# include <math.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
+// #ifdef HAVE_WINDOWS_H
+// # include <windows.h>
+// #endif
#include <stdio.h>
#include <string.h>
-#include <GL/glut.h>
-#include <XGL/xgl.h>
+// #include <GL/glut.h>
+// #include <XGL/xgl.h>
// #if defined ( __sun__ )
// extern "C" void *memmove(void *, const void *, size_t);
#include <Include/compiler.h>
#include STL_STRING
-#include <map> // STL
-#include <ctype.h> // isdigit()
+#include <map> // STL
+#include <vector> // STL
+#include <ctype.h> // isdigit()
#include <Debug/logstream.hxx>
#include <Misc/fgstream.hxx>
#include "obj.hxx"
FG_USING_STD(string);
+FG_USING_STD(vector);
+
+
+typedef vector < int > int_list;
+typedef int_list::iterator int_list_iterator;
+typedef int_list::const_iterator int_point_list_iterator;
static double normals[FG_MAX_NODES][3];
}
-// Load a .obj file and build the GL fragment list
-int fgObjLoad( const string& path, FGTileEntry *t) {
+// Load a .obj file and build the fragment list
+ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
fgFRAGMENT fragment;
Point3D pp;
- double approx_normal[3], normal[3] /*, scale = 0.0 */;
+ double approx_normal[3] /*, normal[3], scale = 0.0 */;
// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
- GLint display_list = 0;
+ // GLint display_list = 0;
int shading;
- int in_fragment = 0, in_faces = 0, vncount, vtcount;
+ bool in_fragment = false, in_faces = false;
+ int vncount, vtcount;
int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
int tex;
int last1 = 0, last2 = 0, odd = 0;
Point3D node;
Point3D center;
double tex_width = 1000.0, tex_height = 1000.0;
+ bool shared_done = false;
+ int_list fan_vertices;
+ int_list fan_tex_coords;
+ int i;
+ ssgSimpleState *state = NULL;
- // printf("loading %s\n", path.c_str() );
+ ssgBranch *tile = new ssgBranch () ;
+ tile -> setName ( path.c_str() ) ;
// Attempt to open "path.gz" or "path"
fg_gzifstream in( path );
if ( ! in.is_open() ) {
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
- return 0;
+ return NULL;
}
shading = current_options.get_shading();
- in_fragment = 0;
+ in_fragment = false;
t->ncount = 0;
vncount = 0;
vtcount = 0;
while ( ! in.eof() ) {
#endif
-#ifdef __MWERKS__
+#if defined( MACOS )
in >> ::skipws;
#else
in >> skipws;
} else if ( token == "usemtl" ) {
// material property specification
- // series of individual triangles
- if ( in_faces ) {
- xglEnd();
+ // if first usemtl with shared_done = false, then set
+ // shared_done true and build the ssg shared lists
+ if ( ! shared_done ) {
+ // sanity check
+ if ( (int)nodes.size() != vncount ) {
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "Tile has mismatched nodes and normals: "
+ << path );
+ // exit(-1);
+ }
+ shared_done = true;
+
+ t->vtlist = new sgVec3 [ nodes.size() ];
+ t->vnlist = new sgVec3 [ vncount ];
+ t->tclist = new sgVec2 [ vtcount ];
+
+ for ( i = 0; i < (int)nodes.size(); ++i ) {
+ sgSetVec3( t->vtlist[i],
+ nodes[i][0], nodes[i][1], nodes[i][2] );
+ }
+ for ( i = 0; i < vncount; ++i ) {
+ sgSetVec3( t->vnlist[i],
+ normals[i][0],
+ normals[i][1],
+ normals[i][2] );
+ }
+ for ( i = 0; i < vtcount; ++i ) {
+ sgSetVec2( t->tclist[i],
+ tex_coords[i][0], tex_coords[i][1] );
+ }
}
+ // series of individual triangles
+ // if ( in_faces ) {
+ // xglEnd();
+ // }
+
// this also signals the start of a new fragment
if ( in_fragment ) {
// close out the previous structure and start the next
- xglEndList();
+ // xglEndList();
// printf("xglEnd(); xglEndList();\n");
// update fragment
- fragment.display_list = display_list;
+ // fragment.display_list = display_list;
// push this fragment onto the tile's object list
t->fragment_list.push_back(fragment);
} else {
- in_fragment = 1;
+ in_fragment = true;
}
// printf("start of fragment (usemtl)\n");
- display_list = xglGenLists(1);
- xglNewList(display_list, GL_COMPILE);
+ // display_list = xglGenLists(1);
+ // xglNewList(display_list, GL_COMPILE);
// printf("xglGenLists(); xglNewList();\n");
- in_faces = 0;
+ in_faces = false;
// reset the existing face list
// printf("cleaning a fragment with %d faces\n",
FGMaterial m = fragment.material_ptr->get_m();
tex_width = m.get_xsize();
tex_height = m.get_ysize();
+ state = fragment.material_ptr->get_state();
// cout << "(w) = " << tex_width << " (h) = "
// << tex_width << endl;
// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
- xglBegin(GL_TRIANGLE_STRIP);
+ // xglBegin(GL_TRIANGLE_STRIP);
// printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
odd = 1;
// Shading model is "GL_SMOOTH" so use precalculated
// (averaged) normals
// MAT3_SCALE_VEC(normal, normals[n1], scale);
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n1].get_n());
// MAT3_SCALE_VEC(normal, normals[n2], scale);
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n2].get_n());
// MAT3_SCALE_VEC(normal, normals[n3], scale);
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n3].get_n());
} else {
// Shading model is "GL_FLAT" so calculate per face
// normals on the fly.
