1 // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
3 // Written by Curtis Olson, started October 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #ifdef FG_MATH_EXCEPTION_CLASH
35 // #if defined ( __sun__ )
36 // extern "C" void *memmove(void *, const void *, size_t);
37 // extern "C" void *memset(void *, int, size_t);
40 #include <simgear/compiler.h>
44 #include <vector> // STL
45 #include <ctype.h> // isdigit()
47 #include <simgear/constants.h>
48 #include <simgear/debug/logstream.hxx>
49 #include <simgear/math/fg_geodesy.hxx>
50 #include <simgear/math/fg_random.h>
51 #include <simgear/math/point3d.hxx>
52 #include <simgear/math/polar3d.hxx>
53 #include <simgear/misc/fgstream.hxx>
54 #include <simgear/misc/stopwatch.hxx>
55 #include <simgear/misc/texcoord.hxx>
57 #include <Main/options.hxx>
58 #include <Scenery/tileentry.hxx>
60 #include "materialmgr.hxx"
67 typedef vector < int > int_list;
68 typedef int_list::iterator int_list_iterator;
69 typedef int_list::const_iterator int_point_list_iterator;
72 static double normals[FG_MAX_NODES][3];
73 static double tex_coords[FG_MAX_NODES*3][3];
76 // given three points defining a triangle, calculate the normal
77 static void calc_normal(Point3D p1, Point3D p2,
78 Point3D p3, sgVec3 normal)
82 v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
83 v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
85 sgVectorProductVec3( normal, v1, v2 );
86 sgNormalizeVec3( normal );
88 // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
89 // normal[0], normal[1], normal[2]);
93 #define FG_TEX_CONSTANT 69.0
95 // Calculate texture coordinates for a given point.
96 static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
99 // double tmplon, tmplat;
101 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
102 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
104 cp = Point3D( node[0] + ref.x(),
108 pp = fgCartToPolar3d(cp);
110 // tmplon = pp.lon() * RAD_TO_DEG;
111 // tmplat = pp.lat() * RAD_TO_DEG;
112 // cout << tmplon << " " << tmplat << endl;
114 pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
115 pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
117 if ( pp.x() < 0.0 ) {
118 pp.setx( pp.x() + 11.0 );
121 if ( pp.y() < 0.0 ) {
122 pp.sety( pp.y() + 11.0 );
125 // cout << pp << endl;
131 // Generate a generic ocean tile on the fly
132 ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
135 fragment.tile_ptr = t;
137 ssgSimpleState *state = NULL;
139 ssgBranch *tile = new ssgBranch () ;
140 tile -> setName ( (char *)path.c_str() ) ;
142 // find Ocean material in the properties list
143 if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
144 FG_LOG( FG_TERRAIN, FG_ALERT,
145 "Ack! unknown usemtl name = " << "Ocean"
149 // set the texture width and height values for this
151 FGMaterial m = fragment.material_ptr->get_m();
152 double tex_width = m.get_xsize();
153 // double tex_height = m.get_ysize();
156 state = fragment.material_ptr->get_state();
158 // Calculate center point
159 FGBucket b = t->tile_bucket;
160 double clon = b.get_center_lon();
161 double clat = b.get_center_lat();
162 double height = b.get_height();
163 double width = b.get_width();
165 Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
167 fragment.center = center;
168 // cout << "center = " << center << endl;;
170 // Caculate corner vertices
172 geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
173 geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
174 geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
175 geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
179 for ( i = 0; i < 4; ++i ) {
180 rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
184 Point3D cart[4], rel[4];
186 for ( i = 0; i < 4; ++i ) {
187 cart[i] = fgGeodToCart(rad[i]);
188 rel[i] = cart[i] - center;
189 t->nodes.push_back( rel[i] );
190 // cout << "corner " << i << " = " << cart[i] << endl;
195 // Calculate bounding radius
196 t->bounding_radius = center.distance3D( cart[0] );
