- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
2153 lines
68 KiB
C++
2153 lines
68 KiB
C++
/*
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glm.c
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Nate Robins, 1997, 2000
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nate@pobox.com, http://www.pobox.com/~nate
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Wavefront OBJ model file format reader/writer/manipulator.
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Includes routines for generating smooth normals with
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preservation of edges, welding redundant vertices & texture
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coordinate generation (spheremap and planar projections) + more.
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*/
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#define _CRT_SECURE_NO_WARNINGS
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#include "model_loader.h"
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/* for post(), error(),... */
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#include "m_pd.h"
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#include <string>
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#define T(x) (model->triangles[(x)])
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/* GLMmaterial: Structure that defines a material in a model.
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*/
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typedef struct _GLMmaterial
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{
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std::string name; /* name of material */
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GLfloat diffuse[4]; /* diffuse component */
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GLfloat ambient[4]; /* ambient component */
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GLfloat specular[4]; /* specular component */
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// GLfloat emmissive[4]; /* emmissive component */
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GLfloat shininess; /* specular exponent */
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} GLMmaterial;
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/* GLMtriangle: Structure that defines a triangle in a model.
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*/
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typedef struct _GLMtriangle {
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GLuint vindices[3]; /* array of triangle vertex indices */
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GLuint nindices[3]; /* array of triangle normal indices */
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GLuint tindices[3]; /* array of (generated) triangle texcoord indices*/
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GLuint uvtindices[3]; /* array of triangle texcoord indices*/
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GLuint findex; /* index of triangle facet normal */
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} GLMtriangle;
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/* GLMgroup: Structure that defines a group in a model.
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*/
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typedef struct _GLMgroup {
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std::string name; /* name of this group */
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GLuint numtriangles; /* number of triangles in this group */
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GLuint* triangles; /* array of triangle indices */
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GLuint material; /* index to material for group */
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struct _GLMgroup* next; /* pointer to next group in model */
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} GLMgroup;
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/* GLMmodel: Structure that defines a model.
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*/
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typedef struct _GLMmodel {
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std::string pathname; /* path to this model */
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std::string mtllibname; /* name of the material library */
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GLuint numvertices; /* number of vertices in model */
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GLfloat* vertices; /* array of vertices */
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GLuint numnormals; /* number of normals in model */
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GLfloat* normals; /* array of normals */
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/*
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* generated texcoords
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*/
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GLuint numtexcoords; /* number of texcoords in model */
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GLfloat* texcoords; /* array of texture coordinates */
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GLuint numfacetnorms; /* number of facetnorms in model */
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GLfloat* facetnorms; /* array of facetnorms */
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GLuint numtriangles; /* number of triangles in model */
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GLMtriangle* triangles; /* array of triangles */
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GLuint nummaterials; /* number of materials in model */
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GLMmaterial* materials; /* array of materials */
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GLuint numgroups; /* number of groups in model */
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GLMgroup* groups; /* linked list of groups */
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GLfloat position[3]; /* position of the model */
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/*
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* texcoords as stored in the model;
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* must never be modified
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*/
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GLuint numuvtexcoords; /* number of texcoords in model */
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GLfloat* uvtexcoords; /* array of texture coordinates */
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} GLMmodel;
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/* _GLMnode: general purpose node */
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typedef struct _GLMnode {
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GLuint index;
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GLboolean averaged;
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struct _GLMnode* next;
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} GLMnode;
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/* glmMax: returns the maximum of two floats */
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static GLfloat
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_glmMax(GLfloat a, GLfloat b)
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{
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if (b > a)
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return b;
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return a;
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}
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/* glmAbs: returns the absolute value of a float */
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static GLfloat
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_glmAbs(GLfloat f)
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{
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if (f < 0)
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return -f;
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return f;
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}
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/* glmDot: compute the dot product of two vectors
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*
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* u - array of 3 GLfloats (GLfloat u[3])
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* v - array of 3 GLfloats (GLfloat v[3])
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*/
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static GLfloat
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_glmDot(GLfloat* u, GLfloat* v)
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{
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if (!(u) || !(v))return 0.f;
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return u[0]*v[0] + u[1]*v[1] + u[2]*v[2];
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}
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/* glmCross: compute the cross product of two vectors
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*
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* u - array of 3 GLfloats (GLfloat u[3])
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* v - array of 3 GLfloats (GLfloat v[3])
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* n - array of 3 GLfloats (GLfloat n[3]) to return the cross product in
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*/
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static GLvoid
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_glmCross(GLfloat* u, GLfloat* v, GLfloat* n)
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{
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if (!(u))return; if (!(v))return; if (!(n))return;
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n[0] = u[1]*v[2] - u[2]*v[1];
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n[1] = u[2]*v[0] - u[0]*v[2];
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n[2] = u[0]*v[1] - u[1]*v[0];
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}
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/* glmNormalize: normalize a vector
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*
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* v - array of 3 GLfloats (GLfloat v[3]) to be normalized
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*/
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static GLvoid
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_glmNormalize(GLfloat* v)
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{
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GLfloat l;
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if (!(v))return;
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l = static_cast<GLfloat>(sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]));
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v[0] /= l;
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v[1] /= l;
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v[2] /= l;
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}
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/* glmEqual: compares two vectors and returns GL_TRUE if they are
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* equal (within a certain threshold) or GL_FALSE if not. An epsilon
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* that works fairly well is 0.000001.
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*
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* u - array of 3 GLfloats (GLfloat u[3])
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* v - array of 3 GLfloats (GLfloat v[3])
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*/
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static GLboolean
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_glmEqual(GLfloat* u, GLfloat* v, GLfloat epsilon)
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{
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if (_glmAbs(u[0] - v[0]) < epsilon &&
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_glmAbs(u[1] - v[1]) < epsilon &&
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_glmAbs(u[2] - v[2]) < epsilon)
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{
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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/* glmWeldVectors: eliminate (weld) vectors that are within an
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* epsilon of each other.
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*
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* vectors - array of GLfloat[3]'s to be welded
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* numvectors - number of GLfloat[3]'s in vectors
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* epsilon - maximum difference between vectors
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*
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*/
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static GLfloat*
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_glmWeldVectors(GLfloat* vectors, GLuint* numvectors, GLfloat epsilon)
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{
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GLuint copied;
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GLuint i, j;
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GLfloat*copies = new GLfloat[3*(*numvectors+1)];
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memcpy(copies, vectors, (sizeof(GLfloat) * 3 * (*numvectors + 1)));
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copied = 1;
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for (i = 1; i <= *numvectors; i++) {
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for (j = 1; j <= copied; j++) {
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if (_glmEqual(&vectors[3 * i], &copies[3 * j], epsilon)) {
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goto duplicate;
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}
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}
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/* must not be any duplicates -- add to the copies array */
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copies[3 * copied + 0] = vectors[3 * i + 0];
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copies[3 * copied + 1] = vectors[3 * i + 1];
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copies[3 * copied + 2] = vectors[3 * i + 2];
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j = copied; /* pass this along for below */
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copied++;
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duplicate:
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/* set the first component of this vector to point at the correct
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index into the new copies array */
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vectors[3 * i + 0] = static_cast<GLfloat>(j);
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}
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*numvectors = copied-1;
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return copies;
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}
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/* glmFindGroup: Find a group in the model */
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static GLMgroup*
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_glmFindGroup(const GLMmodel* model, const std::string&name)
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{
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GLMgroup* group;
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if (!(model))return NULL;
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group = model->groups;
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while(group) {
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if (name==group->name)
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break;
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group = group->next;
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}
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return group;
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}
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/* glmAddGroup: Add a group to the model */
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static GLMgroup*
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_glmAddGroup(GLMmodel* model, const std::string&name)
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{
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GLMgroup* group;
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group = _glmFindGroup(model, name);
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if (!group) {
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group = new GLMgroup;
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group->name = name;
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group->material = 0;
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group->numtriangles = 0;
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group->triangles = NULL;
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group->next = model->groups;
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model->groups = group;
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model->numgroups++;
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}
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return group;
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}
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/* glmFindGroup: Find a material in the model */
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static GLuint
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_glmFindMaterial(const GLMmodel* model, const std::string&name)
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{
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GLuint i;
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/* XXX doing a linear search on a string key'd list is pretty lame,
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but it works and is fast enough for now. */
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for (i = 0; i < model->nummaterials; i++) {
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if (name==model->materials[i].name)
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goto found;
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}
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/* didn't find the name, so print a warning and return the default
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material (0). */
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error("_glmFindMaterial(): can't find material \"%s\".", name.c_str());
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i = 0;
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found:
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return i;
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}
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/* glmDirName: return the directory given a path
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*
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* path - filesystem path
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*
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* NOTE: the return value should be free'd.
