glm.c
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上传日期:2007-05-28
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文件大小:53k
- /*
- glm.c
- 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 <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include "glm.h"
- #define T(x) (model->triangles[(x)])
- /* _GLMnode: general purpose node
- */
- typedef struct _GLMnode {
- GLuint index;
- GLboolean averaged;
- struct _GLMnode* next;
- } GLMnode;
- /* glmMax: returns the maximum of two floats */
- static GLfloat
- glmMax(GLfloat a, GLfloat b)
- {
- if (b > a)
- return b;
- return a;
- }
- /* glmAbs: returns the absolute value of a float */
- static GLfloat
- glmAbs(GLfloat f)
- {
- if (f < 0)
- return -f;
- return f;
- }
- /* glmDot: compute the dot product of two vectors
- *
- * u - array of 3 GLfloats (GLfloat u[3])
- * v - array of 3 GLfloats (GLfloat v[3])
- */
- static GLfloat
- glmDot(GLfloat* u, GLfloat* v)
- {
- assert(u); assert(v);
- return u[0]*v[0] + u[1]*v[1] + u[2]*v[2];
- }
- /* glmCross: compute the cross product of two vectors
- *
- * u - array of 3 GLfloats (GLfloat u[3])
- * v - array of 3 GLfloats (GLfloat v[3])
- * n - array of 3 GLfloats (GLfloat n[3]) to return the cross product in
- */
- static GLvoid
- glmCross(GLfloat* u, GLfloat* v, GLfloat* n)
- {
- assert(u); assert(v); assert(n);
- n[0] = u[1]*v[2] - u[2]*v[1];
- n[1] = u[2]*v[0] - u[0]*v[2];
- n[2] = u[0]*v[1] - u[1]*v[0];
- }
- /* glmNormalize: normalize a vector
- *
- * v - array of 3 GLfloats (GLfloat v[3]) to be normalized
- */
- static GLvoid
- glmNormalize(GLfloat* v)
- {
- GLfloat l;
- assert(v);
- l = (GLfloat)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
- v[0] /= l;
- v[1] /= l;
- v[2] /= l;
- }
- /* glmEqual: compares two vectors and returns GL_TRUE if they are
- * equal (within a certain threshold) or GL_FALSE if not. An epsilon
- * that works fairly well is 0.000001.
- *
- * u - array of 3 GLfloats (GLfloat u[3])
- * v - array of 3 GLfloats (GLfloat v[3])
- */
- static GLboolean
- glmEqual(GLfloat* u, GLfloat* v, GLfloat epsilon)
- {
- if (glmAbs(u[0] - v[0]) < epsilon &&
- glmAbs(u[1] - v[1]) < epsilon &&
- glmAbs(u[2] - v[2]) < epsilon)
- {
- return GL_TRUE;
- }
- return GL_FALSE;
- }
- /* glmWeldVectors: eliminate (weld) vectors that are within an
- * epsilon of each other.
- *
- * vectors - array of GLfloat[3]'s to be welded
- * numvectors - number of GLfloat[3]'s in vectors
- * epsilon - maximum difference between vectors
- *
- */
- GLfloat*
- glmWeldVectors(GLfloat* vectors, GLuint* numvectors, GLfloat epsilon)
- {
- GLfloat* copies;
- GLuint copied;
- GLuint i, j;
- copies = (GLfloat*)malloc(sizeof(GLfloat) * 3 * (*numvectors + 1));
- memcpy(copies, vectors, (sizeof(GLfloat) * 3 * (*numvectors + 1)));
- copied = 1;
- for (i = 1; i <= *numvectors; i++) {
- for (j = 1; j <= copied; j++) {
- if (glmEqual(&vectors[3 * i], &copies[3 * j], epsilon)) {
- goto duplicate;
- }
- }
- /* must not be any duplicates -- add to the copies array */
- copies[3 * copied + 0] = vectors[3 * i + 0];
- copies[3 * copied + 1] = vectors[3 * i + 1];
- copies[3 * copied + 2] = vectors[3 * i + 2];
- j = copied; /* pass this along for below */
- copied++;
- duplicate:
- /* set the first component of this vector to point at the correct
- index into the new copies array */
- vectors[3 * i + 0] = (GLfloat)j;
- }
- *numvectors = copied-1;
- return copies;
- }
- /* glmFindGroup: Find a group in the model
- */
- GLMgroup*
- glmFindGroup(GLMmodel* model, char* name)
- {
- GLMgroup* group;
- assert(model);
- group = model->groups;
- while(group) {
- if (!strcmp(name, group->name))
- break;
- group = group->next;
- }
- return group;
- }
- /* glmAddGroup: Add a group to the model
- */
- GLMgroup*
- glmAddGroup(GLMmodel* model, char* name)
- {
- GLMgroup* group;
- group = glmFindGroup(model, name);
- if (!group) {
- group = (GLMgroup*)malloc(sizeof(GLMgroup));
- group->name = strdup(name);
- group->material = 0;
- group->numtriangles = 0;