197 fragment.bounding_radius = t->bounding_radius;
198 // cout << "bounding radius = " << t->bounding_radius << endl;
202 for ( i = 0; i < 4; ++i ) {
203 normals[i] = cart[i];
204 double length = normals[i].distance3D( Point3D(0.0) );
205 normals[i] /= length;
206 // cout << "normal = " << normals[i] << endl;
209 // Calculate texture coordinates
210 point_list geod_nodes;
212 for ( i = 0; i < 4; ++i ) {
213 geod_nodes.push_back( geod[i] );
217 for ( i = 0; i < 4; ++i ) {
218 rectangle.push_back( i );
220 point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
221 1000.0 / tex_width );
223 // Build flight gear structure
224 fragment.add_face(0, 1, 2);
225 fragment.add_face(0, 2, 3);
226 t->fragment_list.push_back(fragment);
228 // Allocate ssg structure
229 ssgVertexArray *vl = new ssgVertexArray( 4 );
230 ssgNormalArray *nl = new ssgNormalArray( 4 );
231 ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
232 ssgColourArray *cl = new ssgColourArray( 1 );
235 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
238 // sgVec3 *vtlist = new sgVec3 [ 4 ];
239 // t->vec3_ptrs.push_back( vtlist );
240 // sgVec3 *vnlist = new sgVec3 [ 4 ];
241 // t->vec3_ptrs.push_back( vnlist );
242 // sgVec2 *tclist = new sgVec2 [ 4 ];
243 // t->vec2_ptrs.push_back( tclist );
247 for ( i = 0; i < 4; ++i ) {
249 rel[i].x(), rel[i].y(), rel[i].z() );
253 normals[i].x(), normals[i].y(), normals[i].z() );
256 sgSetVec2( tmp2, texs[i].x(), texs[i].y());
261 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
263 leaf->setState( state );
265 tile->addKid( leaf );
266 // if ( current_options.get_clouds() ) {
267 // fgGenCloudTile(path, t, tile);
274 // Load a .obj file and build the fragment list
275 ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
278 sgVec3 approx_normal;
279 // double normal[3], scale = 0.0;
280 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
281 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
282 // GLint display_list = 0;
284 bool in_fragment = false, in_faces = false;
285 int vncount, vtcount;
286 int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
288 int last1 = 0, last2 = 0;
293 double scenery_version = 0.0;
294 double tex_width = 1000.0, tex_height = 1000.0;
295 bool shared_done = false;
296 int_list fan_vertices;
297 int_list fan_tex_coords;
299 ssgSimpleState *state = NULL;
300 sgVec3 *vtlist, *vnlist;
303 ssgBranch *tile = new ssgBranch () ;
305 tile -> setName ( (char *)path.c_str() ) ;
307 // Attempt to open "path.gz" or "path"
308 fg_gzifstream in( path );
309 if ( ! in.is_open() ) {
310 FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
311 FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
313 return fgGenTile( path, t );
316 shading = current_options.get_shading();
325 t->bounding_radius = 0.0;
332 // ignore initial comments and blank lines. (priming the pump)
333 // in >> skipcomment;
340 while ( in.get(c) && c != '\0' ) {
343 while ( ! in.eof() ) {
352 if ( in.get( c ) && c == '#' ) {
353 // process a comment line
355 // getline( in, line );
356 // cout << "comment = " << line << endl;
360 if ( token == "Version" ) {
361 // read scenery versions number
362 in >> scenery_version;
363 // cout << "scenery_version = " << scenery_version << endl;
364 } else if ( token == "gbs" ) {
365 // reference point (center offset)
367 in >> t->center >> t->bounding_radius;
371 in >> junk1 >> junk2;
374 // cout << "center = " << center
375 // << " radius = " << t->bounding_radius << endl;
376 } else if ( token == "bs" ) {
377 // reference point (center offset)
378 in >> fragment.center;
379 in >> fragment.bounding_radius;
381 // cout << "center = " << fragment.center
382 // << " radius = " << fragment.bounding_radius << endl;
383 } else if ( token == "usemtl" ) {
384 // material property specification
386 // if first usemtl with shared_done = false, then set
387 // shared_done true and build the ssg shared lists
388 if ( ! shared_done ) {
390 if ( (int)nodes.size() != vncount ) {
391 FG_LOG( FG_TERRAIN, FG_ALERT,