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*/
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static std::string
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_glmDirName(const std::string&path)
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{
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std::string dir;
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size_t last = path.find_last_of('/');
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if(path.npos == last)
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return dir;
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dir=std::string(path, 0, last+1);
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return dir;
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}
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/* glmReadMTL: read a wavefront material library file
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*
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* model - properly initialized GLMmodel structure
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* name - name of the material library
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*/
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static GLint
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_glmReadMTL(GLMmodel* model, const std::string&name)
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{
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FILE* file;
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char buf[128];
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GLuint nummaterials, i;
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std::string filename = _glmDirName(model->pathname);
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filename+=name;
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file = fopen(filename.c_str(), "r");
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if (!file) {
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error("_glmReadMTL() failed: can't open material file \"%s\".",filename.c_str());
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return -1;
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}
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/* count the number of materials in the file */
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nummaterials = 1;
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while(fscanf(file, "%s", buf) != EOF) {
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switch(buf[0]) {
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case '#': /* comment */
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/* eat up rest of line */
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if(NULL==fgets(buf, sizeof(buf), file)) {
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verbose(1, "_glmReadMTL() failed reading comment"); continue;
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}
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break;
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case 'n': /* newmtl */
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if(NULL==fgets(buf, sizeof(buf), file)) {
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error("_glmReadMTL() failed reading new material"); goto mtlread_failed;
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}
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nummaterials++;
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sscanf(buf, "%s %s", buf, buf);
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break;
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default:
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/* eat up rest of line */
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if(NULL==fgets(buf, sizeof(buf), file)) {
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verbose(1, "_glmReadMTL() failed reading"); continue;
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}
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break;
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}
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}
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rewind(file);
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model->materials = new GLMmaterial[nummaterials];
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model->nummaterials = nummaterials;
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/* set the default material */
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for (i = 0; i < nummaterials; i++) {
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model->materials[i].name.clear();
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model->materials[i].shininess = 65.0f;
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model->materials[i].diffuse[0] = 0.8f;
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model->materials[i].diffuse[1] = 0.8f;
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model->materials[i].diffuse[2] = 0.8f;
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model->materials[i].diffuse[3] = 1.0f;
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model->materials[i].ambient[0] = 0.2f;
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model->materials[i].ambient[1] = 0.2f;
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model->materials[i].ambient[2] = 0.2f;
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model->materials[i].ambient[3] = 1.0f;
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model->materials[i].specular[0] = 0.0f;
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model->materials[i].specular[1] = 0.0f;
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model->materials[i].specular[2] = 0.0f;
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model->materials[i].specular[3] = 1.0f;
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}
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model->materials[0].name = strdup("default");
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/* now, read in the data */
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nummaterials = 0;
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while(fscanf(file, "%s", buf) != EOF) {
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switch(buf[0]) {
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case '#': /* comment */
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/* eat up rest of line */
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if(NULL==fgets(buf, sizeof(buf), file)) {
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verbose(1, "_glmReadMTL() really failed reading comment"); continue;
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}
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break;
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case 'n': /* newmtl */
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if(NULL==fgets(buf, sizeof(buf), file)) {
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error("_glmReadMTL() really failed reading new material"); goto mtlread_failed;
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}
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sscanf(buf, "%s %s", buf, buf);
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nummaterials++;
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model->materials[nummaterials].name = strdup(buf);
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break;
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case 'N':
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fscanf(file, "%f", &model->materials[nummaterials].shininess);
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/* wavefront shininess is from [0, 1000], so scale for OpenGL */
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model->materials[nummaterials].shininess /= 1000.0;
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model->materials[nummaterials].shininess *= 128.0;
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break;
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case 'K':
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switch(buf[1]) {
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case 'd':
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fscanf(file, "%f %f %f",
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&model->materials[nummaterials].diffuse[0],
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&model->materials[nummaterials].diffuse[1],
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&model->materials[nummaterials].diffuse[2]);
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break;
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case 's':
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fscanf(file, "%f %f %f",
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&model->materials[nummaterials].specular[0],
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&model->materials[nummaterials].specular[1],
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&model->materials[nummaterials].specular[2]);
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break;
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case 'a':
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fscanf(file, "%f %f %f",
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&model->materials[nummaterials].ambient[0],
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&model->materials[nummaterials].ambient[1],
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&model->materials[nummaterials].ambient[2]);
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break;
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default:
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/* eat up rest of line */
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if(NULL==fgets(buf, sizeof(buf), file)) {
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verbose(1, "_glmReadMTL() really failed reading K"); continue;
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}
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break;
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}
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break;
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default:
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/* eat up rest of line */
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if(NULL==fgets(buf, sizeof(buf), file)) {
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verbose(1, "_glmReadMTL() really failed reading"); continue;
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}
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break;
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}
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}
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return 0;
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mtlread_failed:
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if(file)fclose(file);
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return -1;
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}
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/* glmWriteMTL: write a wavefront material library file
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*
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* model - properly initialized GLMmodel structure
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* modelpath - pathname of the model being written
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* mtllibname - name of the material library to be written
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*/
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static GLboolean
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_glmWriteMTL(const GLMmodel* model, const char* modelpath, const std::string&mtllibname)
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{
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FILE* file;
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GLMmaterial* material;
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GLuint i;
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std::string filename = _glmDirName(model->pathname);
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filename+=mtllibname;
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/* open the file */
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file = fopen(filename.c_str(), "w");
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if (!file) {
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error("_glmWriteMTL() failed: can't open file \"%s\".",filename.c_str());
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return GL_FALSE;
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}
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|
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/* spit out a header */
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fprintf(file, "# \n");
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fprintf(file, "# Wavefront MTL generated by GLM library\n");
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fprintf(file, "# \n");
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fprintf(file, "# GLM library\n");
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fprintf(file, "# Nate Robins\n");
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fprintf(file, "# ndr@pobox.com\n");
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fprintf(file, "# http://www.pobox.com/~ndr\n");
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fprintf(file, "# \n\n");
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|
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for (i = 0; i < model->nummaterials; i++) {
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material = &model->materials[i];
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fprintf(file, "newmtl %s\n", material->name.c_str());
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fprintf(file, "Ka %f %f %f\n",
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material->ambient[0], material->ambient[1], material->ambient[2]);
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fprintf(file, "Kd %f %f %f\n",
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material->diffuse[0], material->diffuse[1], material->diffuse[2]);
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fprintf(file, "Ks %f %f %f\n",
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material->specular[0],material->specular[1],material->specular[2]);
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fprintf(file, "Ns %f\n", material->shininess / 128.0 * 1000.0);
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fprintf(file, "\n");
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}
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fclose(file);
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return GL_TRUE;
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}
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|
|
|
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/* glmFirstPass: first pass at a Wavefront OBJ file that gets all the
|
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* statistics of the model (such as #vertices, #normals, etc)
|
|
*
|
|
* model - properly initialized GLMmodel structure
|
|
* file - (fopen'd) file descriptor
|
|
*/
|
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static GLboolean
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_glmFirstPass(GLMmodel* model, FILE* file)
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|
{
|
|
GLuint numvertices; /* number of vertices in model */
|
|
GLuint numnormals; /* number of normals in model */
|
|
GLuint numtexcoords; /* number of texcoords in model */
|
|
GLuint numtriangles; /* number of triangles in model */
|
|
GLMgroup* group; /* current group */
|
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unsigned v, n, t;
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char buf[128];
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|
|
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/* make a default group */
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group = _glmAddGroup(model, "default");
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|
|
numvertices = numnormals = numtexcoords = numtriangles = 0;
|
|
while(fscanf(file, "%s", buf) != EOF) {
|
|
switch(buf[0]) {
|
|
case '#': /* comment */
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
verbose(1, "_glmFirstPass failed reading comment"); continue;
|
|
}
|
|
break;
|
|
case 'v': /* v, vn, vt */
|
|
switch(buf[1]) {
|
|
case '\0': /* vertex */
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
error("_glmFirstPass failed reading vertex"); return GL_FALSE;
|
|
}
|
|
numvertices++;
|
|
break;
|
|
case 'n': /* normal */
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
error("_glmFirstPass failed reading normals"); return GL_FALSE;
|
|
}
|
|
numnormals++;
|
|
break;
|
|
case 't': /* texcoord */
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
error("_glmFirstPass failed reading texcoords"); return GL_FALSE;
|
|
}
|
|
numtexcoords++;
|
|
break;
|
|
default:
|
|
error("_glmFirstPass: Unknown token \"%s\".", buf);
|
|
return GL_FALSE;
|
|
}
|
|
break;
|
|
case 'm':
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
error("_glmFirstPass failed reading material"); return GL_FALSE;
|
|
}
|
|
sscanf(buf, "%s %s", buf, buf);
|
|
model->mtllibname = buf;
|
|
_glmReadMTL(model, buf);
|
|
break;
|
|
case 'u':
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
verbose(1, "_glmFirstPass failed reading u"); continue;
|
|
}
|
|
break;
|
|
case 'g': /* group */
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
error("_glmFirstPass failed reading groups"); return GL_FALSE;
|
|
}
|
|
#if SINGLE_STRING_GROUP_NAMES
|
|
sscanf(buf, "%s", buf);
|
|
#else
|
|
buf[strlen(buf)-1] = '\0'; /* nuke '\n' */
|
|
#endif
|
|
group = _glmAddGroup(model, buf);
|
|
break;
|
|
case 'f': /* face */
|
|
v = n = t = 0;
|
|
fscanf(file, "%s", buf);
|
|
/* can be one of %d, %d//%d, %d/%d, %d/%d/%d %d//%d */
|
|
if (strstr(buf, "//")) {
|
|
/* v//n */
|
|
sscanf(buf, "%d//%d", &v, &n);
|
|
fscanf(file, "%d//%d", &v, &n);
|
|
fscanf(file, "%d//%d", &v, &n);
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
while(fscanf(file, "%d//%d", &v, &n) > 0) {
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
}
|
|
} else if (sscanf(buf, "%d/%d/%d", &v, &t, &n) == 3) {
|
|
/* v/t/n */
|
|
fscanf(file, "%d/%d/%d", &v, &t, &n);
|
|
fscanf(file, "%d/%d/%d", &v, &t, &n);
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
while(fscanf(file, "%d/%d/%d", &v, &t, &n) > 0) {
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
}
|
|
} else if (sscanf(buf, "%d/%d", &v, &t) == 2) {
|
|
/* v/t */
|
|
fscanf(file, "%d/%d", &v, &t);
|
|
fscanf(file, "%d/%d", &v, &t);
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
while(fscanf(file, "%d/%d", &v, &t) > 0) {
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
}
|
|
} else {
|
|
/* v */
|
|
fscanf(file, "%d", &v);
|
|
fscanf(file, "%d", &v);
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
while(fscanf(file, "%d", &v) > 0) {
|
|
numtriangles++;
|
|
group->numtriangles++;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
verbose(1, "_glmFirstPass failed reading"); continue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* set the stats in the model structure */
|
|
model->numvertices = numvertices;
|
|
model->numnormals = numnormals;
|
|
model->numuvtexcoords = numtexcoords;
|
|
model->numtriangles = numtriangles;
|
|
|
|
/* allocate memory for the triangles in each group */
|
|
group = model->groups;
|
|
while(group) {
|
|
group->triangles = new GLuint[group->numtriangles];
|
|
group->numtriangles = 0;
|
|
group = group->next;
|
|
}
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
static GLuint fixIndex(GLint current, GLuint baseindex) {
|
|
GLint idx=baseindex;
|
|
|
|
/* i'm not sure whether >=0 or >0 is valid...
|
|
* for now, i assume >0 (so if current==0 it resolves to baseindex)
|
|
*/
|
|
|
|
if(current>0)
|
|
return (GLuint)(current);
|
|
|
|
idx=(baseindex+current);
|
|
if(idx>0)
|
|
return (GLuint)idx;
|
|
else {
|
|
verbose(1, "unable to fix negative index %d @ %d", current, baseindex);
|
|
return baseindex;
|
|
}
|
|
}
|
|
|
|
/* glmSecondPass: second pass at a Wavefront OBJ file that gets all
|
|
* the data.