- group->triangles = NULL;
- group->next = model->groups;
- model->groups = group;
- model->numgroups++;
- }
- return group;
- }
- /* glmFindGroup: Find a material in the model
- */
- GLuint
- glmFindMaterial(GLMmodel* model, char* name)
- {
- GLuint i;
- /* XXX doing a linear search on a string key'd list is pretty lame,
- but it works and is fast enough for now. */
- for (i = 0; i < model->nummaterials; i++) {
- if (!strcmp(model->materials[i].name, name))
- goto found;
- }
- /* didn't find the name, so print a warning and return the default
- material (0). */
- printf("glmFindMaterial(): can't find material "%s".n", name);
- i = 0;
- found:
- return i;
- }
- /* glmDirName: return the directory given a path
- *
- * path - filesystem path
- *
- * NOTE: the return value should be free'd.
- */
- static char*
- glmDirName(char* path)
- {
- char* dir;
- char* s;
- dir = strdup(path);
- s = strrchr(dir, '/');
- if (s)
- s[1] = ' ';
- else
- dir[0] = ' ';
- return dir;
- }
- /* glmReadMTL: read a wavefront material library file
- *
- * model - properly initialized GLMmodel structure
- * name - name of the material library
- */
- static GLvoid
- glmReadMTL(GLMmodel* model, char* name)
- {
- FILE* file;
- char* dir;
- char* filename;
- char buf[128];
- GLuint nummaterials, i;
- dir = glmDirName(model->pathname);
- filename = (char*)malloc(sizeof(char) * (strlen(dir) + strlen(name) + 1));
- strcpy(filename, dir);
- strcat(filename, name);
- free(dir);
- file = fopen(filename, "r");
- if (!file) {
- fprintf(stderr, "glmReadMTL() failed: can't open material file "%s".n",
- filename);
- exit(1);
- }
- free(filename);
- /* count the number of materials in the file */
- nummaterials = 1;
- while(fscanf(file, "%s", buf) != EOF) {
- switch(buf[0]) {
- case '#': /* comment */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- case 'n': /* newmtl */
- fgets(buf, sizeof(buf), file);
- nummaterials++;
- sscanf(buf, "%s %s", buf, buf);
- break;
- default:
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- }
- }
- rewind(file);
- model->materials = (GLMmaterial*)malloc(sizeof(GLMmaterial) * nummaterials);
- model->nummaterials = nummaterials;
- /* set the default material */
- for (i = 0; i < nummaterials; i++) {
- model->materials[i].name = NULL;
- model->materials[i].shininess = 65.0;
- model->materials[i].diffuse[0] = 0.8;
- model->materials[i].diffuse[1] = 0.8;
- model->materials[i].diffuse[2] = 0.8;
- model->materials[i].diffuse[3] = 1.0;
- model->materials[i].ambient[0] = 0.2;
- model->materials[i].ambient[1] = 0.2;
- model->materials[i].ambient[2] = 0.2;
- model->materials[i].ambient[3] = 1.0;
- model->materials[i].specular[0] = 0.0;
- model->materials[i].specular[1] = 0.0;
- model->materials[i].specular[2] = 0.0;
- model->materials[i].specular[3] = 1.0;
- }
- model->materials[0].name = strdup("default");
- /* now, read in the data */
- nummaterials = 0;
- while(fscanf(file, "%s", buf) != EOF) {
- switch(buf[0]) {
- case '#': /* comment */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- case 'n': /* newmtl */
- fgets(buf, sizeof(buf), file);
- sscanf(buf, "%s %s", buf, buf);
- nummaterials++;
- model->materials[nummaterials].name = strdup(buf);
- break;
- case 'N':
- fscanf(file, "%f", &model->materials[nummaterials].shininess);
- /* wavefront shininess is from [0, 1000], so scale for OpenGL */
- model->materials[nummaterials].shininess /= 1000.0;
- model->materials[nummaterials].shininess *= 128.0;
- break;
- case 'K':
- switch(buf[1]) {
- case 'd':
- fscanf(file, "%f %f %f",
- &model->materials[nummaterials].diffuse[0],
- &model->materials[nummaterials].diffuse[1],
- &model->materials[nummaterials].diffuse[2]);
- break;
- case 's':
- fscanf(file, "%f %f %f",
- &model->materials[nummaterials].specular[0],
- &model->materials[nummaterials].specular[1],
- &model->materials[nummaterials].specular[2]);
- break;
- case 'a':
- fscanf(file, "%f %f %f",
- &model->materials[nummaterials].ambient[0],
