]> git.mxchange.org Git - flightgear.git/blobdiff - Scenery/obj.c
Integrated new event manager with subsystem initializations.
[flightgear.git] / Scenery / obj.c
index 9a294e9c2da53f0ef59fd3191d12f6b6dddb1b3b..77d3e0a188afaf0fbcf581a9e4d4185644c305bf 100644 (file)
@@ -70,6 +70,7 @@ GLint fgObjLoad(char *path) {
     GLint area;
     FILE *f;
     int first, ncount, vncount, n1, n2, n3, n4;
+    static int use_vertex_norms = 1;
     int i, winding;
     int last1, last2, odd;
 
@@ -88,6 +89,8 @@ GLint fgObjLoad(char *path) {
     while ( fgets(line, 250, f) != NULL ) {
        if ( line[0] == '#' ) {
            /* comment -- ignore */
+       } else if ( line[0] == '\n' ) {
+           /* empty line -- ignore */
        } else if ( strncmp(line, "v ", 2) == 0 ) {
            /* node (vertex) */
            if ( ncount < MAXNODES ) {
@@ -120,7 +123,7 @@ GLint fgObjLoad(char *path) {
            }
        } else if ( strncmp(line, "winding ", 8) == 0 ) {
            sscanf(line+8, "%s", winding_str);
-           printf("WINDING = %s\n", winding_str);
+           printf("    WINDING = %s\n", winding_str);
 
            /* can't call xglFrontFace() between xglBegin() & xglEnd() */
            xglEnd();
@@ -145,35 +148,11 @@ GLint fgObjLoad(char *path) {
                first = 0;
            }
 
-           printf("new tri strip = %s", line);
+           /* printf("    new tri strip = %s", line); */
            sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
 
            /* printf("(t) = "); */
 
-           /* try to get the proper rotation by calculating an
-             * approximate normal and seeing if it is close to the
-            * precalculated normal */
-           /* v1[0] = nodes[n2][0] - nodes[n1][0];
-           v1[1] = nodes[n2][1] - nodes[n1][1];
-           v1[2] = nodes[n2][2] - nodes[n1][2];
-           v2[0] = nodes[n3][0] - nodes[n1][0];
-           v2[1] = nodes[n3][1] - nodes[n1][1];
-           v2[2] = nodes[n3][2] - nodes[n1][2];
-           MAT3cross_product(approx_normal, v1, v2);
-           MAT3_NORMALIZE_VEC(approx_normal,temp);
-           printf("Approx normal = %.2f %.2f %.2f\n", approx_normal[0], 
-                  approx_normal[1], approx_normal[2]);
-           dot_prod = MAT3_DOT_PRODUCT(normals[n1], approx_normal);
-           printf("Dot product = %.4f\n", dot_prod); */
-           /* angle = acos(dot_prod); */
-           /* printf("Normal ANGLE = %.3f rads.\n", angle); */
-
-           /* if ( dot_prod < -0.5 ) {
-               xglFrontFace( GL_CW );
-           } else {
-               xglFrontFace( GL_CCW );
-           } */
-
            xglBegin(GL_TRIANGLE_STRIP);
 
            if ( winding ) {
@@ -182,41 +161,45 @@ GLint fgObjLoad(char *path) {
                odd = 0;
            }
 
-           if ( odd ) {
-               calc_normal(nodes[n1], nodes[n2], nodes[n3], approx_normal);
-           } else {
-               calc_normal(nodes[n2], nodes[n1], nodes[n3], approx_normal);
-           }
-           xglNormal3dv(approx_normal);
+           if ( use_vertex_norms ) {
+               xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
+               xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y, 
+                           nodes[n1][2] - ref.z);
 
-            /* xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); */
-           xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y, 
-                       nodes[n1][2] - ref.z);
+               xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
+               xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y, 
+                           nodes[n2][2] - ref.z);
 
-           /* xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]); */
-           xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y, 
-                       nodes[n2][2] - ref.z);
+               xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
+               xglVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y, 
+                           nodes[n3][2] - ref.z);
+           } else {
+               if ( odd ) {
+                   calc_normal(nodes[n1], nodes[n2], nodes[n3], approx_normal);
+               } else {
+                   calc_normal(nodes[n2], nodes[n1], nodes[n3], approx_normal);
+               }
+               xglNormal3dv(approx_normal);
 