|
|
*
|
|
* model - properly initialized GLMmodel structure
|
|
* file - (fopen'd) file descriptor
|
|
*/
|
|
static GLboolean
|
|
_glmSecondPass(GLMmodel* model, FILE* file)
|
|
{
|
|
GLuint numvertices; /* number of vertices in model */
|
|
GLuint numnormals; /* number of normals in model */
|
|
GLuint numtexcoords; /* number of texcoords in model */
|
|
GLuint numtriangles; /* number of triangles in model */
|
|
GLfloat* vertices; /* array of vertices */
|
|
GLfloat* normals; /* array of normals */
|
|
GLfloat* texcoords; /* array of texture coordinates */
|
|
GLMgroup* group; /* current group pointer */
|
|
GLuint material; /* current material */
|
|
int v, n, t;
|
|
char buf[128];
|
|
|
|
/* set the pointer shortcuts */
|
|
vertices = model->vertices;
|
|
normals = model->normals;
|
|
texcoords = model->uvtexcoords;
|
|
group = model->groups;
|
|
|
|
/* on the second pass through the file, read all the data into the
|
|
allocated arrays */
|
|
numvertices = numnormals = numtexcoords = 1;
|
|
numtriangles = 0;
|
|
material = 0;
|
|
while(fscanf(file, "%s", buf) != EOF) {
|
|
switch(buf[0]) {
|
|
case '#': /* comment */
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
verbose(1, "_glmSecondPass() failed reading"); continue;
|
|
}
|
|
break;
|
|
case 'v': /* v, vn, vt */
|
|
switch(buf[1]) {
|
|
case '\0': /* vertex */
|
|
fscanf(file, "%f %f %f",
|
|
&vertices[3 * numvertices + 0],
|
|
&vertices[3 * numvertices + 1],
|
|
&vertices[3 * numvertices + 2]);
|
|
numvertices++;
|
|
break;
|
|
case 'n': /* normal */
|
|
fscanf(file, "%f %f %f",
|
|
&normals[3 * numnormals + 0],
|
|
&normals[3 * numnormals + 1],
|
|
&normals[3 * numnormals + 2]);
|
|
numnormals++;
|
|
break;
|
|
case 't': /* texcoord */
|
|
fscanf(file, "%f %f",
|
|
&texcoords[2 * numtexcoords + 0],
|
|
&texcoords[2 * numtexcoords + 1]);
|
|
numtexcoords++;
|
|
break;
|
|
}
|
|
break;
|
|
case 'u':
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
error("_glmSecondPass() failed reading material"); return GL_FALSE;
|
|
}
|
|
sscanf(buf, "%s %s", buf, buf);
|
|
group->material = material = _glmFindMaterial(model, buf);
|
|
break;
|
|
case 'g': /* group */
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
error("_glmSecondPass() failed reading group"); return GL_FALSE;
|
|
}
|
|
#if SINGLE_STRING_GROUP_NAMES
|
|
sscanf(buf, "%s", buf);
|
|
#else
|
|
buf[strlen(buf)-1] = '\0'; /* nuke '\n' */
|
|
#endif
|
|
group = _glmFindGroup(model, buf);
|
|
group->material = material;
|
|
break;
|
|
case 'f': /* face */
|
|
v = n = t = 0;
|
|
fscanf(file, "%s", buf);
|
|
/* can be one of %d, %d//%d, %d/%d, %d/%d/%d %d//%d */
|
|
if (strstr(buf, "//")) {
|
|
/* v//n */
|
|
sscanf(buf, "%d//%d", &v, &n);
|
|
T(numtriangles).vindices[0] = fixIndex(v,numvertices);
|
|
T(numtriangles).nindices[0] = fixIndex(n,numnormals);
|
|
fscanf(file, "%d//%d", &v, &n);
|
|
T(numtriangles).vindices[1] = fixIndex(v,numvertices);
|
|
T(numtriangles).nindices[1] = fixIndex(n, numnormals);
|
|
fscanf(file, "%d//%d", &v, &n);
|
|
T(numtriangles).vindices[2] = fixIndex(v,numvertices);
|
|
T(numtriangles).nindices[2] = fixIndex(n, numnormals);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
while(fscanf(file, "%d//%d", &v, &n) > 0) {
|
|
T(numtriangles).vindices[0] = T(numtriangles-1).vindices[0];
|
|
T(numtriangles).nindices[0] = T(numtriangles-1).nindices[0];
|
|
T(numtriangles).vindices[1] = T(numtriangles-1).vindices[2];
|
|
T(numtriangles).nindices[1] = T(numtriangles-1).nindices[2];
|
|
T(numtriangles).vindices[2] = fixIndex(v,numvertices);
|
|
T(numtriangles).nindices[2] = fixIndex(n, numnormals);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
}
|
|
} else if (sscanf(buf, "%d/%d/%d", &v, &t, &n) == 3) {
|
|
/* v/t/n */
|
|
T(numtriangles).vindices[0] = fixIndex(v,numvertices);
|
|
T(numtriangles).uvtindices[0] = fixIndex(t, numtexcoords);
|
|
T(numtriangles).nindices[0] = fixIndex(n, numnormals);
|
|
fscanf(file, "%d/%d/%d", &v, &t, &n);
|
|
T(numtriangles).vindices[1] = fixIndex(v, numvertices);
|
|
T(numtriangles).uvtindices[1] = fixIndex(t, numtexcoords);
|
|
T(numtriangles).nindices[1] = fixIndex(n, numnormals);
|
|
fscanf(file, "%d/%d/%d", &v, &t, &n);
|
|
T(numtriangles).vindices[2] = fixIndex(v, numvertices);
|
|
T(numtriangles).uvtindices[2] = fixIndex(t, numtexcoords);
|
|
T(numtriangles).nindices[2] = fixIndex(n, numnormals);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
while(fscanf(file, "%d/%d/%d", &v, &t, &n) > 0) {
|
|
T(numtriangles).vindices[0] = T(numtriangles-1).vindices[0];
|
|
T(numtriangles).uvtindices[0] = T(numtriangles-1).uvtindices[0];
|
|
T(numtriangles).nindices[0] = T(numtriangles-1).nindices[0];
|
|
T(numtriangles).vindices[1] = T(numtriangles-1).vindices[2];
|
|
T(numtriangles).uvtindices[1] = T(numtriangles-1).uvtindices[2];
|
|
T(numtriangles).nindices[1] = T(numtriangles-1).nindices[2];
|
|
T(numtriangles).vindices[2] = fixIndex(v, numvertices);
|
|
T(numtriangles).uvtindices[2] = fixIndex(t, numtexcoords);
|
|
T(numtriangles).nindices[2] = fixIndex(n, numnormals);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
}
|
|
} else if (sscanf(buf, "%d/%d", &v, &t) == 2) {
|
|
/* v/t */
|
|
T(numtriangles).vindices[0] = fixIndex(v, numvertices);
|
|
T(numtriangles).uvtindices[0] = fixIndex(t, numtexcoords);
|
|
fscanf(file, "%d/%d", &v, &t);
|
|
T(numtriangles).vindices[1] = fixIndex(v, numvertices);
|
|
T(numtriangles).uvtindices[1] = fixIndex(t, numtexcoords);
|
|
fscanf(file, "%d/%d", &v, &t);
|
|
T(numtriangles).vindices[2] = fixIndex(v, numvertices);
|
|
T(numtriangles).uvtindices[2] = fixIndex(t, numtexcoords);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
while(fscanf(file, "%d/%d", &v, &t) > 0) {
|
|
T(numtriangles).vindices[0] = T(numtriangles-1).vindices[0];
|
|
T(numtriangles).uvtindices[0] = T(numtriangles-1).uvtindices[0];
|
|
T(numtriangles).vindices[1] = T(numtriangles-1).vindices[2];
|
|
T(numtriangles).uvtindices[1] = T(numtriangles-1).uvtindices[2];
|
|
T(numtriangles).vindices[2] = fixIndex(v, numvertices);
|
|
T(numtriangles).uvtindices[2] = fixIndex(t, numtexcoords);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
}
|
|
} else {
|
|
/* v */
|
|
sscanf(buf, "%d", &v);
|
|
T(numtriangles).vindices[0] = fixIndex(v, numvertices);
|
|
fscanf(file, "%d", &v);
|
|
T(numtriangles).vindices[1] = fixIndex(v, numvertices);
|
|
fscanf(file, "%d", &v);
|
|
T(numtriangles).vindices[2] = fixIndex(v, numvertices);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
while(fscanf(file, "%d", &v) > 0) {
|
|
T(numtriangles).vindices[0] = T(numtriangles-1).vindices[0];
|
|
T(numtriangles).vindices[1] = T(numtriangles-1).vindices[2];
|
|
T(numtriangles).vindices[2] = fixIndex(v, numvertices);
|
|
group->triangles[group->numtriangles++] = numtriangles;
|
|
numtriangles++;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
/* eat up rest of line */
|
|
if(NULL==fgets(buf, sizeof(buf), file)) {
|
|
verbose(1, "_glmSecondPass() failed reading"); continue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* announce the memory requirements */
|
|
verbose(1, " Memory: %d bytes",
|
|
numvertices * 3*sizeof(GLfloat) +
|
|
numnormals * 3*sizeof(GLfloat) * (numnormals ? 1 : 0) +
|
|
numtexcoords * 3*sizeof(GLfloat) * (numtexcoords ? 1 : 0) +
|
|
numtriangles * sizeof(GLMtriangle));
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
|
|
/* public functions */
|
|
|
|
|
|
/* glmUnitize: "unitize" a model by translating it to the origin and
|
|
* scaling it to fit in a unit cube around the origin. Returns the
|
|
* scalefactor used.
