#include <Main/options.hxx>
#include <Math/mat3.h>
#include <Math/fg_random.h>
+#include <Math/point3d.hxx>
#include <Math/polar3d.hxx>
#include <Misc/stopwatch.hxx>
#include <Misc/fgstream.hxx>
}
-#define FG_TEX_CONSTANT 128.0
+#define FG_TEX_CONSTANT 69.0
// Calculate texture coordinates for a given point.
-fgPoint3d calc_tex_coords(double *node, fgPoint3d *ref) {
- fgPoint3d cp;
- fgPoint3d pp;
+static Point3D calc_tex_coords(double *node, const Point3D& ref) {
+ Point3D cp;
+ Point3D pp;
+ // double tmplon, tmplat;
- cp.x = node[0] + ref->x;
- cp.y = node[1] + ref->y;
- cp.z = node[2] + ref->z;
+ // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
+ // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
+
+ cp = Point3D( node[0] + ref.x(),
+ node[1] + ref.y(),
+ node[2] + ref.z() );
pp = fgCartToPolar3d(cp);
- pp.lon = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lon, 25.0);
- pp.lat = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lat, 25.0);
+ // tmplon = pp.lon() * RAD_TO_DEG;
+ // tmplat = pp.lat() * RAD_TO_DEG;
+ // cout << tmplon << " " << tmplat << endl;
+
+ pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
+ pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
+
+ if ( pp.x() < 0.0 ) {
+ pp.setx( pp.x() + 11.0 );
+ }
+
+ if ( pp.y() < 0.0 ) {
+ pp.sety( pp.y() + 11.0 );
+ }
+
+ // cout << pp << endl;
return(pp);
}
// Load a .obj file and build the GL fragment list
int fgObjLoad( const string& path, fgTILE *t) {
fgFRAGMENT fragment;
- fgPoint3d pp;
+ Point3D pp;
double approx_normal[3], normal[3], scale;
// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
int in_fragment, in_faces, vncount, n1, n2, n3, n4;
int last1, last2, odd;
double (*nodes)[3];
- fgPoint3d *center;
+ Point3D center;
+
+ // printf("loading %s\n", path.c_str() );
// Attempt to open "path.gz" or "path"
fg_gzifstream in( path );
vncount = 1;
t->bounding_radius = 0.0;
nodes = t->nodes;
- center = &t->center;
+ center = t->center;
StopWatch stopwatch;
stopwatch.start();
+
+ // ignore initial comments and blank lines. (priming the pump)
+ in.eat_comments();
+
while ( ! in.eof() )
{
- // ignore comments and blank lines.
- in.eat_comments();
string token;
in.stream() >> token;
+
+ // printf("token = %s\n", token.c_str() );
+
if ( token == "gbs" )
{
// reference point (center offset)
- in.stream() >> t->center.x
- >> t->center.y
- >> t->center.z
- >> t->bounding_radius;
+ in.stream() >> t->center >> t->bounding_radius;
+ center = t->center;
}
else if ( token == "bs" )
{
// reference point (center offset)
- in.stream() >> fragment.center.x
- >> fragment.center.y
- >> fragment.center.z
- >> fragment.bounding_radius;
+ in.stream() >> fragment.center;
+ in.stream() >> fragment.bounding_radius;
}
else if ( token == "vn" )
{
// close out the previous structure and start the next
xglEnd();
xglEndList();
+ // printf("xglEnd(); xglEndList();\n");
// update fragment
fragment.display_list = display_list;
in_fragment = 1;
}
+ // printf("start of fragment (usemtl)\n");
+
display_list = xglGenLists(1);
xglNewList(display_list, GL_COMPILE);
+ // printf("xglGenLists(); xglNewList();\n");
in_faces = 0;
// reset the existing face list
// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
xglBegin(GL_TRIANGLE_STRIP);
+ // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
odd = 1;
scale = 1.0;
MAT3_SCALE_VEC(normal, normals[n1], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
MAT3_SCALE_VEC(normal, normals[n2], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
//xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
MAT3_SCALE_VEC(normal, normals[n3], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
- xglVertex3dv(nodes[n3]);
+ xglVertex3dv(nodes[n3]);
} else {
// Shading model is "GL_FLAT" so calculate per face
// normals on the fly.
