#endif
#include <stdio.h>
+#include <string.h>
#include <GL/glut.h>
+#include <XGL/xgl.h>
-#include "obj.h"
-#include "scenery.h"
+#include <Scenery/obj.h>
+#include <Scenery/scenery.h>
+
+#include <Math/mat3.h>
-#include "../constants.h"
-#include "../types.h"
-#include "../Math/fg_geodesy.h"
-#include "../Math/polar.h"
#define MAXNODES 100000
float nodes[MAXNODES][3];
+float normals[MAXNODES][3];
-/* convert a geodetic point lon(arcsec), lat(arcsec), elev(meter) to
- * a cartesian point */
-struct fgCartesianPoint geod_to_cart(float geod[3]) {
- struct fgCartesianPoint p;
- double gc_lon, gc_lat, sl_radius;
-
- /* printf("A geodetic point is (%.2f, %.2f, %.2f)\n",
- geod[0], geod[1], geod[2]); */
+/* given three points defining a triangle, calculate the normal */
+void calc_normal(float p1[3], float p2[3], float p3[3], double normal[3])
+{
+ double v1[3], v2[3];
+ float temp;
- gc_lon = geod[0]*ARCSEC_TO_RAD;
- fgGeodToGeoc(geod[1]*ARCSEC_TO_RAD, geod[2], &sl_radius, &gc_lat);
+ v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
+ v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
- /* printf("A geocentric point is (%.2f, %.2f, %.2f)\n", gc_lon,
- gc_lat, sl_radius+geod[2]); */
+ MAT3cross_product(normal, v1, v2);
+ MAT3_NORMALIZE_VEC(normal,temp);
- p = fgPolarToCart(gc_lon, gc_lat, sl_radius+geod[2]);
-
- /* printf("A cart point is (%.8f, %.8f, %.8f)\n", p.x, p.y, p.z); */
-
- return(p);
+ /* printf(" Normal = %.2f %.2f %.2f\n", normal[0], normal[1], normal[2]);*/
}
/* Load a .obj file and generate the GL call list */
-GLint fgObjLoad(char *path) {
- char line[256];
- static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
- struct fgCartesianPoint p1, p2, p3, p4, ref;
+GLint fgObjLoad(char *path, struct fgCartesianPoint *ref) {
+ char line[256], winding_str[256];
+ double v1[3], v2[3], approx_normal[3], normal[3], dot_prod, scale, temp;
GLint area;
FILE *f;
- int first, ncount, n1, n2, n3, n4;
+ int first, ncount, vncount, n1, n2, n3, n4;
+ static int use_vertex_norms = 1;
+ int i, winding;
+ int last1, last2, odd;
if ( (f = fopen(path, "r")) == NULL ) {
printf("Cannot open file: %s\n", path);
- exit(-1);
+ /* exit(-1); */
+ return(0);
}
- area = glGenLists(1);
- glNewList(area, GL_COMPILE);
-
- /* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color ); */
- glColor3fv(color);
-
- glBegin(GL_TRIANGLE_STRIP);
+ area = xglGenLists(1);
+ xglNewList(area, GL_COMPILE);
first = 1;
ncount = 1;
+ vncount = 1;
while ( fgets(line, 250, f) != NULL ) {
if ( line[0] == '#' ) {
/* comment -- ignore */
- } else if ( line[0] == 'v' ) {
+ } else if ( line[0] == '\n' ) {
+ /* empty line -- ignore */
+ } else if ( strncmp(line, "v ", 2) == 0 ) {
/* node (vertex) */
if ( ncount < MAXNODES ) {
/* printf("vertex = %s", line); */
&nodes[ncount][0], &nodes[ncount][1], &nodes[ncount][2]);
if ( ncount == 1 ) {
/* first node becomes the reference point */
- ref = geod_to_cart(nodes[ncount]);
- scenery.center = ref;
+ ref->x = nodes[ncount][0];
+ ref->y = nodes[ncount][1];
+ ref->z = nodes[ncount][2];
+ /* scenery.center = ref; */
}
ncount++;
} else {
printf("Read too many nodes ... dying :-(\n");
exit(-1);
}
+ } else if ( strncmp(line, "vn ", 3) == 0 ) {
+ /* vertex normal */
+ if ( vncount < MAXNODES ) {
+ /* printf("vertex normal = %s", line); */
+ sscanf(line, "vn %f %f %f\n",
+ &normals[vncount][0], &normals[vncount][1],
