我今天早上一直在尝试为OpenGL设置一个对象加载器,并且已经取得了一些进展,但是现在我被困在看起来是让我的设置工作的最后一步.我的主要OpenGL程序是用来编写的c (shift.c)
,我的对象加载器是用来编写的C++ (loader.cpp)
.我还loader.h
基于这个SO线程为这两个编写了链接器.
我认为我在翻译中做错了,因为到目前为止我所做的一切都没有正常工作.我的文件如下.
#ifndef LOADER_H
#define LOADER_H
#ifdef _cplusplus
class Model_OBJ
{
public:
Model_OBJ();
float* Model_OBJ::calculateNormal(float* coord1,float* coord2,float* coord3 );
int Model_OBJ::Load(char *filename); // Loads the model
void Model_OBJ::Draw(); // Draws the model on the screen
void Model_OBJ::Release(); // Release the model
float* normals; // Stores the normals
float* Faces_Triangles; // Stores the triangles
float* vertexBuffer; // Stores the points which make the object
long TotalConnectedPoints; // Stores the total number of connected verteces
long TotalConnectedTriangles; // Stores the total number of connected triangles
};
#endif /* __cplusplus */
#ifdef _cplusplus
extern "C" {
#endif
struct model_obj;
float* calculateNormal( float *coord1, float *coord2, float *coord3 );
int Load(char* filename);
void Release();
void Draw();
float* normals; // Stores the normals
float* Faces_Triangles; // Stores the triangles
float* vertexBuffer; // Stores the points which make the object
long TotalConnectedPoints; // Stores the total number of connected verteces
long TotalConnectedTriangles; // Stores the total number of connected triangles
#ifdef _cplusplus
}
#endif
#endif /* LOADER_H */
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/*
*
* Demonstrates how to load and display an Wavefront OBJ file.
* Using triangles and normals as static object. No texture mapping.
* http://talkera.org/opengl/
*
* OBJ files must be triangulated!!!
* Non triangulated objects wont work!
* You can use Blender to triangulate
*
*/
#include "loader.h"
// Rest of my includes
class Model_OBJ
{
public:
Model_OBJ();
float* calculateNormal(float* coord1,float* coord2,float* coord3 );
int Load(char *filename); // Loads the model
void Draw(); // Draws the model on the screen
void Release(); // Release the model
float* normals; // Stores the normals
float* Faces_Triangles; // Stores the triangles
float* vertexBuffer; // Stores the points which make the object
long TotalConnectedPoints; // Stores the total number of connected verteces
long TotalConnectedTriangles; // Stores the total number of connected triangles
};
#define POINTS_PER_VERTEX 3
#define TOTAL_FLOATS_IN_TRIANGLE 9
using namespace std;
Model_OBJ::Model_OBJ(){...}
float* Model_OBJ::calculateNormal( float *coord1, float *coord2, float *coord3 ){...}
int Model_OBJ::Load(char* filename){...}
void Model_OBJ::Release(){...}
void Model_OBJ::Draw(){...}
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在我的shift.c
档案中.我一直试图做类似以下的事情.但还没有成功.
#include "loader.h"
// Up in variable declarions
struct model_obj *obj1;
int main()
{
obj1.Load("file.obj");
}
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使用与您类似的C++结构,该标头的C部分将需要进行重大更改.通常,围绕C++类的C包装器看起来更像这样.(你也必须class
改为struct
.)
#ifdef _cplusplus
extern "C" {
#endif
struct Model_OBJ;
Model_OBJ* Model_OBJ_new(void);
void Model_OBJ_delete(Model_OBJ*self);
float* Model_OBJ_calculateNormal(Model_OBJ*self,float*coord1,float*coord2,float*coord3);
int Model_OBJ_Load(Model_OBJ*self,char*filename); // Loads the model
void Model_OBJ_Draw(Model_OBJ*self); // Draws the model on the screen
#ifdef _cplusplus
}
#endif
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然后在C++文件中,您还必须实现这些功能.
Model_OBJ* Model_OBJ_new(void) {return new Model_OBJ();}
void Model_OBJ_delete(Model_OBJ*self) {delete self}
float* Model_OBJ_calculateNormal(Model_OBJ*self,float*coord1,float*coord2,float*coord3)
{return self->calculateNormal(coord1,coord2,coord3);}
int Model_OBJ_Load(Model_OBJ*self,char*filename)
{return self->Load(filename);}
void Model_OBJ_Draw(Model_OBJ*self)
{return self->Draw();}
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然后C代码可以使用它:
int main() {
Model_OBJ* obj1 = Model_OBJ_new();
Model_OBJ_Load(obj1, "file.obj");
Model_OBJ_delete(obj1);
}
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