392 "Tile has mismatched nodes and normals: "
398 vtlist = new sgVec3 [ nodes.size() ];
399 t->vec3_ptrs.push_back( vtlist );
400 vnlist = new sgVec3 [ vncount ];
401 t->vec3_ptrs.push_back( vnlist );
402 tclist = new sgVec2 [ vtcount ];
403 t->vec2_ptrs.push_back( tclist );
405 for ( i = 0; i < (int)nodes.size(); ++i ) {
406 sgSetVec3( vtlist[i],
407 nodes[i][0], nodes[i][1], nodes[i][2] );
409 for ( i = 0; i < vncount; ++i ) {
410 sgSetVec3( vnlist[i],
415 for ( i = 0; i < vtcount; ++i ) {
416 sgSetVec2( tclist[i],
422 // series of individual triangles
427 // this also signals the start of a new fragment
429 // close out the previous structure and start the next
431 // printf("xglEnd(); xglEndList();\n");
434 // fragment.display_list = display_list;
436 // push this fragment onto the tile's object list
437 t->fragment_list.push_back(fragment);
442 // printf("start of fragment (usemtl)\n");
444 // display_list = xglGenLists(1);
445 // xglNewList(display_list, GL_COMPILE);
446 // printf("xglGenLists(); xglNewList();\n");
449 // reset the existing face list
450 // printf("cleaning a fragment with %d faces\n",
451 // fragment.faces.size());
454 // scan the material line
457 fragment.tile_ptr = t;
459 // find this material in the properties list
460 if ( ! material_mgr.find( material, fragment.material_ptr )) {
461 FG_LOG( FG_TERRAIN, FG_ALERT,
462 "Ack! unknown usemtl name = " << material
466 // set the texture width and height values for this
468 FGMaterial m = fragment.material_ptr->get_m();
469 tex_width = m.get_xsize();
470 tex_height = m.get_ysize();
471 state = fragment.material_ptr->get_state();
472 // cout << "(w) = " << tex_width << " (h) = "
473 // << tex_width << endl;
475 // initialize the fragment transformation matrix
477 for ( i = 0; i < 16; i++ ) {
478 fragment.matrix[i] = 0.0;
480 fragment.matrix[0] = fragment.matrix[5] =
481 fragment.matrix[10] = fragment.matrix[15] = 1.0;
484 // unknown comment, just gobble the input untill the
494 // cout << "token = " << token << endl;
496 if ( token == "vn" ) {
498 if ( vncount < FG_MAX_NODES ) {
499 in >> normals[vncount][0]
500 >> normals[vncount][1]
501 >> normals[vncount][2];
504 FG_LOG( FG_TERRAIN, FG_ALERT,
505 "Read too many vertex normals in " << path
506 << " ... dying :-(" );
509 } else if ( token == "vt" ) {
510 // vertex texture coordinate
511 if ( vtcount < FG_MAX_NODES*3 ) {
512 in >> tex_coords[vtcount][0]
513 >> tex_coords[vtcount][1];
516 FG_LOG( FG_TERRAIN, FG_ALERT,
517 "Read too many vertex texture coords in " << path
522 } else if ( token == "v" ) {
524 if ( t->ncount < FG_MAX_NODES ) {
525 /* in >> nodes[t->ncount][0]
526 >> nodes[t->ncount][1]
527 >> nodes[t->ncount][2]; */
529 nodes.push_back(node);
534 FG_LOG( FG_TERRAIN, FG_ALERT,
535 "Read too many nodes in " << path
536 << " ... dying :-(");
539 } else if ( token == "t" ) {
540 // start a new triangle strip
542 n1 = n2 = n3 = n4 = 0;
544 // fgPrintf( FG_TERRAIN, FG_DEBUG,
545 // " new tri strip = %s", line);
546 in >> n1 >> n2 >> n3;
547 fragment.add_face(n1, n2, n3);
549 // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
551 // xglBegin(GL_TRIANGLE_STRIP);
552 // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
558 // Shading model is "GL_SMOOTH" so use precalculated
559 // (averaged) normals
560 // MAT3_SCALE_VEC(normal, normals[n1], scale);
561 // xglNormal3dv(normal);
562 pp = local_calc_tex_coords(nodes[n1], center);
563 // xglTexCoord2f(pp.lon(), pp.lat());
564 // xglVertex3dv(nodes[n1].get_n());
566 // MAT3_SCALE_VEC(normal, normals[n2], scale);
567 // xglNormal3dv(normal);
568 pp = local_calc_tex_coords(nodes[n2], center);
569 // xglTexCoord2f(pp.lon(), pp.lat());
570 // xglVertex3dv(nodes[n2].get_n());
572 // MAT3_SCALE_VEC(normal, normals[n3], scale);
573 // xglNormal3dv(normal);
574 pp = local_calc_tex_coords(nodes[n3], center);
575 // xglTexCoord2f(pp.lon(), pp.lat());
576 // xglVertex3dv(nodes[n3].get_n());
578 // Shading model is "GL_FLAT" so calculate per face
579 // normals on the fly.
