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如何在OpenGL中显示/绘制.ply对象?

[英]How do I display/draw a .ply object in OpenGL?

我试图使OpenGL绘制我正在使用OPENFILENAME加载的图形。 我现在得到的是:我可以显示注释,顶点,多少个面等,但是我无法绘制该图,并且不确定该怎么做。 我可以绘制其他预定数字,但不能绘制我要打开的数字。


这是我要初始化的所有内容:

case WM_CREATE:
     hDC = GetDC(hWnd);
        hRC=wglCreateContext(hDC);
        wglMakeCurrent(hDC,hRC);
         g_hwndDlg = CreateDialog(hInst,MAKEINTRESOURCE(IDD_DIALOG1),hWnd,DialogProc);
        Figure = new DrawFigure();
        initGL();
         break;

在这里,我可以找到要打开的元素的内容:

  /* go through each kind of element that we learned is in the file */
  /* and read them */

  for (i = 0; i < nelems; i++) {
    /* get the description of the first element */
    elem_name = elist[i];
    plist = ply_get_element_description (ply, elem_name, &num_elems, &nprops);
    int el=sprintf(szFile,"element %s %d\n", elem_name, num_elems);
    /* print the name of the element, for debugging */
        TextOut(hDC,150,0+i*20,szFile,el);
    /* if we're on vertex elements, read them in */
    if (equal_strings ("vertex", elem_name)) {
      /* create a vertex list to hold all the vertices */
      vlist = (Vertex **) malloc (sizeof (Vertex *) * num_elems);
      /* set up for getting vertex elements */
      ply_get_property (ply, elem_name, &vert_props[0]);
      ply_get_property (ply, elem_name, &vert_props[1]);
      ply_get_property (ply, elem_name, &vert_props[2]);


 /* grab all the vertex elements */
      for (j = 0; j < num_elems; j++) {
        int move=10;
        /* grab and element from the file */
        vlist[j] = (Vertex *) malloc (sizeof (Vertex));
        ply_get_element (ply, (void *) vlist[j]);


        int vert=sprintf(szFile,"vertex: %g %g %g", vlist[j]->x, vlist[j]->y, vlist[j]->z);
        /* print out vertex x,y,z for debugging */
        TextOut(hDC,600,move+j*20,szFile,vert);

        Figure->Parameters(vlist[j]->x, vlist[j]->y, vlist[j]->z);
      }
    }

这是类Figure所在的位置,我应该在其中绘制所有内容:

    Figure::Figure(){
}
void Figure::Parameters(float x,float y,float z)
{
     this->x1=x;
    this->y1=y;
    this->z1=z;
}
void Figure::Draw()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();
    gluLookAt(0.0,0.0,4.0,0.0,0.0,0.0,0.0,1.0,0.0);

    glBegin(GL_TRIANGLES);

    glNormal3f(x1,y1,z1);

    glVertex3f(x1,y1,z1);
    glEnd();
}
x1,y1,z1 are declared in Figure.h

我尽力向自己解释。 如果您认为仍需要更多说明,请告诉我,我将尝试以其他方式进行说明

是的,我忘了解释一下,我猜我想绘制的图形...好吧,我不知道那是哪个图形,因为我正在使用OPENFILENAME打开1个随机图形并绘制它,因为我使用了三角形,因为我认为使用三角形,我可以画任何东西,而且我也在类参数中尝试过,要求我处理的顶点数量,并在类Draw中进行“ for”操作,但没有用

您只需在起点/终点之间指定一个顶点即可。至少需要3个顶点才能指定三角形。 还有更多,如果您想要整个Buna三角形。 您还需要以下一些内容:

void Figure::Parameters(float x, float y, float z)
{
    m_vertices.push_back(myVertex(x, y, z));
}

void Figure::Draw()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();
    gluLookAt(0.0,0.0,4.0,0.0,0.0,0.0,0.0,1.0,0.0);

    glBegin(GL_TRIANGLES);

    assert(m_vertices.size() % 3 == 0); // since we're drawing triangles
    for(size_t i=0; i<m_vertices.size(); i++)
    {
        glNormal3f(m_vertices[i].x,m_vertices[i].y,m_vertices[i].z);
        glVertex3f(m_vertices[i].x,m_vertices[i].y,m_vertices[i].z);
    }

    glEnd();
}

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