject->pVerts[ index ].x, pObject->pVerts[ index ].y, pObject->pVerts[ index ].z);
				}
			}

		glEnd();								// End the drawing

	}


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


	SwapBuffers(hDC);
	
	return TRUE;
}

///////////////////////////////// WIN PROC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

/////

/////	This function handles the window messages.

/////

///////////////////////////////// WIN PROC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

int WINAPI WinMain(HINSTANCE    hInstance, 
				   HINSTANCE    hPrevInstance,
				   LPSTR        lpCmdLine,
				   int          nShowCmd)
{
	MSG    msg;
	BOOL   done=FALSE;

	if (MessageBox(NULL,"Would You Like to Run in Fullscreen Mode?","Fullscreen Options",MB_YESNO | MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;
	}

	if (!CreateGLWindow("Raja''s OpenGL Framework",640,480,16,fullscreen))
	{
		return 0;
	}

	
	while(!done)
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
		{
			if (msg.message==WM_QUIT)
			{
				done=TRUE;
			}
			else
			{
				TranslateMessage(&msg);
				DispatchMessage(&msg);
			}
		}
		else
		{
			if (active)
			{
				if (keys[VK_ESCAPE])
				{
					done=TRUE;
				}
				else
				{
					DrawGLScene();
					SwapBuffers(hDC);

					for(int i = 0; i < g_3DModel.numOfObjects; i++)
					{
						// Free the faces, normals, vertices, and texture coordinates.

						delete [] g_3DModel.pObject[i].pFaces;
						delete [] g_3DModel.pObject[i].pNormals;
						delete [] g_3DModel.pObject[i].pVerts;
						delete [] g_3DModel.pObject[i].pTexVerts;
					}
				
				
				}
				

			}

			if (keys[VK_F1])
			{
				keys[VK_F1]=FALSE;
				KillGLWindow();
				fullscreen=!fullscreen;
				if (!CreateGLWindow("Raja''s OpenGL Framework",640,480,16,fullscreen))
				{
					return 0;
				}
			}
		}
	}

	//Time for shutdown :()

	KillGLWindow();
	return(msg.wParam);
}
  
please reply thanks Sir Darkan Fireblade
Sir Darkan Fireblade
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If you are using NEhe game tutorial basecode, then likely you need to disable or fix the fonts functions in shining3d. They are broke, so is the windowing global type code, and a few other small things..
DrawGLScene(); SwapBuffers(hDC); for(int i = 0; i < g_3DModel.numOfObjects; i++) { // Free the faces, normals, vertices, and texture coordinates. delete [] g_3DModel.pObject.pFaces; delete [] g_3DModel.pObject.pNormals; delete [] g_3DModel.pObject.pVerts; delete [] g_3DModel.pObject.pTexVerts; } <br>This deletes your data after a one frame is rendered . do this in deinitialize.<br><br>Bobby </i>
Game Core

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