|
|
*
|
|
* model - properly initialized GLMmodel structure
|
|
*/
|
|
GLfloat
|
|
glmUnitize(GLMmodel* model)
|
|
{
|
|
GLuint i;
|
|
GLfloat maxx, minx, maxy, miny, maxz, minz;
|
|
GLfloat cx, cy, cz, w, h, d;
|
|
GLfloat scale;
|
|
|
|
if (!(model))return 0.f;
|
|
if (!(model->vertices))return 0.f;
|
|
|
|
/* get the max/mins */
|
|
maxx = minx = model->vertices[3 + 0];
|
|
maxy = miny = model->vertices[3 + 1];
|
|
maxz = minz = model->vertices[3 + 2];
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
if (maxx < model->vertices[3 * i + 0])
|
|
maxx = model->vertices[3 * i + 0];
|
|
if (minx > model->vertices[3 * i + 0])
|
|
minx = model->vertices[3 * i + 0];
|
|
|
|
if (maxy < model->vertices[3 * i + 1])
|
|
maxy = model->vertices[3 * i + 1];
|
|
if (miny > model->vertices[3 * i + 1])
|
|
miny = model->vertices[3 * i + 1];
|
|
|
|
if (maxz < model->vertices[3 * i + 2])
|
|
maxz = model->vertices[3 * i + 2];
|
|
if (minz > model->vertices[3 * i + 2])
|
|
minz = model->vertices[3 * i + 2];
|
|
}
|
|
|
|
/* calculate model width, height, and depth */
|
|
w = _glmAbs(maxx) + _glmAbs(minx);
|
|
h = _glmAbs(maxy) + _glmAbs(miny);
|
|
d = _glmAbs(maxz) + _glmAbs(minz);
|
|
|
|
/* calculate center of the model */
|
|
cx = (maxx + minx) / 2.0f;
|
|
cy = (maxy + miny) / 2.0f;
|
|
cz = (maxz + minz) / 2.0f;
|
|
|
|
/* calculate unitizing scale factor */
|
|
scale = 2.0f / _glmMax(_glmMax(w, h), d);
|
|
|
|
/* translate around center then scale */
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
model->vertices[3 * i + 0] -= cx;
|
|
model->vertices[3 * i + 1] -= cy;
|
|
model->vertices[3 * i + 2] -= cz;
|
|
model->vertices[3 * i + 0] *= scale;
|
|
model->vertices[3 * i + 1] *= scale;
|
|
model->vertices[3 * i + 2] *= scale;
|
|
}
|
|
|
|
return scale;
|
|
}
|
|
|
|
/* glmDimensions: Calculates the dimensions (width, height, depth) of
|
|
* a model.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
* dimensions - array of 3 GLfloats (GLfloat dimensions[3])
|
|
*/
|
|
GLvoid
|
|
glmDimensions(const GLMmodel* model, GLfloat* dimensions)
|
|
{
|
|
GLuint i;
|
|
GLfloat maxx, minx, maxy, miny, maxz, minz;
|
|
|
|
if (!(model))return;
|
|
if (!(model->vertices))return;
|
|
if (!(dimensions))return;
|
|
|
|
/* get the max/mins */
|
|
maxx = minx = model->vertices[3 + 0];
|
|
maxy = miny = model->vertices[3 + 1];
|
|
maxz = minz = model->vertices[3 + 2];
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
if (maxx < model->vertices[3 * i + 0])
|
|
maxx = model->vertices[3 * i + 0];
|
|
if (minx > model->vertices[3 * i + 0])
|
|
minx = model->vertices[3 * i + 0];
|
|
|
|
if (maxy < model->vertices[3 * i + 1])
|
|
maxy = model->vertices[3 * i + 1];
|
|
if (miny > model->vertices[3 * i + 1])
|
|
miny = model->vertices[3 * i + 1];
|
|
|
|
if (maxz < model->vertices[3 * i + 2])
|
|
maxz = model->vertices[3 * i + 2];
|
|
if (minz > model->vertices[3 * i + 2])
|
|
minz = model->vertices[3 * i + 2];
|
|
}
|
|
|
|
/* calculate model width, height, and depth */
|
|
dimensions[0] = _glmAbs(maxx) + _glmAbs(minx);
|
|
dimensions[1] = _glmAbs(maxy) + _glmAbs(miny);
|
|
dimensions[2] = _glmAbs(maxz) + _glmAbs(minz);
|
|
}
|
|
|
|
/* glmScale: Scales a model by a given amount.
|
|
*
|
|
* model - properly initialized GLMmodel structure
|
|
* scale - scalefactor (0.5 = half as large, 2.0 = twice as large)
|
|
*/
|
|
GLvoid
|
|
glmScale(GLMmodel* model, GLfloat scale)
|
|
{
|
|
GLuint i;
|
|
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
model->vertices[3 * i + 0] *= scale;
|
|
model->vertices[3 * i + 1] *= scale;
|
|
model->vertices[3 * i + 2] *= scale;
|
|
}
|
|
}
|
|
|
|
/* glmReverseWinding: Reverse the polygon winding for all polygons in
|
|
* this model. Default winding is counter-clockwise. Also changes
|
|
* the direction of the normals.
|
|
*
|
|
* model - properly initialized GLMmodel structure
|
|
*/
|
|
GLvoid
|
|
glmReverseWinding(GLMmodel* model)
|
|
{
|
|
GLuint i, swap;
|
|
if (!(model))return;
|
|
|
|
for (i = 0; i < model->numtriangles; i++) {
|
|
swap = T(i).vindices[0];
|
|
T(i).vindices[0] = T(i).vindices[2];
|
|
T(i).vindices[2] = swap;
|
|
|
|
if (model->numnormals) {
|
|
swap = T(i).nindices[0];
|
|
T(i).nindices[0] = T(i).nindices[2];
|
|
T(i).nindices[2] = swap;
|
|
}
|
|
|
|
if (model->numtexcoords) {
|
|
swap = T(i).tindices[0];
|
|
T(i).tindices[0] = T(i).tindices[2];
|
|
T(i).tindices[2] = swap;
|
|
}
|
|
}
|
|
|
|
/* reverse facet normals */
|
|
for (i = 1; i <= model->numfacetnorms; i++) {
|
|
model->facetnorms[3 * i + 0] = -model->facetnorms[3 * i + 0];
|
|
model->facetnorms[3 * i + 1] = -model->facetnorms[3 * i + 1];
|
|
model->facetnorms[3 * i + 2] = -model->facetnorms[3 * i + 2];
|
|
}
|
|
|
|
/* reverse vertex normals */
|
|
for (i = 1; i <= model->numnormals; i++) {
|
|
model->normals[3 * i + 0] = -model->normals[3 * i + 0];
|
|
model->normals[3 * i + 1] = -model->normals[3 * i + 1];
|
|
model->normals[3 * i + 2] = -model->normals[3 * i + 2];
|
|
}
|
|
}
|
|
|
|
/* glmFacetNormals: Generates facet normals for a model (by taking the
|
|
* cross product of the two vectors derived from the sides of each
|
|
* triangle). Assumes a counter-clockwise winding.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
*/
|
|
GLvoid
|
|
glmFacetNormals(GLMmodel* model)
|
|
{
|
|
GLuint i;
|
|
GLfloat u[3];
|
|
GLfloat v[3];
|
|
|
|
if (!(model))return;
|
|
if (!(model->vertices))return;
|
|
|
|
/* clobber any old facetnormals */
|
|
if (model->facetnorms)
|
|
delete[]model->facetnorms;
|
|
|
|
/* allocate memory for the new facet normals */
|
|
model->numfacetnorms = model->numtriangles;
|
|
model->facetnorms = new GLfloat[3 * (model->numfacetnorms + 1)];
|
|
|
|
for (i = 0; i < model->numtriangles; i++) {
|
|
model->triangles[i].findex = i+1;
|
|
|
|
u[0] = model->vertices[3 * T(i).vindices[1] + 0] -
|
|
model->vertices[3 * T(i).vindices[0] + 0];
|
|
u[1] = model->vertices[3 * T(i).vindices[1] + 1] -
|
|
model->vertices[3 * T(i).vindices[0] + 1];
|
|
u[2] = model->vertices[3 * T(i).vindices[1] + 2] -
|
|
model->vertices[3 * T(i).vindices[0] + 2];
|
|
|
|
v[0] = model->vertices[3 * T(i).vindices[2] + 0] -
|
|
model->vertices[3 * T(i).vindices[0] + 0];
|
|
v[1] = model->vertices[3 * T(i).vindices[2] + 1] -
|
|
model->vertices[3 * T(i).vindices[0] + 1];
|
|
v[2] = model->vertices[3 * T(i).vindices[2] + 2] -
|
|
model->vertices[3 * T(i).vindices[0] + 2];
|
|
|
|
_glmCross(u, v, &model->facetnorms[3 * (i+1)]);
|
|
_glmNormalize(&model->facetnorms[3 * (i+1)]);
|
|
}
|
|
}
|
|
|
|
/* glmVertexNormals: Generates smooth vertex normals for a model.