+ &normals[vncount][2]);
+ vncount++;
+ } else {
+ printf("Read too many vertex normals ... dying :-(\n");
+ exit(-1);
+ }
+ } else if ( strncmp(line, "winding ", 8) == 0 ) {
+ sscanf(line+8, "%s", winding_str);
+ printf(" WINDING = %s\n", winding_str);
+
+ /* can't call xglFrontFace() between xglBegin() & xglEnd() */
+ xglEnd();
+ first = 1;
+
+ if ( strcmp(winding_str, "cw") == 0 ) {
+ xglFrontFace( GL_CW );
+ winding = 0;
+ } else {
+ glFrontFace ( GL_CCW );
+ winding = 1;
+ }
} else if ( line[0] == 't' ) {
/* start a new triangle strip */
if ( !first ) {
/* close out the previous structure and start the next */
- glEnd();
- glBegin(GL_TRIANGLE_STRIP);
+ xglEnd();
} else {
first = 0;
}
- printf("new tri strip = %s", line);
- sscanf(line, "t %d %d %d\n", &n1, &n2, &n3);
+ /* printf(" new tri strip = %s", line); */
+ sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
- p1 = geod_to_cart(nodes[n1]);
- p2 = geod_to_cart(nodes[n2]);
- p3 = geod_to_cart(nodes[n3]);
+ /* printf("(t) = "); */
- glNormal3d(0.0, 0.0, -1.0);
+ xglBegin(GL_TRIANGLE_STRIP);
- glVertex3d(p1.x - ref.x, p1.y - ref.y, p1.z - ref.z);
- glVertex3d(p2.x - ref.x, p2.y - ref.y, p2.z - ref.z);
- glVertex3d(p3.x - ref.x, p3.y - ref.y, p3.z - ref.z);
+ if ( winding ) {
+ odd = 1;
+ scale = 1.0;
+ } else {
+ odd = 0;
+ scale = 1.0;
+ }
+
+ if ( use_vertex_norms ) {
+ MAT3_SCALE_VEC(normal, normals[n1], scale);
+ xglNormal3dv(normal);
+ xglVertex3d(nodes[n1][0] - ref->x, nodes[n1][1] - ref->y,
+ nodes[n1][2] - ref->z);
+
+ MAT3_SCALE_VEC(normal, normals[n2], scale);
+ xglNormal3dv(normal);
+ xglVertex3d(nodes[n2][0] - ref->x, nodes[n2][1] - ref->y,
+ nodes[n2][2] - ref->z);
+
+ MAT3_SCALE_VEC(normal, normals[n3], scale);
+ xglNormal3dv(normal);
+ 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);
+ }
+ MAT3_SCALE_VEC(normal, approx_normal, scale);
+ xglNormal3dv(normal);
+
+ 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 ) {
- p4 = geod_to_cart(nodes[n4]);
- glVertex3d(p4.x - ref.x, p4.y - ref.y, p4.z - ref.z);
+ if ( use_vertex_norms ) {
+ MAT3_SCALE_VEC(normal, normals[n4], scale);
+ } else {
+ calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
+ MAT3_SCALE_VEC(normal, approx_normal, scale);
+ }
+ xglNormal3dv(normal);
+ xglVertex3d(nodes[n4][0] - ref->x, nodes[n4][1] - ref->y,
+ nodes[n4][2] - ref->z);
+
+ odd = 1 - odd;
+ last1 = n3;
+ last2 = n4;
+ }
+ } else if ( line[0] == 'f' ) {
+ /* unoptimized face */
+
+ if ( !first ) {
+ /* close out the previous structure and start the next */
+ xglEnd();
+ } else {
+ first = 0;
}
+
+ xglBegin(GL_TRIANGLES);
+
+ /* printf("new triangle = %s", line);*/
+ sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
+
+ 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[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 ( line[0] == 'q' ) {
/* continue a triangle strip */
n1 = n2 = 0;
- printf("continued tri strip = %s", line);
+ /* printf("continued tri strip = %s ", line); */
sscanf(line, "q %d %d\n", &n1, &n2);
- printf("read %d %d\n", n1, n2);
+ /* printf("read %d %d\n", n1, n2); */
+
+ if ( use_vertex_norms ) {
+ MAT3_SCALE_VEC(normal, normals[n1], scale);
+ xglNormal3dv(normal);
+ } else {
+ if ( odd ) {
+ calc_normal(nodes[last1], nodes[last2], nodes[n1],
+ approx_normal);
+ } else {
+ calc_normal(nodes[last2], nodes[last1], nodes[n1],
+ approx_normal);
+ }
+ MAT3_SCALE_VEC(normal, approx_normal, scale);
