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Model.cpp
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#include "Model.h"
ERR_CODE Model::__loadMODEL(const std::string &name)
{
FILE *file = file_open(name.c_str(), "rb");
if (!file)
return FILE_NOT_FOUND;
unsigned char num_mats, shininess;
fread(&num_mats, sizeof(unsigned char), 1, file);
float r, g, b, a;
unsigned int i, c;
Material mat;
for (i = 0; i < num_mats; ++i)
{
fread(&r, sizeof(float), 1, file);
fread(&g, sizeof(float), 1, file);
fread(&b, sizeof(float), 1, file);
mat.diff.set(r, g, b, 1.0);
fread(&r, sizeof(float), 1, file);
fread(&g, sizeof(float), 1, file);
fread(&b, sizeof(float), 1, file);
mat.spec.set(r, g, b, 1.0);
fread(&r, sizeof(float), 1, file);
fread(&g, sizeof(float), 1, file);
fread(&b, sizeof(float), 1, file);
mat.ambient.set(r, g, b, 1.0);
fread(&a, sizeof(float), 1, file);
mat.diff.setAlpha(a);
mat.spec.setAlpha(a);
mat.ambient.setAlpha(a);
fread(&shininess, sizeof(unsigned char), 1, file);
mat.shininess = shininess;
materials.push_back(mat);
}
unsigned int num_faces;
fread(&num_faces, sizeof(unsigned int), 1, file);
float x, y, z;
unsigned char num_vertices;
Face face;
for (i = 0; i < num_faces; ++i)
{
fread(&face.mat_index, sizeof(unsigned char), 1, file);
fread(&num_vertices, sizeof(unsigned char), 1, file);
for (c = 0; c < num_vertices; ++c)
{
fread(&x, sizeof(float), 1, file);
fread(&y, sizeof(float), 1, file);
fread(&z, sizeof(float), 1, file);
face.vertices.push_back(Point3f(x, y, z));
}
faces.push_back(face);
}
fclose(file);
return NONE;
}
ERR_CODE Model::load(const std::string &file)
{
std::string file_extension = extension(file);
if (strieq(file_extension, "MODEL"))
return __loadMODEL(file);
else
return INVALID_EXTENSION;
}
void Model::render() const
{
int size = faces.size(), num_points;
Color3f col;
for (int i = 0; i < size; ++i)
{
col = materials[faces[i].mat_index].diff;
showCol3f(col);
num_points = faces[i].vertices.size();
switch (num_points)
{
case 3:
glBegin(GL_TRIANGLES);
break;
case 4:
glBegin(GL_QUADS);
break;
default:
glBegin(GL_POLYGON);
}
for (int c = 0; c < num_points; ++c)
vertex3f(faces[i].vertices[c]);
glEnd();
}
}