|
|
* First builds a list of all the triangles each vertex is in. Then
|
|
* loops through each vertex in the the list averaging all the facet
|
|
* normals of the triangles each vertex is in. Finally, sets the
|
|
* normal index in the triangle for the vertex to the generated smooth
|
|
* normal. If the dot product of a facet normal and the facet normal
|
|
* associated with the first triangle in the list of triangles the
|
|
* current vertex is in is greater than the cosine of the angle
|
|
* parameter to the function, that facet normal is not added into the
|
|
* average normal calculation and the corresponding vertex is given
|
|
* the facet normal. This tends to preserve hard edges. The angle to
|
|
* use depends on the model, but 90 degrees is usually a good start.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
* angle - maximum angle (in degrees) to smooth across
|
|
*/
|
|
GLvoid
|
|
glmVertexNormals(GLMmodel* model, GLfloat angle)
|
|
{
|
|
GLMnode* node;
|
|
GLMnode* tail;
|
|
GLMnode** members;
|
|
GLfloat* normals;
|
|
GLuint numnormals;
|
|
GLfloat average[3];
|
|
GLfloat dot, cos_angle;
|
|
GLuint i, avg;
|
|
|
|
if (!(model))return;
|
|
if (!(model->facetnorms))return;
|
|
|
|
/* calculate the cosine of the angle (in degrees) */
|
|
cos_angle = (GLfloat)cos(angle * M_PI / 180.0f);
|
|
|
|
/* nuke any previous normals */
|
|
if (model->normals)
|
|
delete[]model->normals;
|
|
|
|
/* allocate space for new normals */
|
|
model->numnormals = model->numtriangles * 3; /* 3 normals per triangle */
|
|
model->normals = new GLfloat[3* (model->numnormals+1)];
|
|
|
|
/* allocate a structure that will hold a linked list of triangle
|
|
indices for each vertex */
|
|
members = new GLMnode*[model->numvertices + 1];
|
|
for (i = 1; i <= model->numvertices; i++)
|
|
members[i] = NULL;
|
|
|
|
/* for every triangle, create a node for each vertex in it */
|
|
for (i = 0; i < model->numtriangles; i++) {
|
|
node = new GLMnode;
|
|
node->index = i;
|
|
node->next = members[T(i).vindices[0]];
|
|
members[T(i).vindices[0]] = node;
|
|
|
|
node = new GLMnode;
|
|
node->index = i;
|
|
node->next = members[T(i).vindices[1]];
|
|
members[T(i).vindices[1]] = node;
|
|
|
|
node = new GLMnode;
|
|
node->index = i;
|
|
node->next = members[T(i).vindices[2]];
|
|
members[T(i).vindices[2]] = node;
|
|
}
|
|
|
|
/* calculate the average normal for each vertex */
|
|
numnormals = 1;
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
/* calculate an average normal for this vertex by averaging the
|
|
facet normal of every triangle this vertex is in */
|
|
node = members[i];
|
|
if (!node)
|
|
error("glmVertexNormals(): vertex w/o a triangle");
|
|
average[0] = 0.0; average[1] = 0.0; average[2] = 0.0;
|
|
avg = 0;
|
|
while (node) {
|
|
/* only average if the dot product of the angle between the two
|
|
facet normals is greater than the cosine of the threshold
|
|
angle -- or, said another way, the angle between the two
|
|
facet normals is less than (or equal to) the threshold angle */
|
|
dot = _glmDot(&model->facetnorms[3 * T(node->index).findex],
|
|
&model->facetnorms[3 * T(members[i]->index).findex]);
|
|
if (dot > cos_angle) {
|
|
node->averaged = GL_TRUE;
|
|
average[0] += model->facetnorms[3 * T(node->index).findex + 0];
|
|
average[1] += model->facetnorms[3 * T(node->index).findex + 1];
|
|
average[2] += model->facetnorms[3 * T(node->index).findex + 2];
|
|
avg = 1; /* we averaged at least one normal! */
|
|
} else {
|
|
node->averaged = GL_FALSE;
|
|
}
|
|
node = node->next;
|
|
}
|
|
|
|
if (avg) {
|
|
/* normalize the averaged normal */
|
|
_glmNormalize(average);
|
|
|
|
/* add the normal to the vertex normals list */
|
|
model->normals[3 * numnormals + 0] = average[0];
|
|
model->normals[3 * numnormals + 1] = average[1];
|
|
model->normals[3 * numnormals + 2] = average[2];
|
|
avg = numnormals;
|
|
numnormals++;
|
|
}
|
|
|
|
/* set the normal of this vertex in each triangle it is in */
|
|
node = members[i];
|
|
while (node) {
|
|
if (node->averaged) {
|
|
/* if this node was averaged, use the average normal */
|
|
if (T(node->index).vindices[0] == i)
|
|
T(node->index).nindices[0] = avg;
|
|
else if (T(node->index).vindices[1] == i)
|
|
T(node->index).nindices[1] = avg;
|
|
else if (T(node->index).vindices[2] == i)
|
|
T(node->index).nindices[2] = avg;
|
|
} else {
|
|
/* if this node wasn't averaged, use the facet normal */
|
|
model->normals[3 * numnormals + 0] =
|
|
model->facetnorms[3 * T(node->index).findex + 0];
|
|
model->normals[3 * numnormals + 1] =
|
|
model->facetnorms[3 * T(node->index).findex + 1];
|
|
model->normals[3 * numnormals + 2] =
|
|
model->facetnorms[3 * T(node->index).findex + 2];
|
|
if (T(node->index).vindices[0] == i)
|
|
T(node->index).nindices[0] = numnormals;
|
|
else if (T(node->index).vindices[1] == i)
|
|
T(node->index).nindices[1] = numnormals;
|
|
else if (T(node->index).vindices[2] == i)
|
|
T(node->index).nindices[2] = numnormals;
|
|
numnormals++;
|
|
}
|
|
node = node->next;
|
|
}
|
|
}
|
|
|
|
model->numnormals = numnormals - 1;
|
|
|
|
/* free the member information */
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
node = members[i];
|
|
while (node) {
|
|
tail = node;
|
|
node = node->next;
|
|
delete tail;
|
|
}
|
|
}
|
|
delete[]members;
|
|
|
|
/* pack the normals array (we previously allocated the maximum
|
|
number of normals that could possibly be created (numtriangles *
|
|
3), so get rid of some of them (usually alot unless none of the
|
|
facet normals were averaged)) */
|
|
normals = model->normals;
|
|
model->normals = new GLfloat[3* (model->numnormals+1)];
|
|
for (i = 1; i <= model->numnormals; i++) {
|
|
model->normals[3 * i + 0] = normals[3 * i + 0];
|
|
model->normals[3 * i + 1] = normals[3 * i + 1];
|
|
model->normals[3 * i + 2] = normals[3 * i + 2];
|
|
}
|
|
delete[]normals;
|
|
}
|
|
|
|
/* glmUVTexture: Generates texture coordinates according to a
|
|
* the texture coordinates stored in the .obj file
|
|
*
|
|
* model - pointer to initialized GLMmodel structure
|
|
*/
|
|
GLvoid
|
|
glmUVTexture(GLMmodel* model, float h, float w)
|
|
{
|
|
GLMgroup *group;
|
|
GLuint i;
|
|
|
|
if(!model)return;
|
|
if(!(model->uvtexcoords))return;
|
|
|
|
if (model->texcoords)
|
|
delete[]model->texcoords;
|
|
|
|
model->numtexcoords = model->numuvtexcoords;
|
|
model->texcoords=new GLfloat[2*(model->numuvtexcoords+1)];
|
|
|
|
/* do the calculations */
|
|
for(i = 1; i <= model->numtexcoords; i++) {
|
|
model->texcoords[2*i+0] = model->uvtexcoords[2*i+0]*w;
|
|
model->texcoords[2*i+1] = model->uvtexcoords[2*i+1]*h;
|
|
}
|
|
|
|
/* go through and put texture coordinate indices in all the triangles */
|
|
group = model->groups;
|
|
while(group) {
|
|
for(i = 0; i < group->numtriangles; i++) {
|
|
T(group->triangles[i]).tindices[0] = T(group->triangles[i]).uvtindices[0];
|
|
T(group->triangles[i]).tindices[1] = T(group->triangles[i]).uvtindices[1];
|
|
T(group->triangles[i]).tindices[2] = T(group->triangles[i]).uvtindices[2];
|
|
}
|
|
group = group->next;
|
|
}
|
|
verbose(1, "glmUVTexture(): generated %d UV texture coordinates", model->numtexcoords);
|
|
}
|
|
|
|
/* glmLinearTexture: Generates texture coordinates according to a
|
|
* linear projection of the texture map. It generates these by
|
|
* linearly mapping the vertices onto a square.
|
|
*
|
|
* model - pointer to initialized GLMmodel structure
|
|
*/
|
|
GLvoid
|
|
glmLinearTexture(GLMmodel* model, float h, float w)
|
|
{
|
|
GLMgroup *group;
|
|
GLfloat dimensions[3];
|
|
GLfloat x, y, scalefactor;
|
|
GLuint i;
|
|
|
|
if (!(model))return;
|
|
|
|
if (model->texcoords)
|
|
delete[]model->texcoords;
|
|
model->numtexcoords = model->numvertices;
|
|
model->texcoords=new GLfloat[2*(model->numtexcoords+1)];
|
|
|
|
glmDimensions(model, dimensions);
|
|
scalefactor = 2.0f /
|
|
_glmAbs(_glmMax(_glmMax(dimensions[0], dimensions[1]), dimensions[2]));
|
|
|
|
/* do the calculations */
|
|
for(i = 1; i <= model->numvertices; i++) {
|
|
x = model->vertices[3 * i + 0] * scalefactor;
|
|
y = model->vertices[3 * i + 2] * scalefactor;
|
|
model->texcoords[2 * i + 0] = ((x + 1.0f) / 2.0f) * w;
|
|
model->texcoords[2 * i + 1] = ((y + 1.0f) / 2.0f) * h;
|
|
}
|
|
|
|
/* go through and put texture coordinate indices in all the triangles */
|
|
group = model->groups;
|
|
while(group) {
|
|
for(i = 0; i < group->numtriangles; i++) {
|
|
T(group->triangles[i]).tindices[0] = T(group->triangles[i]).vindices[0];
|
|
T(group->triangles[i]).tindices[1] = T(group->triangles[i]).vindices[1];
|
|
T(group->triangles[i]).tindices[2] = T(group->triangles[i]).vindices[2];
|
|
}
|
|
group = group->next;
|
|
}
|
|
|
|
verbose(1, "glmLinearTexture(): generated %d linear texture coordinates", model->numtexcoords);
|
|
}
|
|
|
|
/* glmSpheremapTexture: Generates texture coordinates according to a
|
|
* spherical projection of the texture map. Sometimes referred to as
|
|
* spheremap, or reflection map texture coordinates. It generates
|
|
* these by using the normal to calculate where that vertex would map
|
|
* onto a sphere. Since it is impossible to map something flat
|
|
* perfectly onto something spherical, there is distortion at the
|
|
* poles. This particular implementation causes the poles along the X
|
|
* axis to be distorted.
