glm.h
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上传日期:2007-05-28
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- /*
- glm.h
- Nate Robins, 1997
- ndr@pobox.com, http://www.pobox.com/~ndr/
-
- Wavefront OBJ model file format reader/writer/manipulator.
- Includes routines for generating smooth normals with
- preservation of edges, welding redundant vertices & texture
- coordinate generation (spheremap and planar projections) + more.
- */
- #include <GL/glut.h>
- #ifndef M_PI
- #define M_PI 3.14159265
- #endif
- #define GLM_NONE (0) /* render with only vertices */
- #define GLM_FLAT (1 << 0) /* render with facet normals */
- #define GLM_SMOOTH (1 << 1) /* render with vertex normals */
- #define GLM_TEXTURE (1 << 2) /* render with texture coords */
- #define GLM_COLOR (1 << 3) /* render with colors */
- #define GLM_MATERIAL (1 << 4) /* render with materials */
- /* GLMmaterial: Structure that defines a material in a model.
- */
- typedef struct _GLMmaterial
- {
- char* name; /* name of material */
- GLfloat diffuse[4]; /* diffuse component */
- GLfloat ambient[4]; /* ambient component */
- GLfloat specular[4]; /* specular component */
- GLfloat emmissive[4]; /* emmissive component */
- GLfloat shininess; /* specular exponent */
- } GLMmaterial;
- /* GLMtriangle: Structure that defines a triangle in a model.
- */
- typedef struct _GLMtriangle {
- GLuint vindices[3]; /* array of triangle vertex indices */
- GLuint nindices[3]; /* array of triangle normal indices */
- GLuint tindices[3]; /* array of triangle texcoord indices*/
- GLuint findex; /* index of triangle facet normal */
- } GLMtriangle;
- /* GLMgroup: Structure that defines a group in a model.
- */
- typedef struct _GLMgroup {
- char* name; /* name of this group */
- GLuint numtriangles; /* number of triangles in this group */
- GLuint* triangles; /* array of triangle indices */
- GLuint material; /* index to material for group */
- struct _GLMgroup* next; /* pointer to next group in model */
- } GLMgroup;
- /* GLMmodel: Structure that defines a model.
- */
- typedef struct _GLMmodel {
- char* pathname; /* path to this model */
- char* mtllibname; /* name of the material library */
- GLuint numvertices; /* number of vertices in model */
- GLfloat* vertices; /* array of vertices */
- GLuint numnormals; /* number of normals in model */
- GLfloat* normals; /* array of normals */
- GLuint numtexcoords; /* number of texcoords in model */
- GLfloat* texcoords; /* array of texture coordinates */
- GLuint numfacetnorms; /* number of facetnorms in model */
- GLfloat* facetnorms; /* array of facetnorms */
- GLuint numtriangles; /* number of triangles in model */
- GLMtriangle* triangles; /* array of triangles */
- GLuint nummaterials; /* number of materials in model */
- GLMmaterial* materials; /* array of materials */
- GLuint numgroups; /* number of groups in model */
- GLMgroup* groups; /* linked list of groups */
- GLfloat position[3]; /* position of the model */
- } GLMmodel;
- /* 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);
- /* glmDimensions: Calculates the dimensions (width, height, depth) of
- * a model.
- *
- * model - initialized GLMmodel structure
- * dimensions - array of 3 GLfloats (GLfloat dimensions[3])
- */
- GLvoid
- glmDimensions(GLMmodel* model, GLfloat* dimensions);
- /* 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);
- /* 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);
- /* 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);
- /* 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);
- /* 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);
- /* 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);
- /* glmDelete: Deletes a GLMmodel structure.
- *
- * model - initialized GLMmodel structure
- */
- GLvoid
- glmDelete(GLMmodel* 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(char* filename);
- /* 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 - write only vertices
- * GLM_FLAT - write facet normals
- * GLM_SMOOTH - write vertex normals
- * GLM_TEXTURE - write texture coords
- * GLM_FLAT and GLM_SMOOTH should not both be specified.
- */
- GLvoid
- glmWriteOBJ(GLMmodel* model, char* filename, GLuint mode);
- /* 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_FLAT and GLM_SMOOTH should not both be specified.
- */
- GLvoid
- glmDraw(GLMmodel* model, GLuint mode);
- /* 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_FLAT and GLM_SMOOTH should not both be specified.
- */
- GLuint
- glmList(GLMmodel* model, GLuint mode);
- /* 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)
- *
- */
- GLuint
- glmWeld(GLMmodel* model, GLfloat epsilon);