- &model->materials[nummaterials].ambient[1],
- &model->materials[nummaterials].ambient[2]);
- break;
- default:
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- }
- break;
- default:
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- }
- }
- }
- /* glmWriteMTL: write a wavefront material library file
- *
- * model - properly initialized GLMmodel structure
- * modelpath - pathname of the model being written
- * mtllibname - name of the material library to be written
- */
- static GLvoid
- glmWriteMTL(GLMmodel* model, char* modelpath, char* mtllibname)
- {
- FILE* file;
- char* dir;
- char* filename;
- GLMmaterial* material;
- GLuint i;
- dir = glmDirName(modelpath);
- filename = (char*)malloc(sizeof(char) * (strlen(dir)+strlen(mtllibname)));
- strcpy(filename, dir);
- strcat(filename, mtllibname);
- free(dir);
- /* open the file */
- file = fopen(filename, "w");
- if (!file) {
- fprintf(stderr, "glmWriteMTL() failed: can't open file "%s".n",
- filename);
- exit(1);
- }
- free(filename);
- /* spit out a header */
- fprintf(file, "# n");
- fprintf(file, "# Wavefront MTL generated by GLM libraryn");
- fprintf(file, "# n");
- fprintf(file, "# GLM libraryn");
- fprintf(file, "# Nate Robinsn");
- fprintf(file, "# ndr@pobox.comn");
- fprintf(file, "# http://www.pobox.com/~ndrn");
- fprintf(file, "# nn");
- for (i = 0; i < model->nummaterials; i++) {
- material = &model->materials[i];
- fprintf(file, "newmtl %sn", material->name);
- fprintf(file, "Ka %f %f %fn",
- material->ambient[0], material->ambient[1], material->ambient[2]);
- fprintf(file, "Kd %f %f %fn",
- material->diffuse[0], material->diffuse[1], material->diffuse[2]);
- fprintf(file, "Ks %f %f %fn",
- material->specular[0],material->specular[1],material->specular[2]);
- fprintf(file, "Ns %fn", material->shininess / 128.0 * 1000.0);
- fprintf(file, "n");
- }
- }
- /* glmFirstPass: first pass at a Wavefront OBJ file that gets all the
- * statistics of the model (such as #vertices, #normals, etc)
- *
- * model - properly initialized GLMmodel structure
- * file - (fopen'd) file descriptor
- */
- static GLvoid
- glmFirstPass(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 */
- GLMgroup* group; /* current group */
- unsigned v, n, t;
- char buf[128];
- /* make a default group */
- group = glmAddGroup(model, "default");
- numvertices = numnormals = numtexcoords = numtriangles = 0;
- while(fscanf(file, "%s", buf) != EOF) {
- switch(buf[0]) {
- case '#': /* comment */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- case 'v': /* v, vn, vt */
- switch(buf[1]) {
- case ' ': /* vertex */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- numvertices++;
- break;
- case 'n': /* normal */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- numnormals++;
- break;
- case 't': /* texcoord */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- numtexcoords++;
- break;
- default:
- printf("glmFirstPass(): Unknown token "%s".n", buf);
- exit(1);
- break;
- }
- break;
- case 'm':
- fgets(buf, sizeof(buf), file);
- sscanf(buf, "%s %s", buf, buf);
- model->mtllibname = strdup(buf);
- glmReadMTL(model, buf);
- break;
- case 'u':
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- case 'g': /* group */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- #if SINGLE_STRING_GROUP_NAMES
- sscanf(buf, "%s", buf);
- #else
- buf[strlen(buf)-1] = ' '; /* 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 */
- fgets(buf, sizeof(buf), file);
- break;
- }
- }
- /* set the stats in the model structure */
- model->numvertices = numvertices;
- model->numnormals = numnormals;
- model->numtexcoords = numtexcoords;
- model->numtriangles = numtriangles;
- /* allocate memory for the triangles in each group */
- group = model->groups;
- while(group) {
- group->triangles = (GLuint*)malloc(sizeof(GLuint) * group->numtriangles);
- group->numtriangles = 0;
- group = group->next;
- }
- }
- /* glmSecondPass: second pass at a Wavefront OBJ file that gets all
- * the data.