|
|
*
|
|
* model - pointer to initialized GLMmodel structure
|
|
*/
|
|
GLvoid
|
|
glmSpheremapTexture(GLMmodel* model, float h, float w)
|
|
{
|
|
GLMgroup* group;
|
|
GLfloat theta, phi, rho, x, y, z, r;
|
|
GLuint i;
|
|
|
|
if (!(model))return;
|
|
if (!(model->normals))return;
|
|
|
|
if (model->texcoords)
|
|
delete[]model->texcoords;
|
|
model->numtexcoords = model->numnormals;
|
|
model->texcoords=new GLfloat[2*(model->numtexcoords+1)];
|
|
|
|
for (i = 1; i <= model->numnormals; i++) {
|
|
z = model->normals[3 * i + 0]; /* re-arrange for pole distortion */
|
|
y = model->normals[3 * i + 1];
|
|
x = model->normals[3 * i + 2];
|
|
r = (GLfloat)sqrt((x * x) + (y * y));
|
|
rho = (GLfloat)sqrt((r * r) + (z * z));
|
|
|
|
if(r == 0.0) {
|
|
theta = 0.0f;
|
|
phi = 0.0f;
|
|
} else {
|
|
if(z == 0.0)
|
|
phi = M_PI / 2.0f;
|
|
else
|
|
phi = (GLfloat)acos(z / rho);
|
|
|
|
if(y == 0.0)
|
|
theta = M_PI / 2.0f;
|
|
else
|
|
theta = (GLfloat)asin(y / r) + (M_PI / 2.0f);
|
|
}
|
|
|
|
model->texcoords[2 * i + 0] = w * theta / M_PI;
|
|
model->texcoords[2 * i + 1] = h * phi / M_PI;
|
|
}
|
|
|
|
/* go through and put texcoord indices in all the triangles */
|
|
group = model->groups;
|
|
while(group) {
|
|
for (i = 0; i < group->numtriangles; i++) {
|
|
T(group->triangles[i]).tindices[0] = T(group->triangles[i]).nindices[0];
|
|
T(group->triangles[i]).tindices[1] = T(group->triangles[i]).nindices[1];
|
|
T(group->triangles[i]).tindices[2] = T(group->triangles[i]).nindices[2];
|
|
}
|
|
group = group->next;
|
|
}
|
|
|
|
verbose(1, "glmSpheremapTexture(): generated %d spheremap texture coordinates", model->numtexcoords);
|
|
}
|
|
|
|
GLvoid glmTexture(GLMmodel* model, glmtexture_t typ, float h, float w)
|
|
{
|
|
if(!model)return;
|
|
switch(typ) {
|
|
case GLM_TEX_UV: glmUVTexture(model, h, w); break;
|
|
case GLM_TEX_LINEAR: glmLinearTexture(model, h, w); break;
|
|
case GLM_TEX_SPHEREMAP: glmSpheremapTexture(model, h, w); break;
|
|
default:
|
|
if(model->numuvtexcoords)
|
|
glmUVTexture(model, h, w);
|
|
else
|
|
glmLinearTexture(model, h, w);
|
|
}
|
|
}
|
|
|
|
/* glmDelete: Deletes a GLMmodel structure.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
*/
|
|
GLvoid
|
|
glmDelete(GLMmodel* model)
|
|
{
|
|
GLMgroup* group;
|
|
GLuint i;
|
|
|
|
if (!(model))return;
|
|
|
|
// if (model->pathname) free(model->pathname);
|
|
// if (model->mtllibname) free(model->mtllibname);
|
|
model->pathname.clear();
|
|
model->mtllibname.clear();
|
|
|
|
if (model->vertices) delete[]model->vertices;
|
|
if (model->normals) delete[]model->normals;
|
|
if (model->texcoords) delete[]model->texcoords;
|
|
if (model->facetnorms) delete[]model->facetnorms;
|
|
if (model->triangles) delete[]model->triangles;
|
|
if (model->materials) {
|
|
for (i = 0; i < model->nummaterials; i++)
|
|
//free(model->materials[i].name);
|
|
model->materials[i].name.clear();
|
|
}
|
|
delete[]model->materials;
|
|
while(model->groups) {
|
|
group = model->groups;
|
|
model->groups = model->groups->next;
|
|
//free(group->name);
|
|
group->name.clear();
|
|
delete[]group->triangles;
|
|
delete group;
|
|
}
|
|
|
|
delete model;
|
|
}
|
|
|
|
/* glmReadOBJ: Reads a model description from a Wavefront .OBJ file.
|
|
* Returns a pointer to the created object which should be free'd with
|
|
* glmDelete().
|
|
*
|
|
* filename - name of the file containing the Wavefront .OBJ format data.
|
|
*/
|
|
GLMmodel*
|
|
glmReadOBJ(const char* filename)
|
|
{
|
|
GLMmodel* model;
|
|
FILE* file;
|
|
|
|
/* open the file */
|
|
file = fopen(filename, "r");
|
|
if (!file) {
|
|
error("glmReadOBJ() failed: can't open data file \"%s\".", filename);
|
|
return NULL;
|
|
}
|
|
|
|
/* allocate a new model */
|
|
model = new GLMmodel;
|
|
model->pathname = filename;
|
|
model->mtllibname.clear();
|
|
model->numvertices = 0;
|
|
model->vertices = NULL;
|
|
model->numnormals = 0;
|
|
model->normals = NULL;
|
|
model->numuvtexcoords = 0;
|
|
model->uvtexcoords = NULL;
|
|
model->numtexcoords = 0;
|
|
model->texcoords = NULL;
|
|
model->numfacetnorms = 0;
|
|
model->facetnorms = NULL;
|
|
model->numtriangles = 0;
|
|
model->triangles = NULL;
|
|
model->nummaterials = 0;
|
|
model->materials = NULL;
|
|
model->numgroups = 0;
|
|
model->groups = NULL;
|
|
model->position[0] = 0.0;
|
|
model->position[1] = 0.0;
|
|
model->position[2] = 0.0;
|
|
|
|
/* make a first pass through the file to get a count of the number
|
|
of vertices, normals, texcoords & triangles */
|
|
if(GL_FALSE==_glmFirstPass(model, file)){
|
|
error("glmReadOBJ() failed: can't parse file \"%s\".", filename);
|
|
goto readobj_failed;
|
|
}
|
|
|
|
/* allocate memory */
|
|
model->vertices = new GLfloat[3 * (model->numvertices + 1)];
|
|
model->triangles = new GLMtriangle[model->numtriangles];
|
|
if (model->numnormals) {
|
|
model->normals = new GLfloat[3 * (model->numnormals + 1)];
|
|
}
|
|
if (model->numuvtexcoords) {
|
|
model->uvtexcoords = new GLfloat[2 * (model->numuvtexcoords + 1)];
|
|
}
|
|
|
|
/* rewind to beginning of file and read in the data this pass */
|
|
rewind(file);
|
|
|
|
if(GL_FALSE==_glmSecondPass(model, file)) {
|
|
error("glmReadOBJ() failed: can't parse file \"%s\".", filename);
|
|
goto readobj_failed;
|
|
}
|
|
|
|
/* close the file */
|
|
fclose(file);
|
|
|
|
glmTexture(model, GLM_TEX_DEFAULT, 1.0, 1.0);
|
|
|
|
return model;
|
|
|
|
readobj_failed:
|
|
glmDelete(model);
|
|
if(file)fclose(file);
|
|
return NULL;
|
|
}
|
|
|
|
/* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to
|
|
* a file.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
* filename - name of the file to write the Wavefront .OBJ format data to
|
|
* mode - a bitwise or of values describing what is written to the file
|
|
* GLM_NONE - render with only vertices
|
|
* GLM_FLAT - render with facet normals
|
|
* GLM_SMOOTH - render with vertex normals
|
|
* GLM_TEXTURE - render with texture coords
|
|
* GLM_COLOR - render with colors (color material)
|
|
* GLM_MATERIAL - render with materials
|
|
* GLM_COLOR and GLM_MATERIAL should not both be specified.
|
|
* GLM_FLAT and GLM_SMOOTH should not both be specified.
|
|
*/
|
|
GLint
|
|
glmWriteOBJ(const GLMmodel* model, const char* filename, GLuint mode)
|
|
{
|
|
GLuint i;
|
|
FILE* file;
|
|
GLMgroup* group;
|
|
|
|
if (!(model))return -1;
|
|
|
|
/* do a bit of warning */
|
|
if (mode & GLM_FLAT && !model->facetnorms) {
|
|
verbose(1,"glmWriteOBJ() warning: flat normal output requested "
|
|
"with no facet normals defined.");
|
|
mode &= ~GLM_FLAT;
|
|
}
|
|
if (mode & GLM_SMOOTH && !model->normals) {
|
|
verbose(1,"glmWriteOBJ() warning: smooth normal output requested "
|
|
"with no normals defined.");
|
|
mode &= ~GLM_SMOOTH;
|
|
}
|
|
if (mode & GLM_TEXTURE && !model->texcoords) {
|
|
verbose(1,"glmWriteOBJ() warning: texture coordinate output requested "
|
|
"with no texture coordinates defined.");
|
|
mode &= ~GLM_TEXTURE;
|
|
}
|
|
if (mode & GLM_FLAT && mode & GLM_SMOOTH) {
|
|
verbose(1,"glmWriteOBJ() warning: flat normal output requested "
|
|
"and smooth normal output requested (using smooth).");
|
|
mode &= ~GLM_FLAT;
|
|
}
|
|
if (mode & GLM_COLOR && !model->materials) {
|
|
verbose(1,"glmWriteOBJ() warning: color output requested "
|
|
"with no colors (materials) defined.");
|
|
mode &= ~GLM_COLOR;
|
|
}
|
|
if (mode & GLM_MATERIAL && !model->materials) {
|
|
verbose(1,"glmWriteOBJ() warning: material output requested "
|
|
"with no materials defined.");
|
|
mode &= ~GLM_MATERIAL;
|
|
}
|
|
if (mode & GLM_COLOR && mode & GLM_MATERIAL) {
|
|
verbose(1,"glmWriteOBJ() warning: color and material output requested "
|
|
"outputting only materials.");
|
|
mode &= ~GLM_COLOR;
|
|
}
|
|
|
|
|
|
/* open the file */
|
|
file = fopen(filename, "w");
|
|
if (!file) {
|
|
error("glmWriteOBJ() failed: can't open file \"%s\" to write.", filename);
|
|
return -1;
|
|
}
|
|
|
|
/* spit out a header */
|
|
fprintf(file, "# \n");
|
|
fprintf(file, "# Wavefront OBJ generated by GLM library\n");
|
|
fprintf(file, "# \n");
|
|
fprintf(file, "# GLM library\n");
|
|
fprintf(file, "# Nate Robins\n");
|
|
fprintf(file, "# ndr@pobox.com\n");
|
|
fprintf(file, "# http://www.pobox.com/~ndr\n");
|
|
fprintf(file, "# \n");
|
|
|
|
if (mode & GLM_MATERIAL && !(model->mtllibname.empty())) {
|
|
fprintf(file, "\nmtllib %s\n\n", model->mtllibname.c_str());
|
|
_glmWriteMTL(model, filename, model->mtllibname);