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
xglVertex3dv(nodes[n3]);
}
+ // printf("some normals, texcoords, and vertices\n");
odd = 1 - odd;
last1 = n2;
last2 = n3;
+ // There can be three or four values
+ char c;
+ while ( in.get(c) )
+ {
+ if ( c == '\n' )
+ break; // only the one
+
+ if ( isdigit(c) )
+ {
+ in.putback(c);
+ in.stream() >> n4;
+ break;
+ }
+ }
+
if ( n4 > 0 ) {
fragment.add_face(n3, n2, n4);
}
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n4], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n4][0],t->nodes[n4][1],t->nodes[n4][2]);
xglVertex3dv(nodes[n4]);
odd = 1 - odd;
last1 = n3;
last2 = n4;
+ // printf("a normal, texcoord, and vertex (4th)\n");
}
} else if ( token[0] == 'f' ) {
// unoptimized face
if ( !in_faces ) {
xglBegin(GL_TRIANGLES);
+ // printf("xglBegin(triangles)\n");
in_faces = 1;
}
// xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
xglNormal3dv(normals[n1]);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
// xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
xglNormal3dv(normals[n2]);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
// xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
xglNormal3dv(normals[n3]);
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
xglVertex3dv(nodes[n3]);
+ // printf("some normals, texcoords, and vertices (tris)\n");
} else if ( token[0] == 'q' ) {
// continue a triangle strip
n1 = n2 = 0;
if ( shading ) {
// Shading model is "GL_SMOOTH"
MAT3_SCALE_VEC(normal, normals[n1], scale);
- xglNormal3dv(normal);
} else {
// Shading model is "GL_FLAT"
if ( odd ) {
approx_normal);
}
MAT3_SCALE_VEC(normal, approx_normal, scale);
- xglNormal3dv(normal);
}
+ xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
-
+ // printf("a normal, texcoord, and vertex (4th)\n");
+
odd = 1 - odd;
last1 = last2;
last2 = n1;
if ( shading ) {
// Shading model is "GL_SMOOTH"
MAT3_SCALE_VEC(normal, normals[n2], scale);
- xglNormal3dv(normal);
} else {
// Shading model is "GL_FLAT"
if ( odd ) {
nodes[n2], approx_normal);
}
MAT3_SCALE_VEC(normal, approx_normal, scale);
- xglNormal3dv(normal);
}
-
+ xglNormal3dv(normal);
+
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon, pp.lat);
+ xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
+ // printf("a normal, texcoord, and vertex (4th)\n");
odd = 1 -odd;
last1 = last2;
fgPrintf( FG_TERRAIN, FG_WARN, "Unknown token in %s = %s\n",
path.c_str(), token.c_str() );
}
+
+ // eat comments and blank lines before start of while loop so
+ // if we are done with useful input it is noticed before hand.
+ in.eat_comments();
}
- stopwatch.stop();
- fgPrintf( FG_TERRAIN, FG_INFO, "Loaded %s in %f seconds\n",
- path.c_str(), stopwatch.elapsedSeconds() );
if ( in_fragment ) {
// close out the previous structure and start the next
xglEnd();
xglEndList();
+ // printf("xglEnd(); xglEndList();\n");
// update fragment
fragment.display_list = display_list;
xglEnd();
*/
+ stopwatch.stop();
+ fgPrintf( FG_TERRAIN, FG_INFO, "Loaded %s in %f seconds\n",
+ path.c_str(), stopwatch.elapsedSeconds() );
+
+ // printf("end of tile\n");
+
return(1);
}
// $Log$
+// Revision 1.8 1998/10/20 18:33:55 curt
+// Tweaked texture coordinates, but we still have some problems. :-(
+//
+// Revision 1.7 1998/10/20 15:48:44 curt
+// Removed an extraneous output message.
+//
+// Revision 1.6 1998/10/18 01:17:21 curt
+// Point3D tweaks.
+//
+// Revision 1.5 1998/10/16 00:54:39 curt
+// Converted to Point3D class.
+//
+// Revision 1.4 1998/09/15 01:35:07 curt
+// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
+// duplicating work.)
+// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
+// removed some unneeded stuff from fgTileMgrCurElev()
+//
+// Revision 1.3 1998/09/03 21:27:03 curt
+// Fixed a serious bug caused by not-quite-correct comment/white space eating
+// which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists,
+// and ugly display artifacts.
+//
// Revision 1.2 1998/09/01 19:03:09 curt
// Changes contributed by Bernie Bright <bbright@c031.aone.net.au>
// - The new classes in libmisc.tgz define a stream interface into zlib.