+ xglNormal3dv(normal);
+ }
- p1 = geod_to_cart(nodes[n1]);
- glVertex3d(p1.x - ref.x, p1.y - ref.y, p1.z - ref.z);
+ xglVertex3d(nodes[n1][0] - ref->x, nodes[n1][1] - ref->y,
+ nodes[n1][2] - ref->z);
+
+ odd = 1 - odd;
+ last1 = last2;
+ last2 = n1;
if ( n2 > 0 ) {
- p2 = geod_to_cart(nodes[n2]);
- glVertex3d(p2.x - ref.x, p2.y - ref.y, p2.z - ref.z);
+ /* printf(" (cont)\n"); */
+
+ if ( use_vertex_norms ) {
+ MAT3_SCALE_VEC(normal, normals[n2], scale);
+ xglNormal3dv(normal);
+ } else {
+ if ( odd ) {
+ calc_normal(nodes[last1], nodes[last2], nodes[n2],
+ approx_normal);
+ } else {
+ calc_normal(nodes[last2], nodes[last1], nodes[n2],
+ approx_normal);
+ }
+ MAT3_SCALE_VEC(normal, approx_normal, scale);
+ xglNormal3dv(normal);
+ }
+
+ xglVertex3d(nodes[n2][0] - ref->x, nodes[n2][1] - ref->y,
+ nodes[n2][2] - ref->z);
+
+ odd = 1 -odd;
+ last1 = last2;
+ last2 = n2;
}
} else {
printf("Unknown line in %s = %s\n", path, line);
}
}
- glEnd();
- glEndList();
+ xglEnd();
+
+ /* Draw normal vectors (for visually verifying normals)*/
+ /*
+ xglBegin(GL_LINES);
+ xglColor3f(0.0, 0.0, 0.0);
+ for ( i = 0; i < ncount; i++ ) {
+ xglVertex3d(nodes[i][0] - ref->x,
+ nodes[i][1] - ref->y,
+ nodes[i][2] - ref->z);
+ xglVertex3d(nodes[i][0] - ref->x + 500*normals[i][0],
+ nodes[i][1] - ref->y + 500*normals[i][1],
+ nodes[i][2] - ref->z + 500*normals[i][2]);
+ }
+ xglEnd();
+ */
+
+ xglFrontFace ( GL_CCW );
+
+ xglEndList();
fclose(f);
/* $Log$
-/* Revision 1.2 1997/10/30 12:38:45 curt
-/* Working on new scenery subsystem.
+/* Revision 1.18 1998/01/19 19:27:16 curt
+/* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
+/* This should simplify things tremendously.
/*
+ * Revision 1.17 1998/01/13 00:23:10 curt
+ * Initial changes to support loading and management of scenery tiles. Note,
+ * there's still a fair amount of work left to be done.
+ *
+ * Revision 1.16 1997/12/30 23:09:40 curt
+ * Worked on winding problem without luck, so back to calling glFrontFace()
+ * 3 times for each scenery area.
+ *
+ * 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.
+ *
+ * Revision 1.11 1997/12/15 23:55:01 curt
+ * Add xgl wrappers for debugging.
+ * Generate terrain normals on the fly.
+ *
+ * Revision 1.10 1997/12/12 21:41:28 curt
+ * More light/material property tweaking ... still a ways off.
+ *
+ * Revision 1.9 1997/12/12 19:52:57 curt
+ * Working on lightling and material properties.
+ *
+ * Revision 1.8 1997/12/10 01:19:51 curt
+ * Tweaks for verion 0.15 release.
+ *
+ * Revision 1.7 1997/12/08 22:51:17 curt
+ * Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
+ * admission of defeat. I will eventually go back and get all the stripes
+ * wound the same way (ccw).
+ *
+ * Revision 1.6 1997/11/25 19:25:35 curt
+ * Changes to integrate Durk's moon/sun code updates + clean up.
+ *
+ * Revision 1.5 1997/11/15 18:16:39 curt
+ * minor tweaks.
+ *
+ * Revision 1.4 1997/11/14 00:26:49 curt
+ * Transform scenery coordinates earlier in pipeline when scenery is being
+ * created, not when it is being loaded. Precalculate normals for each node
+ * as average of the normals of each containing polygon so Garoude shading is
+ * now supportable.
+ *
+ * Revision 1.3 1997/10/31 04:49:12 curt
+ * Tweaking vertex orders.
+ *
+ * Revision 1.2 1997/10/30 12:38:45 curt
+ * Working on new scenery subsystem.
+ *
* Revision 1.1 1997/10/28 21:14:54 curt
* Initial revision.
*