|
|
}
|
|
|
|
/* spit out the vertices */
|
|
fprintf(file, "\n");
|
|
fprintf(file, "# %d vertices\n", model->numvertices);
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
fprintf(file, "v %f %f %f\n",
|
|
model->vertices[3 * i + 0],
|
|
model->vertices[3 * i + 1],
|
|
model->vertices[3 * i + 2]);
|
|
}
|
|
|
|
/* spit out the smooth/flat normals */
|
|
if (mode & GLM_SMOOTH) {
|
|
fprintf(file, "\n");
|
|
fprintf(file, "# %d normals\n", model->numnormals);
|
|
for (i = 1; i <= model->numnormals; i++) {
|
|
fprintf(file, "vn %f %f %f\n",
|
|
model->normals[3 * i + 0],
|
|
model->normals[3 * i + 1],
|
|
model->normals[3 * i + 2]);
|
|
}
|
|
} else if (mode & GLM_FLAT) {
|
|
fprintf(file, "\n");
|
|
fprintf(file, "# %d normals\n", model->numfacetnorms);
|
|
for (i = 1; i <= model->numnormals; i++) {
|
|
fprintf(file, "vn %f %f %f\n",
|
|
model->facetnorms[3 * i + 0],
|
|
model->facetnorms[3 * i + 1],
|
|
model->facetnorms[3 * i + 2]);
|
|
}
|
|
}
|
|
|
|
/* spit out the texture coordinates */
|
|
if (mode & GLM_TEXTURE) {
|
|
fprintf(file, "\n");
|
|
fprintf(file, "# %d texcoords\n", model->numtexcoords);
|
|
for (i = 1; i <= model->numtexcoords; i++) {
|
|
fprintf(file, "vt %f %f\n",
|
|
model->texcoords[2 * i + 0],
|
|
model->texcoords[2 * i + 1]);
|
|
}
|
|
}
|
|
|
|
fprintf(file, "\n");
|
|
fprintf(file, "# %d groups\n", model->numgroups);
|
|
fprintf(file, "# %d faces (triangles)\n", model->numtriangles);
|
|
fprintf(file, "\n");
|
|
|
|
group = model->groups;
|
|
while(group) {
|
|
fprintf(file, "g %s\n", group->name.c_str());
|
|
if (mode & GLM_MATERIAL)
|
|
fprintf(file, "usemtl %s\n", model->materials[group->material].name.c_str());
|
|
for (i = 0; i < group->numtriangles; i++) {
|
|
if (mode & GLM_SMOOTH && mode & GLM_TEXTURE) {
|
|
fprintf(file, "f %d/%d/%d %d/%d/%d %d/%d/%d\n",
|
|
T(group->triangles[i]).vindices[0],
|
|
T(group->triangles[i]).nindices[0],
|
|
T(group->triangles[i]).tindices[0],
|
|
T(group->triangles[i]).vindices[1],
|
|
T(group->triangles[i]).nindices[1],
|
|
T(group->triangles[i]).tindices[1],
|
|
T(group->triangles[i]).vindices[2],
|
|
T(group->triangles[i]).nindices[2],
|
|
T(group->triangles[i]).tindices[2]);
|
|
} else if (mode & GLM_FLAT && mode & GLM_TEXTURE) {
|
|
fprintf(file, "f %d/%d %d/%d %d/%d\n",
|
|
T(group->triangles[i]).vindices[0],
|
|
T(group->triangles[i]).findex,
|
|
T(group->triangles[i]).vindices[1],
|
|
T(group->triangles[i]).findex,
|
|
T(group->triangles[i]).vindices[2],
|
|
T(group->triangles[i]).findex);
|
|
} else if (mode & GLM_TEXTURE) {
|
|
fprintf(file, "f %d/%d %d/%d %d/%d\n",
|
|
T(group->triangles[i]).vindices[0],
|
|
T(group->triangles[i]).tindices[0],
|
|
T(group->triangles[i]).vindices[1],
|
|
T(group->triangles[i]).tindices[1],
|
|
T(group->triangles[i]).vindices[2],
|
|
T(group->triangles[i]).tindices[2]);
|
|
} else if (mode & GLM_SMOOTH) {
|
|
fprintf(file, "f %d//%d %d//%d %d//%d\n",
|
|
T(group->triangles[i]).vindices[0],
|
|
T(group->triangles[i]).nindices[0],
|
|
T(group->triangles[i]).vindices[1],
|
|
T(group->triangles[i]).nindices[1],
|
|
T(group->triangles[i]).vindices[2],
|
|
T(group->triangles[i]).nindices[2]);
|
|
} else if (mode & GLM_FLAT) {
|
|
fprintf(file, "f %d//%d %d//%d %d//%d\n",
|
|
T(group->triangles[i]).vindices[0],
|
|
T(group->triangles[i]).findex,
|
|
T(group->triangles[i]).vindices[1],
|
|
T(group->triangles[i]).findex,
|
|
T(group->triangles[i]).vindices[2],
|
|
T(group->triangles[i]).findex);
|
|
} else {
|
|
fprintf(file, "f %d %d %d\n",
|
|
T(group->triangles[i]).vindices[0],
|
|
T(group->triangles[i]).vindices[1],
|
|
T(group->triangles[i]).vindices[2]);
|
|
}
|
|
}
|
|
fprintf(file, "\n");
|
|
group = group->next;
|
|
}
|
|
|
|
fclose(file);
|
|
return 0;//?
|
|
}
|
|
|
|
/* glmDraw: Renders the model to the current OpenGL context using the
|
|
* mode specified.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
* mode - a bitwise OR of values describing what is to be rendered.
|
|
* GLM_NONE - render with only vertices
|
|
* GLM_FLAT - render with facet normals
|
|
* GLM_SMOOTH - render with vertex normals
|
|
* GLM_TEXTURE - render with texture coords
|
|
* GLM_COLOR - render with colors (color material)
|
|
* GLM_MATERIAL - render with materials
|
|
* GLM_COLOR and GLM_MATERIAL should not both be specified.
|
|
* GLM_FLAT and GLM_SMOOTH should not both be specified.
|
|
*/
|
|
GLvoid
|
|
glmDraw(const GLMmodel* model, GLuint mode)
|
|
{
|
|
static GLuint i;
|
|
static GLMgroup* group;
|
|
static GLMtriangle* triangle;
|
|
static GLMmaterial* material;
|
|
|
|
if (!(model))return;
|
|
if (!(model->vertices))return;
|
|
|
|
/* do a bit of warning */
|
|
if (mode & GLM_FLAT && !model->facetnorms) {
|
|
verbose(1,"glmDraw() warning: flat render mode requested "
|
|
"with no facet normals defined.");
|
|
mode &= ~GLM_FLAT;
|
|
}
|
|
if (mode & GLM_SMOOTH && !model->normals) {
|
|
verbose(1,"glmDraw() warning: smooth render mode requested "
|
|
"with no normals defined.");
|
|
mode &= ~GLM_SMOOTH;
|
|
}
|
|
if (mode & GLM_TEXTURE && !model->texcoords) {
|
|
verbose(1,"glmDraw() warning: texture render mode requested "
|
|
"with no texture coordinates defined.");
|
|
mode &= ~GLM_TEXTURE;
|
|
}
|
|
if (mode & GLM_FLAT && mode & GLM_SMOOTH) {
|
|
verbose(1,"glmDraw() warning: flat render mode requested "
|
|
"and smooth render mode requested (using smooth).");
|
|
mode &= ~GLM_FLAT;
|
|
}
|
|
if (mode & GLM_COLOR && !model->materials) {
|
|
verbose(1,"glmDraw() warning: color render mode requested "
|
|
"with no materials defined.");
|
|
mode &= ~GLM_COLOR;
|
|
}
|
|
if (mode & GLM_MATERIAL && !model->materials) {
|
|
verbose(1,"glmDraw() warning: material render mode requested "
|
|
"with no materials defined.");
|
|
mode &= ~GLM_MATERIAL;
|
|
}
|
|
if (mode & GLM_COLOR && mode & GLM_MATERIAL) {
|
|
verbose(1,"glmDraw() warning: color and material render mode requested "
|
|
"using only material mode.");
|
|
mode &= ~GLM_COLOR;
|
|
}
|
|
if (mode & GLM_COLOR)
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
else if (mode & GLM_MATERIAL)
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
/* perhaps this loop should be unrolled into material, color, flat,
|
|
smooth, etc. loops? since most cpu's have good branch prediction
|
|
schemes (and these branches will always go one way), probably
|
|
wouldn't gain too much? */
|
|
|
|
group = model->groups;
|
|
while (group) {
|
|
if (mode & GLM_MATERIAL) {
|
|
material = &model->materials[group->material];
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material->specular);
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material->shininess);
|
|
}
|
|
|
|
if (mode & GLM_COLOR) {
|
|
glColor3fv(material->diffuse);
|
|
}
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
for (i = 0; i < group->numtriangles; i++) {
|
|
triangle = &T(group->triangles[i]);
|
|
|
|
if (mode & GLM_FLAT)
|
|
glNormal3fv(&model->facetnorms[3 * triangle->findex]);
|
|
|
|
if (mode & GLM_SMOOTH)
|
|
glNormal3fv(&model->normals[3 * triangle->nindices[0]]);
|
|
if (mode & GLM_TEXTURE)
|
|
glTexCoord2fv(&model->texcoords[2 * triangle->tindices[0]]);
|
|
glVertex3fv(&model->vertices[3 * triangle->vindices[0]]);
|
|
|
|
if (mode & GLM_SMOOTH)
|
|
glNormal3fv(&model->normals[3 * triangle->nindices[1]]);
|
|
if (mode & GLM_TEXTURE)
|
|
glTexCoord2fv(&model->texcoords[2 * triangle->tindices[1]]);
|
|
glVertex3fv(&model->vertices[3 * triangle->vindices[1]]);
|
|
|
|
if (mode & GLM_SMOOTH)
|
|
glNormal3fv(&model->normals[3 * triangle->nindices[2]]);
|
|
if (mode & GLM_TEXTURE)
|
|
glTexCoord2fv(&model->texcoords[2 * triangle->tindices[2]]);
|
|
glVertex3fv(&model->vertices[3 * triangle->vindices[2]]);
|
|
|
|
}
|
|
glEnd();
|
|
|
|
group = group->next;
|
|
}
|
|
}
|
|
|
|
/* glmList: Generates and returns a display list for the model using
|
|
* the mode specified.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
* mode - a bitwise OR of values describing what is to be rendered.
|
|
* GLM_NONE - render with only vertices
|
|
* GLM_FLAT - render with facet normals
|
|
* GLM_SMOOTH - render with vertex normals
|
|
* GLM_TEXTURE - render with texture coords
|
|
* GLM_COLOR - render with colors (color material)
|
|
* GLM_MATERIAL - render with materials
|
|
* GLM_COLOR and GLM_MATERIAL should not both be specified.
|
|
* GLM_FLAT and GLM_SMOOTH should not both be specified.