-           /* xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]); */
-           xglVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y, 
-                       nodes[n3][2] - ref.z);
+               xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y, 
+                           nodes[n1][2] - ref.z);
+               xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y, 
+                           nodes[n2][2] - ref.z);
+               xglVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y, 
+                           nodes[n3][2] - ref.z);
+           }
 
            odd = 1 - odd;
            last1 = n2;
            last2 = n3;
 
            if ( n4 > 0 ) {
-               if ( odd ) {
-                   calc_normal(nodes[last1], nodes[last2], nodes[n4], 
-                               approx_normal);
+               if ( use_vertex_norms ) {
+                   xglNormal3d(normals[n4][0], normals[n4][1], normals[n4][2]);
                } else {
-                   calc_normal(nodes[last2], nodes[last1], nodes[n4], 
-                               approx_normal);
+                   calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
+                   xglNormal3dv(approx_normal);
                }
-               calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
-               xglNormal3dv(approx_normal);
-
-               /*xglNormal3d(normals[n4][0], normals[n4][1], normals[n4][2]);*/
                xglVertex3d(nodes[n4][0] - ref.x, nodes[n4][1] - ref.y, 
                            nodes[n4][2] - ref.z);
 
@@ -258,16 +241,19 @@ GLint fgObjLoad(char *path) {
            sscanf(line, "q %d %d\n", &n1, &n2);
            /* printf("read %d %d\n", n1, n2); */
 
-           if ( odd ) {
-               calc_normal(nodes[last1], nodes[last2], nodes[n1], 
-                           approx_normal);
+           if ( use_vertex_norms ) {
+               xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
            } else {
-               calc_normal(nodes[last2], nodes[last1], nodes[n1], 
-                           approx_normal);
+               if ( odd ) {
+                   calc_normal(nodes[last1], nodes[last2], nodes[n1], 
+                               approx_normal);
+               } else {
+                   calc_normal(nodes[last2], nodes[last1], nodes[n1], 
+                               approx_normal);
+               }
+               xglNormal3dv(approx_normal);
            }
-           xglNormal3dv(approx_normal);
 
-            /* xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); */
            xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y, 
                        nodes[n1][2] - ref.z);
            
@@ -277,16 +263,20 @@ GLint fgObjLoad(char *path) {
 
            if ( n2 > 0 ) {
                /* printf(" (cont)\n"); */
-               if ( odd ) {
-                   calc_normal(nodes[last1], nodes[last2], nodes[n2], 
-                               approx_normal);
+
+               if ( use_vertex_norms ) {
+                   xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
                } else {
-                   calc_normal(nodes[last2], nodes[last1], nodes[n2], 
-                               approx_normal);
+                   if ( odd ) {
+                       calc_normal(nodes[last1], nodes[last2], nodes[n2], 
+                                   approx_normal);
+                   } else {
+                       calc_normal(nodes[last2], nodes[last1], nodes[n2], 
+                                   approx_normal);
+                   }
+                   xglNormal3dv(approx_normal);
                }
-               xglNormal3dv(approx_normal);
 
-               /*xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);*/
                xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y, 
                            nodes[n2][2] - ref.z);
 
@@ -327,9 +317,15 @@ GLint fgObjLoad(char *path) {
 
 
 /* $Log$
-/* Revision 1.13  1997/12/18 23:32:36  curt
-/* First stab at sky dome actually starting to look reasonable. :-)
+/* Revision 1.15  1997/12/30 20:47:51  curt
+/* Integrated new event manager with subsystem initializations.
 /*
+ * Revision 1.14  1997/12/30 01:38:46  curt
+ * Switched back to per vertex normals and smooth shading for terrain.
+ *
+ * Revision 1.13  1997/12/18 23:32:36  curt
+ * First stab at sky dome actually starting to look reasonable. :-)
+ *
  * Revision 1.12  1997/12/17 23:13:47  curt
  * Began working on rendering the sky.
  *