- *
- * model - properly initialized GLMmodel structure
- * file - (fopen'd) file descriptor
- */
- static GLvoid
- 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 */
- GLuint v, n, t;
- char buf[128];
- /* set the pointer shortcuts */
- vertices = model->vertices;
- normals = model->normals;
- texcoords = model->texcoords;
- 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 */
- fgets(buf, sizeof(buf), file);
- break;
- case 'v': /* v, vn, vt */
- switch(buf[1]) {
- case ' ': /* 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':
- fgets(buf, sizeof(buf), file);
- sscanf(buf, "%s %s", buf, buf);
- group->material = material = glmFindMaterial(model, buf);
- break;
- case 'g': /* group */
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- #if SINGLE_STRING_GROUP_NAMES
- sscanf(buf, "%s", buf);
- #else
- buf[strlen(buf)-1] = ' '; /* 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] = v;
- T(numtriangles).nindices[0] = n;
- fscanf(file, "%d//%d", &v, &n);
- T(numtriangles).vindices[1] = v;
- T(numtriangles).nindices[1] = n;
- fscanf(file, "%d//%d", &v, &n);
- T(numtriangles).vindices[2] = v;
- T(numtriangles).nindices[2] = n;
- 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] = v;
- T(numtriangles).nindices[2] = n;
- group->triangles[group->numtriangles++] = numtriangles;
- numtriangles++;
- }
- } else if (sscanf(buf, "%d/%d/%d", &v, &t, &n) == 3) {
- /* v/t/n */
- T(numtriangles).vindices[0] = v;
- T(numtriangles).tindices[0] = t;
- T(numtriangles).nindices[0] = n;
- fscanf(file, "%d/%d/%d", &v, &t, &n);
- T(numtriangles).vindices[1] = v;
- T(numtriangles).tindices[1] = t;
- T(numtriangles).nindices[1] = n;
- fscanf(file, "%d/%d/%d", &v, &t, &n);
- T(numtriangles).vindices[2] = v;
- T(numtriangles).tindices[2] = t;
- T(numtriangles).nindices[2] = n;
- 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).tindices[0] = T(numtriangles-1).tindices[0];
- T(numtriangles).nindices[0] = T(numtriangles-1).nindices[0];
- T(numtriangles).vindices[1] = T(numtriangles-1).vindices[2];
- T(numtriangles).tindices[1] = T(numtriangles-1).tindices[2];
- T(numtriangles).nindices[1] = T(numtriangles-1).nindices[2];
- T(numtriangles).vindices[2] = v;
- T(numtriangles).tindices[2] = t;
- T(numtriangles).nindices[2] = n;
- group->triangles[group->numtriangles++] = numtriangles;
- numtriangles++;
- }
- } else if (sscanf(buf, "%d/%d", &v, &t) == 2) {
- /* v/t */
- T(numtriangles).vindices[0] = v;
- T(numtriangles).tindices[0] = t;
- fscanf(file, "%d/%d", &v, &t);
- T(numtriangles).vindices[1] = v;
- T(numtriangles).tindices[1] = t;
- fscanf(file, "%d/%d", &v, &t);
- T(numtriangles).vindices[2] = v;
- T(numtriangles).tindices[2] = t;
- 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).tindices[0] = T(numtriangles-1).tindices[0];
- T(numtriangles).vindices[1] = T(numtriangles-1).vindices[2];
- T(numtriangles).tindices[1] = T(numtriangles-1).tindices[2];
- T(numtriangles).vindices[2] = v;
- T(numtriangles).tindices[2] = t;
- group->triangles[group->numtriangles++] = numtriangles;
- numtriangles++;
- }
- } else {
- /* v */
- sscanf(buf, "%d", &v);
- T(numtriangles).vindices[0] = v;
- fscanf(file, "%d", &v);
- T(numtriangles).vindices[1] = v;
- fscanf(file, "%d", &v);
- T(numtriangles).vindices[2] = v;
- 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] = v;
- group->triangles[group->numtriangles++] = numtriangles;
- numtriangles++;
- }
- }
- break;
- default:
- /* eat up rest of line */
- fgets(buf, sizeof(buf), file);
- break;
- }
- }
- #if 0
- /* announce the memory requirements */
- printf(" Memory: %d bytesn",
- numvertices * 3*sizeof(GLfloat) +
- numnormals * 3*sizeof(GLfloat) * (numnormals ? 1 : 0) +
- numtexcoords * 3*sizeof(GLfloat) * (numtexcoords ? 1 : 0) +
- numtriangles * sizeof(GLMtriangle));
- #endif
- }
- /* glmUnitize: "unitize" a model by translating it to the origin and