|
|
*/
|
|
GLuint
|
|
glmList(const GLMmodel* model, GLuint mode)
|
|
{
|
|
GLuint modList;
|
|
|
|
modList = glGenLists(1);
|
|
glNewList(modList, GL_COMPILE);
|
|
glmDraw(model, mode);
|
|
glEndList();
|
|
|
|
return modList;
|
|
}
|
|
/***********
|
|
* this draws only a single group instead of the entire model
|
|
* added for Leif and Annette
|
|
*/
|
|
|
|
GLvoid
|
|
glmDrawGroup(const GLMmodel* model, GLuint mode,int groupNumber)
|
|
{
|
|
static GLuint i;
|
|
static GLMgroup* group;
|
|
static GLMtriangle* triangle;
|
|
static GLMmaterial* material;
|
|
|
|
if (!(model))return;
|
|
if (!(model->vertices))return;
|
|
|
|
/* do a bit of warning */
|
|
if (mode & GLM_FLAT && !model->facetnorms) {
|
|
verbose(1,"glmDraw() warning: flat render mode requested "
|
|
"with no facet normals defined.");
|
|
mode &= ~GLM_FLAT;
|
|
}
|
|
if (mode & GLM_SMOOTH && !model->normals) {
|
|
verbose(1,"glmDraw() warning: smooth render mode requested "
|
|
"with no normals defined.");
|
|
mode &= ~GLM_SMOOTH;
|
|
}
|
|
if (mode & GLM_TEXTURE && !model->texcoords) {
|
|
verbose(1,"glmDraw() warning: texture render mode requested "
|
|
"with no texture coordinates defined.");
|
|
mode &= ~GLM_TEXTURE;
|
|
}
|
|
if (mode & GLM_FLAT && mode & GLM_SMOOTH) {
|
|
verbose(1,"glmDraw() warning: flat render mode requested "
|
|
"and smooth render mode requested (using smooth).");
|
|
mode &= ~GLM_FLAT;
|
|
}
|
|
if (mode & GLM_COLOR && !model->materials) {
|
|
verbose(1,"glmDraw() warning: color render mode requested "
|
|
"with no materials defined.");
|
|
mode &= ~GLM_COLOR;
|
|
}
|
|
if (mode & GLM_MATERIAL && !model->materials) {
|
|
verbose(1,"glmDraw() warning: material render mode requested "
|
|
"with no materials defined.");
|
|
mode &= ~GLM_MATERIAL;
|
|
}
|
|
if (mode & GLM_COLOR && mode & GLM_MATERIAL) {
|
|
verbose(1,"glmDraw() warning: color and material render mode requested "
|
|
"using only material mode.");
|
|
mode &= ~GLM_COLOR;
|
|
}
|
|
if (mode & GLM_COLOR)
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
else if (mode & GLM_MATERIAL)
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
|
|
/* perhaps this loop should be unrolled into material, color, flat,
|
|
smooth, etc. loops? since most cpu's have good branch prediction
|
|
schemes (and these branches will always go one way), probably
|
|
wouldn't gain too much? */
|
|
|
|
group = model->groups;
|
|
|
|
int count = 1;
|
|
int numgroup;
|
|
|
|
numgroup = model->numgroups-1;
|
|
|
|
verbose(1, "number of groups: %d",numgroup);
|
|
//groupNumber-=1;
|
|
if ( (!(groupNumber > numgroup)) && (groupNumber > 0)){
|
|
verbose(1, "model group requested is %d number of groups: %d",groupNumber,numgroup);
|
|
|
|
|
|
while (count < groupNumber) {
|
|
group = group->next;
|
|
count++;
|
|
}
|
|
|
|
|
|
if (mode & GLM_MATERIAL) {
|
|
material = &model->materials[group->material];
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material->specular);
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material->shininess);
|
|
}
|
|
|
|
if (mode & GLM_COLOR) {
|
|
glColor3fv(material->diffuse);
|
|
}
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
for (i = 0; i < group->numtriangles; i++) {
|
|
triangle = &T(group->triangles[i]);
|
|
|
|
if (mode & GLM_FLAT)
|
|
glNormal3fv(&model->facetnorms[3 * triangle->findex]);
|
|
|
|
if (mode & GLM_SMOOTH)
|
|
glNormal3fv(&model->normals[3 * triangle->nindices[0]]);
|
|
if (mode & GLM_TEXTURE)
|
|
glTexCoord2fv(&model->texcoords[2 * triangle->tindices[0]]);
|
|
glVertex3fv(&model->vertices[3 * triangle->vindices[0]]);
|
|
|
|
if (mode & GLM_SMOOTH)
|
|
glNormal3fv(&model->normals[3 * triangle->nindices[1]]);
|
|
if (mode & GLM_TEXTURE)
|
|
glTexCoord2fv(&model->texcoords[2 * triangle->tindices[1]]);
|
|
glVertex3fv(&model->vertices[3 * triangle->vindices[1]]);
|
|
|
|
if (mode & GLM_SMOOTH)
|
|
glNormal3fv(&model->normals[3 * triangle->nindices[2]]);
|
|
if (mode & GLM_TEXTURE)
|
|
glTexCoord2fv(&model->texcoords[2 * triangle->tindices[2]]);
|
|
glVertex3fv(&model->vertices[3 * triangle->vindices[2]]);
|
|
|
|
}
|
|
glEnd();
|
|
}
|
|
// group = group->next;
|
|
// }
|
|
}
|
|
|
|
GLuint
|
|
glmListGroup(const GLMmodel* model, GLuint mode, int groupNumber)
|
|
{
|
|
GLuint modList;
|
|
|
|
modList = glGenLists(1);
|
|
glNewList(modList, GL_COMPILE);
|
|
glmDrawGroup(model, mode,groupNumber);
|
|
glEndList();
|
|
|
|
return modList;
|
|
}
|
|
|
|
/* glmWeld: eliminate (weld) vectors that are within an epsilon of
|
|
* each other.
|
|
*
|
|
* model - initialized GLMmodel structure
|
|
* epsilon - maximum difference between vertices
|
|
* ( 0.00001 is a good start for a unitized model)
|
|
*
|
|
*/
|
|
GLvoid
|
|
glmWeld(GLMmodel* model, GLfloat epsilon)
|
|
{
|
|
GLfloat* vectors;
|
|
GLfloat* copies;
|
|
GLuint numvectors;
|
|
GLuint i;
|
|
|
|
/* vertices */
|
|
numvectors = model->numvertices;
|
|
vectors = model->vertices;
|
|
copies = _glmWeldVectors(vectors, &numvectors, epsilon);
|
|
|
|
verbose(1, "glmWeld(): %d redundant vertices.", model->numvertices - numvectors - 1);
|
|
|
|
for (i = 0; i < model->numtriangles; i++) {
|
|
T(i).vindices[0] = static_cast<GLuint>(vectors[3 * T(i).vindices[0] + 0]);
|
|
T(i).vindices[1] = static_cast<GLuint>(vectors[3 * T(i).vindices[1] + 0]);
|
|
T(i).vindices[2] = static_cast<GLuint>(vectors[3 * T(i).vindices[2] + 0]);
|
|
}
|
|
|
|
/* free space for old vertices */
|
|
delete[]vectors;
|
|
|
|
/* allocate space for the new vertices */
|
|
model->numvertices = numvectors;
|
|
model->vertices = new GLfloat[3 * (model->numvertices + 1)];
|
|
|
|
/* copy the optimized vertices into the actual vertex list */
|
|
for (i = 1; i <= model->numvertices; i++) {
|
|
model->vertices[3 * i + 0] = copies[3 * i + 0];
|
|
model->vertices[3 * i + 1] = copies[3 * i + 1];
|
|
model->vertices[3 * i + 2] = copies[3 * i + 2];
|
|
}
|
|
|
|
delete[]copies;
|
|
}
|
|
|
|
/* glmReadPPM: read a PPM raw (type P6) file. The PPM file has a header
|
|
* that should look something like:
|
|
*
|
|
* P6
|
|
* # comment
|
|
* width height max_value
|
|
* rgbrgbrgb...
|
|
*
|
|
* where "P6" is the magic cookie which identifies the file type and
|
|
* should be the only characters on the first line followed by a
|
|
* carriage return. Any line starting with a # mark will be treated
|
|
* as a comment and discarded. After the magic cookie, three integer
|
|
* values are expected: width, height of the image and the maximum
|
|
* value for a pixel (max_value must be < 256 for PPM raw files). The
|
|
* data section consists of width*height rgb triplets (one byte each)
|
|
* in binary format (i.e., such as that written with fwrite() or
|
|
* equivalent).
|
|
*
|
|
* The rgb data is returned as an array of unsigned chars (packed
|
|
* rgb). The malloc()'d memory should be free()'d by the caller. If
|
|
* an error occurs, an error message is sent to stdout and NULL is
|
|
* returned.
|
|
*
|
|
* filename - name of the .ppm file.
|
|
* width - will contain the width of the image on return.
|
|
* height - will contain the height of the image on return.
|
|
*
|
|
*/
|
|
GLubyte*
|
|
glmReadPPM(const char* filename, int* width, int* height)
|
|
{
|
|
FILE* fp;
|
|
int i, w, h, d;
|
|
unsigned char* image;
|
|
char head[70]; /* max line <= 70 in PPM (per spec). */
|
|
|
|
fp = fopen(filename, "rb");
|
|
if (!fp) {
|
|
perror(filename);
|
|
return NULL;
|
|
}
|
|
|
|
/* grab first two chars of the file and make sure that it has the
|
|
correct magic cookie for a raw PPM file. */
|
|
if(NULL==fgets(head, 70, fp)) {
|
|
error("_glmReadPPM() failed reading header"); return NULL;
|
|
}
|
|
if (strncmp(head, "P6", 2)) {
|
|
error("%s: Not a raw PPM file", filename);
|
|
return NULL;
|
|
}
|
|
|
|
/* grab the three elements in the header (width, height, maxval). */
|
|
i = 0;
|
|
while(i < 3) {
|
|
if(NULL==fgets(head, 70, fp)) {
|
|
error("_glmReadPPM() failed header info"); return NULL;
|
|
}
|
|
if (head[0] == '#') /* skip comments. */
|
|
continue;
|
|
if (i == 0)
|
|
i += sscanf(head, "%d %d %d", &w, &h, &d);
|
|
else if (i == 1)
|
|
i += sscanf(head, "%d %d", &h, &d);
|
|
else if (i == 2)
|
|
i += sscanf(head, "%d", &d);
|
|
}
|
|
|
|
/* grab all the image data in one fell swoop. */
|
|
image = new unsigned char[w*h*3];
|
|
size_t count = fread(image, sizeof(unsigned char), w*h*3, fp);
|
|
fclose(fp);
|
|
if(count!=static_cast<size_t>(w*h*3)) {
|
|
error("_glmReadPPM failed to read all bytes");
|
|
*width=*height=0;
|
|
delete[]image;
|
|
image=NULL;
|
|
return NULL;
|
|
}
|
|
|
|
*width = w;
|
|
*height = h;
|
|
return image;
|
|
}
|