581 calc_normal(nodes[n1], nodes[n2],
582 nodes[n3], approx_normal);
584 calc_normal(nodes[n2], nodes[n1],
585 nodes[n3], approx_normal);
587 // MAT3_SCALE_VEC(normal, approx_normal, scale);
588 // xglNormal3dv(normal);
590 pp = local_calc_tex_coords(nodes[n1], center);
591 // xglTexCoord2f(pp.lon(), pp.lat());
592 // xglVertex3dv(nodes[n1].get_n());
594 pp = local_calc_tex_coords(nodes[n2], center);
595 // xglTexCoord2f(pp.lon(), pp.lat());
596 // xglVertex3dv(nodes[n2].get_n());
598 pp = local_calc_tex_coords(nodes[n3], center);
599 // xglTexCoord2f(pp.lon(), pp.lat());
600 // xglVertex3dv(nodes[n3].get_n());
602 // printf("some normals, texcoords, and vertices\n");
608 // There can be three or four values
610 while ( in.get(c) ) {
612 break; // only the one
622 fragment.add_face(n3, n2, n4);
625 // Shading model is "GL_SMOOTH"
626 // MAT3_SCALE_VEC(normal, normals[n4], scale);
628 // Shading model is "GL_FLAT"
629 calc_normal(nodes[n3], nodes[n2], nodes[n4],
631 // MAT3_SCALE_VEC(normal, approx_normal, scale);
633 // xglNormal3dv(normal);
634 pp = local_calc_tex_coords(nodes[n4], center);
635 // xglTexCoord2f(pp.lon(), pp.lat());
636 // xglVertex3dv(nodes[n4].get_n());
641 // printf("a normal, texcoord, and vertex (4th)\n");
643 } else if ( (token == "tf") || (token == "ts") ) {
645 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
647 fan_vertices.clear();
648 fan_tex_coords.clear();
651 // xglBegin(GL_TRIANGLE_FAN);
654 fan_vertices.push_back( n1 );
655 // xglNormal3dv(normals[n1]);
656 if ( in.get( c ) && c == '/' ) {
658 fan_tex_coords.push_back( tex );
659 if ( scenery_version >= 0.4 ) {
660 if ( tex_width > 0 ) {
661 tclist[tex][0] *= (1000.0 / tex_width);
663 if ( tex_height > 0 ) {
664 tclist[tex][1] *= (1000.0 / tex_height);
667 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
668 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
671 pp = local_calc_tex_coords(nodes[n1], center);
673 // xglTexCoord2f(pp.x(), pp.y());
674 // xglVertex3dv(nodes[n1].get_n());
677 fan_vertices.push_back( n2 );
678 // xglNormal3dv(normals[n2]);
679 if ( in.get( c ) && c == '/' ) {
681 fan_tex_coords.push_back( tex );
682 if ( scenery_version >= 0.4 ) {
683 if ( tex_width > 0 ) {
684 tclist[tex][0] *= (1000.0 / tex_width);
686 if ( tex_height > 0 ) {
687 tclist[tex][1] *= (1000.0 / tex_height);
690 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
691 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
694 pp = local_calc_tex_coords(nodes[n2], center);
696 // xglTexCoord2f(pp.x(), pp.y());
697 // xglVertex3dv(nodes[n2].get_n());
699 // read all subsequent numbers until next thing isn't a number
710 if ( ! isdigit(c) || in.eof() ) {
715 fan_vertices.push_back( n3 );
716 // cout << " triangle = "
717 // << n1 << "," << n2 << "," << n3
719 // xglNormal3dv(normals[n3]);
720 if ( in.get( c ) && c == '/' ) {
722 fan_tex_coords.push_back( tex );
723 if ( scenery_version >= 0.4 ) {
724 if ( tex_width > 0 ) {
725 tclist[tex][0] *= (1000.0 / tex_width);
727 if ( tex_height > 0 ) {
728 tclist[tex][1] *= (1000.0 / tex_height);
731 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
732 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
735 pp = local_calc_tex_coords(nodes[n3], center);
737 // xglTexCoord2f(pp.x(), pp.y());
738 // xglVertex3dv(nodes[n3].get_n());
740 if ( token == "tf" ) {
742 fragment.add_face(n1, n2, n3);
747 fragment.add_face(n1, n2, n3);
749 fragment.add_face(n2, n1, n3);
759 // build the ssg entity
760 int size = (int)fan_vertices.size();
761 ssgVertexArray *vl = new ssgVertexArray( size );
762 ssgNormalArray *nl = new ssgNormalArray( size );
763 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
764 ssgColourArray *cl = new ssgColourArray( 1 );
767 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
772 for ( i = 0; i < size; ++i ) {