- * scaling it to fit in a unit cube around the origin (-1 to 1 in all
- * dimensions).
- * 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;
- assert(model);
- assert(model->vertices);
- /* 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) / 2.0;
- cy = (maxy + miny) / 2.0;
- cz = (maxz + minz) / 2.0;
- /* calculate unitizing scale factor */
- scale = 2.0 / 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(GLMmodel* model, GLfloat* dimensions)
- {
- GLuint i;
- GLfloat maxx, minx, maxy, miny, maxz, minz;
- assert(model);
- assert(model->vertices);
- assert(dimensions);
- /* 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;
- assert(model);
- 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];
-
- assert(model);
- assert(model->vertices);
- /* clobber any old facetnormals */
- if (model->facetnorms)
- free(model->facetnorms);
- /* allocate memory for the new facet normals */
- model->numfacetnorms = model->numtriangles;
- model->facetnorms = (GLfloat*)malloc(sizeof(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;
- assert(model);
- assert(model->facetnorms);
- /* calculate the cosine of the angle (in degrees) */
- cos_angle = cos(angle * M_PI / 180.0);
- /* nuke any previous normals */
- if (model->normals)
- free(model->normals);
- /* allocate space for new normals */
- model->numnormals = model->numtriangles * 3; /* 3 normals per triangle */
- model->normals = (GLfloat*)malloc(sizeof(GLfloat)* 3* (model->numnormals+1));
- /* allocate a structure that will hold a linked list of triangle
- indices for each vertex */
- members = (GLMnode**)malloc(sizeof(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 = (GLMnode*)malloc(sizeof(GLMnode));
- node->index = i;
- node->next = members[T(i).vindices[0]];
- members[T(i).vindices[0]] = node;
- node = (GLMnode*)malloc(sizeof(GLMnode));
- node->index = i;
- node->next = members[T(i).vindices[1]];
- members[T(i).vindices[1]] = node;
- node = (GLMnode*)malloc(sizeof(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)
- fprintf(stderr, "glmVertexNormals(): vertex w/o a trianglen");
- 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;
- free(tail);
- }
- }
- free(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 = (GLfloat*)malloc(sizeof(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];
- }
- free(normals);
- }
- /* 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)
- {
- GLMgroup *group;
- GLfloat dimensions[3];
- GLfloat x, y, scalefactor;
- GLuint i;
-
- assert(model);
- if (model->texcoords)
- free(model->texcoords);
- model->numtexcoords = model->numvertices;
- model->texcoords=(GLfloat*)malloc(sizeof(GLfloat)*2*(model->numtexcoords+1));
-
- glmDimensions(model, dimensions);
- scalefactor = 2.0 /
- 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 + 1.0) / 2.0;
- model->texcoords[2 * i + 1] = (y + 1.0) / 2.0;
- }
-
- /* 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;
- }
- #if 0
- printf("glmLinearTexture(): generated %d linear texture coordinatesn",
- model->numtexcoords);
- #endif
- }
- /* 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)
- {
- GLMgroup* group;
- GLfloat theta, phi, rho, x, y, z, r;
- GLuint i;
-
- assert(model);
- assert(model->normals);
- if (model->texcoords)
- free(model->texcoords);
- model->numtexcoords = model->numnormals;
- model->texcoords=(GLfloat*)malloc(sizeof(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 = sqrt((x * x) + (y * y));
- rho = sqrt((r * r) + (z * z));
-
- if(r == 0.0) {
- theta = 0.0;
- phi = 0.0;
- } else {
- if(z == 0.0)
- phi = 3.14159265 / 2.0;
- else
- phi = acos(z / rho);
- if(y == 0.0)
- theta = 3.141592365 / 2.0;
- else
- theta = asin(y / r) + (3.14159265 / 2.0);
- }
-
- model->texcoords[2 * i + 0] = theta / 3.14159265;
- model->texcoords[2 * i + 1] = phi / 3.14159265;
- }
-
- /* 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;
- }
- }
- /* glmDelete: Deletes a GLMmodel structure.