nodes[n3], 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());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n1].get_n());
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n2].get_n());
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n3].get_n());
}
// printf("some normals, texcoords, and vertices\n");
approx_normal);
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n4], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n4].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n4].get_n());
odd = 1 - odd;
last1 = n3;
// triangle fan
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
- xglBegin(GL_TRIANGLE_FAN);
+ fan_vertices.clear();
+ fan_tex_coords.clear();
+
+ // xglBegin(GL_TRIANGLE_FAN);
in >> n1;
- xglNormal3dv(normals[n1]);
+ fan_vertices.push_back( n1 );
+ // xglNormal3dv(normals[n1]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
+ fan_tex_coords.push_back( tex );
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
pp = calc_tex_coords(nodes[n1], center);
}
- xglTexCoord2f(pp.x(), pp.y());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.x(), pp.y());
+ // xglVertex3dv(nodes[n1].get_n());
in >> n2;
- xglNormal3dv(normals[n2]);
+ fan_vertices.push_back( n2 );
+ // xglNormal3dv(normals[n2]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
+ fan_tex_coords.push_back( tex );
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
pp = calc_tex_coords(nodes[n2], center);
}
- xglTexCoord2f(pp.x(), pp.y());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.x(), pp.y());
+ // xglVertex3dv(nodes[n2].get_n());
// read all subsequent numbers until next thing isn't a number
while ( true ) {
}
in >> n3;
+ fan_vertices.push_back( n3 );
// cout << " triangle = "
// << n1 << "," << n2 << "," << n3
// << endl;
- xglNormal3dv(normals[n3]);
+ // xglNormal3dv(normals[n3]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
+ fan_tex_coords.push_back( tex );
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
pp = calc_tex_coords(nodes[n3], center);
}
- xglTexCoord2f(pp.x(), pp.y());
- xglVertex3dv(nodes[n3].get_n());
+ // xglTexCoord2f(pp.x(), pp.y());
+ // xglVertex3dv(nodes[n3].get_n());
fragment.add_face(n1, n2, n3);
n2 = n3;
}
- xglEnd();
+ // xglEnd();
+
+ // build the ssg entity
+ unsigned short *vindex =
+ new unsigned short [ fan_vertices.size() ];
+ unsigned short *tindex =
+ new unsigned short [ fan_tex_coords.size() ];
+ for ( i = 0; i < (int)fan_vertices.size(); ++i ) {
+ vindex[i] = fan_vertices[i];
+ }
+ for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
+ tindex[i] = fan_tex_coords[i];
+ }
+ ssgLeaf *leaf =
+ new ssgVTable ( GL_TRIANGLE_FAN,
+ fan_vertices.size(), vindex, t->vtlist,
+ fan_vertices.size(), vindex, t->vnlist,
+ fan_tex_coords.size(), tindex, t->tclist,
+ 0, NULL, NULL ) ;
+ leaf->setState( state );
+
+ tile->addKid( leaf );
+
} else if ( token == "f" ) {
// unoptimized face
if ( !in_faces ) {
- xglBegin(GL_TRIANGLES);
+ // xglBegin(GL_TRIANGLES);
// printf("xglBegin(triangles)\n");
- in_faces = 1;
+ in_faces = true;
}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
fragment.add_face(n1, n2, n3);
// xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
- xglNormal3dv(normals[n1]);
+ // xglNormal3dv(normals[n1]);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n1].get_n());
- xglNormal3dv(normals[n2]);
+ // xglNormal3dv(normals[n2]);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n2].get_n());
- xglNormal3dv(normals[n3]);
+ // xglNormal3dv(normals[n3]);
pp = calc_tex_coords(nodes[n3], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n3].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n3].get_n());
// printf("some normals, texcoords, and vertices (tris)\n");
} else if ( token == "q" ) {
// continue a triangle strip
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n1].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n1].get_n());
// printf("a normal, texcoord, and vertex (4th)\n");
odd = 1 - odd;
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
- xglNormal3dv(normal);
+ // xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], center);
- xglTexCoord2f(pp.lon(), pp.lat());
- xglVertex3dv(nodes[n2].get_n());
+ // xglTexCoord2f(pp.lon(), pp.lat());
+ // xglVertex3dv(nodes[n2].get_n());
// printf("a normal, texcoord, and vertex (4th)\n");
odd = 1 -odd;
if ( in_fragment ) {
// close out the previous structure and start the next
- xglEnd();
- xglEndList();
+ // xglEnd();
+ // xglEndList();
// printf("xglEnd(); xglEndList();\n");
// update fragment
- fragment.display_list = display_list;
+ // fragment.display_list = display_list;
// push this fragment onto the tile's object list
t->fragment_list.push_back(fragment);
"Loaded " << path << " in "
<< stopwatch.elapsedSeconds() << " seconds" );
- return 1;
+ return tile;
}