773 sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
776 sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
779 sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
784 if ( token == "tf" ) {
787 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
791 new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
793 // leaf->makeDList();
794 leaf->setState( state );
796 tile->addKid( leaf );
798 } else if ( token == "f" ) {
802 // xglBegin(GL_TRIANGLES);
803 // printf("xglBegin(triangles)\n");
807 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
808 in >> n1 >> n2 >> n3;
809 fragment.add_face(n1, n2, n3);
811 // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
812 // xglNormal3dv(normals[n1]);
813 pp = local_calc_tex_coords(nodes[n1], center);
814 // xglTexCoord2f(pp.lon(), pp.lat());
815 // xglVertex3dv(nodes[n1].get_n());
817 // xglNormal3dv(normals[n2]);
818 pp = local_calc_tex_coords(nodes[n2], center);
819 // xglTexCoord2f(pp.lon(), pp.lat());
820 // xglVertex3dv(nodes[n2].get_n());
822 // xglNormal3dv(normals[n3]);
823 pp = local_calc_tex_coords(nodes[n3], center);
824 // xglTexCoord2f(pp.lon(), pp.lat());
825 // xglVertex3dv(nodes[n3].get_n());
826 // printf("some normals, texcoords, and vertices (tris)\n");
827 } else if ( token == "q" ) {
828 // continue a triangle strip
831 // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
835 // There can be one or two values
837 while ( in.get(c) ) {
839 break; // only the one
848 // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
851 fragment.add_face(last1, last2, n1);
853 fragment.add_face(last2, last1, n1);
857 // Shading model is "GL_SMOOTH"
858 // MAT3_SCALE_VEC(normal, normals[n1], scale);
860 // Shading model is "GL_FLAT"
862 calc_normal(nodes[last1], nodes[last2],
863 nodes[n1], approx_normal);
865 calc_normal(nodes[last2], nodes[last1],
866 nodes[n1], approx_normal);
868 // MAT3_SCALE_VEC(normal, approx_normal, scale);
870 // xglNormal3dv(normal);
872 pp = local_calc_tex_coords(nodes[n1], center);
873 // xglTexCoord2f(pp.lon(), pp.lat());
874 // xglVertex3dv(nodes[n1].get_n());
875 // printf("a normal, texcoord, and vertex (4th)\n");
882 // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
885 fragment.add_face(last1, last2, n2);
887 fragment.add_face(last2, last1, n2);
891 // Shading model is "GL_SMOOTH"
892 // MAT3_SCALE_VEC(normal, normals[n2], scale);
894 // Shading model is "GL_FLAT"
896 calc_normal(nodes[last1], nodes[last2],
897 nodes[n2], approx_normal);
899 calc_normal(nodes[last2], nodes[last1],
900 nodes[n2], approx_normal);
902 // MAT3_SCALE_VEC(normal, approx_normal, scale);
904 // xglNormal3dv(normal);
906 pp = local_calc_tex_coords(nodes[n2], center);
907 // xglTexCoord2f(pp.lon(), pp.lat());
908 // xglVertex3dv(nodes[n2].get_n());
909 // printf("a normal, texcoord, and vertex (4th)\n");
916 FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
917 << path << " = " << token );
920 // eat white space before start of while loop so if we are
921 // done with useful input it is noticed before hand.
931 // close out the previous structure and start the next
934 // printf("xglEnd(); xglEndList();\n");
937 // fragment.display_list = display_list;
939 // push this fragment onto the tile's object list
940 t->fragment_list.push_back(fragment);
944 // Draw normal vectors (for visually verifying normals)
946 xglColor3f(0.0, 0.0, 0.0);
947 for ( i = 0; i < t->ncount; i++ ) {
948 xglVertex3d(nodes[i][0],
951 xglVertex3d(nodes[i][0] + 500*normals[i][0],
952 nodes[i][1] + 500*normals[i][1],
953 nodes[i][2] + 500*normals[i][2]);
963 FG_LOG( FG_TERRAIN, FG_DEBUG,
964 "Loaded " << path << " in "
965 << stopwatch.elapsedSeconds() << " seconds" );
967 // Generate a cloud layer above the tiles
968 // if ( current_options.get_clouds() ) {
969 // fgGenCloudTile(path, t, tile);