- *
- * model - initialized GLMmodel structure
- */
- GLvoid
- glmDelete(GLMmodel* model)
- {
- GLMgroup* group;
- GLuint i;
- assert(model);
- if (model->pathname) free(model->pathname);
- if (model->mtllibname) free(model->mtllibname);
- if (model->vertices) free(model->vertices);
- if (model->normals) free(model->normals);
- if (model->texcoords) free(model->texcoords);
- if (model->facetnorms) free(model->facetnorms);
- if (model->triangles) free(model->triangles);
- if (model->materials) {
- for (i = 0; i < model->nummaterials; i++)
- free(model->materials[i].name);
- }
- free(model->materials);
- while(model->groups) {
- group = model->groups;
- model->groups = model->groups->next;
- free(group->name);
- free(group->triangles);
- free(group);
- }
- free(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)
- {
- GLMmodel* model;
- FILE* file;
- /* open the file */
- file = fopen(filename, "r");
- if (!file) {
- fprintf(stderr, "glmReadOBJ() failed: can't open data file "%s".n",
- filename);
- exit(1);
- }
- /* allocate a new model */
- model = (GLMmodel*)malloc(sizeof(GLMmodel));
- model->pathname = strdup(filename);
- model->mtllibname = NULL;
- model->numvertices = 0;
- model->vertices = NULL;
- model->numnormals = 0;
- model->normals = 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 */
- glmFirstPass(model, file);
- /* allocate memory */
- model->vertices = (GLfloat*)malloc(sizeof(GLfloat) *
- 3 * (model->numvertices + 1));
- model->triangles = (GLMtriangle*)malloc(sizeof(GLMtriangle) *
- model->numtriangles);
- if (model->numnormals) {
- model->normals = (GLfloat*)malloc(sizeof(GLfloat) *
- 3 * (model->numnormals + 1));
- }
- if (model->numtexcoords) {
- model->texcoords = (GLfloat*)malloc(sizeof(GLfloat) *
- 2 * (model->numtexcoords + 1));
- }
- /* rewind to beginning of file and read in the data this pass */
- rewind(file);
- glmSecondPass(model, file);
- /* close the file */
- fclose(file);
- return model;
- }
- /* 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.
- */
- GLvoid
- glmWriteOBJ(GLMmodel* model, char* filename, GLuint mode)
- {
- GLuint i;
- FILE* file;
- GLMgroup* group;
- assert(model);
- /* do a bit of warning */
- if (mode & GLM_FLAT && !model->facetnorms) {
- printf("glmWriteOBJ() warning: flat normal output requested "
- "with no facet normals defined.n");
- mode &= ~GLM_FLAT;
- }
- if (mode & GLM_SMOOTH && !model->normals) {
- printf("glmWriteOBJ() warning: smooth normal output requested "
- "with no normals defined.n");
- mode &= ~GLM_SMOOTH;
- }
- if (mode & GLM_TEXTURE && !model->texcoords) {
- printf("glmWriteOBJ() warning: texture coordinate output requested "
- "with no texture coordinates defined.n");
- mode &= ~GLM_TEXTURE;
- }
- if (mode & GLM_FLAT && mode & GLM_SMOOTH) {
- printf("glmWriteOBJ() warning: flat normal output requested "
- "and smooth normal output requested (using smooth).n");
- mode &= ~GLM_FLAT;
- }
- if (mode & GLM_COLOR && !model->materials) {
- printf("glmWriteOBJ() warning: color output requested "
- "with no colors (materials) defined.n");
- mode &= ~GLM_COLOR;
- }
- if (mode & GLM_MATERIAL && !model->materials) {
- printf("glmWriteOBJ() warning: material output requested "
- "with no materials defined.n");
- mode &= ~GLM_MATERIAL;
- }
- if (mode & GLM_COLOR && mode & GLM_MATERIAL) {
- printf("glmDraw() warning: color and material output requested "
- "outputting only materials.n");
- mode &= ~GLM_COLOR;
- }
- /* open the file */
- file = fopen(filename, "w");
- if (!file) {
- fprintf(stderr, "glmWriteOBJ() failed: can't open file "%s" to write.n",
- filename);
- exit(1);
- }
- /* spit out a header */
- fprintf(file, "# n");
- fprintf(file, "# Wavefront OBJ generated by GLM libraryn");
- fprintf(file, "# n");
- fprintf(file, "# GLM libraryn");
- fprintf(file, "# Nate Robinsn");
- fprintf(file, "# ndr@pobox.comn");
- fprintf(file, "# http://www.pobox.com/~ndrn");
- fprintf(file, "# n");
- if (mode & GLM_MATERIAL && model->mtllibname) {
- fprintf(file, "nmtllib %snn", model->mtllibname);
- glmWriteMTL(model, filename, model->mtllibname);
- }
- /* spit out the vertices */
- fprintf(file, "n");
- fprintf(file, "# %d verticesn", model->numvertices);
- for (i = 1; i <= model->numvertices; i++) {
- fprintf(file, "v %f %f %fn",
- 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 normalsn", model->numnormals);
- for (i = 1; i <= model->numnormals; i++) {
- fprintf(file, "vn %f %f %fn",
- 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 normalsn", model->numfacetnorms);
- for (i = 1; i <= model->numnormals; i++) {
- fprintf(file, "vn %f %f %fn",
- 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 texcoordsn", model->texcoords);
- for (i = 1; i <= model->numtexcoords; i++) {
- fprintf(file, "vt %f %fn",
- model->texcoords[2 * i + 0],
- model->texcoords[2 * i + 1]);
- }
- }
- fprintf(file, "n");
- fprintf(file, "# %d groupsn", model->numgroups);
- fprintf(file, "# %d faces (triangles)n", model->numtriangles);
- fprintf(file, "n");
- group = model->groups;
- while(group) {
- fprintf(file, "g %sn", group->name);
- if (mode & GLM_MATERIAL)
- fprintf(file, "usemtl %sn", model->materials[group->material].name);
- 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/%dn",
- 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/%dn",
- 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/%dn",
- 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//%dn",
- 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//%dn",
- 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 %dn",
- 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);
- }
- /* 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(GLMmodel* model, GLuint mode)
- {
- static GLuint i;
- static GLMgroup* group;
- static GLMtriangle* triangle;
- static GLMmaterial* material;
- assert(model);
- assert(model->vertices);
- /* do a bit of warning */
- if (mode & GLM_FLAT && !model->facetnorms) {
- printf("glmDraw() warning: flat render mode requested "
- "with no facet normals defined.n");
- mode &= ~GLM_FLAT;
- }
- if (mode & GLM_SMOOTH && !model->normals) {
- printf("glmDraw() warning: smooth render mode requested "
- "with no normals defined.n");
- mode &= ~GLM_SMOOTH;
- }
- if (mode & GLM_TEXTURE && !model->texcoords) {
- printf("glmDraw() warning: texture render mode requested "
- "with no texture coordinates defined.n");
- mode &= ~GLM_TEXTURE;
- }
- if (mode & GLM_FLAT && mode & GLM_SMOOTH) {
- printf("glmDraw() warning: flat render mode requested "
- "and smooth render mode requested (using smooth).n");
- mode &= ~GLM_FLAT;
- }
- if (mode & GLM_COLOR && !model->materials) {
- printf("glmDraw() warning: color render mode requested "
- "with no materials defined.n");
- mode &= ~GLM_COLOR;
- }
- if (mode & GLM_MATERIAL && !model->materials) {
- printf("glmDraw() warning: material render mode requested "
- "with no materials defined.n");
- mode &= ~GLM_MATERIAL;
- }
- if (mode & GLM_COLOR && mode & GLM_MATERIAL) {
- printf("glmDraw() warning: color and material render mode requested "
- "using only material mode.n");
- 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) {
- material = &model->materials[group->material];
- 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(GLMmodel* model, GLuint mode)
- {
- GLuint list;
- list = glGenLists(1);
- glNewList(list, GL_COMPILE);
- glmDraw(model, mode);
- glEndList();
- return list;
- }
- /* 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)
- {
- GLfloat* vectors;
- GLfloat* copies;
- GLuint numvectors;
- GLuint i, welded;
- /* vertices */
- numvectors = model->numvertices;
- vectors = model->vertices;
- copies = glmWeldVectors(vectors, &numvectors, epsilon);
- welded = model->numvertices - numvectors - 1;
- for (i = 0; i < model->numtriangles; i++) {
- T(i).vindices[0] = (GLuint)vectors[3 * T(i).vindices[0] + 0];
- T(i).vindices[1] = (GLuint)vectors[3 * T(i).vindices[1] + 0];
- T(i).vindices[2] = (GLuint)vectors[3 * T(i).vindices[2] + 0];
- }
- /* free space for old vertices */
- free(vectors);
- /* allocate space for the new vertices */
- model->numvertices = numvectors;
- model->vertices = (GLfloat*)malloc(sizeof(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];
- }
- free(copies);
- return welded;
- }
- #if 0
- /* normals */
- if (model->numnormals) {
- numvectors = model->numnormals;
- vectors = model->normals;
- copies = glmOptimizeVectors(vectors, &numvectors);
- printf("glmOptimize(): %d redundant normals.n",
- model->numnormals - numvectors);
- for (i = 0; i < model->numtriangles; i++) {
- T(i).nindices[0] = (GLuint)vectors[3 * T(i).nindices[0] + 0];
- T(i).nindices[1] = (GLuint)vectors[3 * T(i).nindices[1] + 0];
- T(i).nindices[2] = (GLuint)vectors[3 * T(i).nindices[2] + 0];
- }
- /* free space for old normals */
- free(vectors);
- /* allocate space for the new normals */
- model->numnormals = numvectors;
- model->normals = (GLfloat*)malloc(sizeof(GLfloat) *
- 3 * (model->numnormals + 1));
- /* copy the optimized vertices into the actual vertex list */
- for (i = 1; i <= model->numnormals; i++) {
- model->normals[3 * i + 0] = copies[3 * i + 0];
- model->normals[3 * i + 1] = copies[3 * i + 1];
- model->normals[3 * i + 2] = copies[3 * i + 2];
- }
- free(copies);
- }
- /* texcoords */
- if (model->numtexcoords) {
- numvectors = model->numtexcoords;
- vectors = model->texcoords;
- copies = glmOptimizeVectors(vectors, &numvectors);
- printf("glmOptimize(): %d redundant texcoords.n",
- model->numtexcoords - numvectors);
- for (i = 0; i < model->numtriangles; i++) {
- for (j = 0; j < 3; j++) {
- T(i).tindices[j] = (GLuint)vectors[3 * T(i).tindices[j] + 0];
- }
- }
- /* free space for old texcoords */
- free(vectors);
- /* allocate space for the new texcoords */
- model->numtexcoords = numvectors;
- model->texcoords = (GLfloat*)malloc(sizeof(GLfloat) *
- 2 * (model->numtexcoords + 1));
- /* copy the optimized vertices into the actual vertex list */
- for (i = 1; i <= model->numtexcoords; i++) {
- model->texcoords[2 * i + 0] = copies[2 * i + 0];
- model->texcoords[2 * i + 1] = copies[2 * i + 1];
- }
- free(copies);
- }
- #endif
- #if 0
- /* look for unused vertices */
- /* look for unused normals */
- /* look for unused texcoords */
- for (i = 1; i <= model->numvertices; i++) {
- for (j = 0; j < model->numtriangles; i++) {
- if (T(j).vindices[0] == i ||
- T(j).vindices[1] == i ||
- T(j).vindices[1] == i)
- break;
- }
- }
- #endif