X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FObjects%2Fobj.cxx;h=38729da3f1fb2f230960eb652d055106abcaf5b0;hb=243b73c10b5385374a2d4bdfe48e5a85521c0bb3;hp=4b41122f45caf6a70d71520c17dcc9d59fb18cc8;hpb=858f17b323a3c553dfa70195449fae594bff3e53;p=flightgear.git diff --git a/src/Objects/obj.cxx b/src/Objects/obj.cxx index 4b41122f4..38729da3f 100644 --- a/src/Objects/obj.cxx +++ b/src/Objects/obj.cxx @@ -29,14 +29,14 @@ # include #endif -#ifdef HAVE_WINDOWS_H -# include -#endif +// #ifdef HAVE_WINDOWS_H +// # include +// #endif #include #include -#include -#include +// #include +// #include // #if defined ( __sun__ ) // extern "C" void *memmove(void *, const void *, size_t); @@ -134,14 +134,14 @@ static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) { } -// Load a .obj file and build the GL fragment list +// 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; bool in_fragment = false, in_faces = false; int vncount, vtcount; @@ -158,13 +158,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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(); @@ -179,16 +180,19 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { StopWatch stopwatch; stopwatch.start(); - ssgBranch *tile = new ssgBranch () ; - tile -> setName ( path.c_str() ) ; - // ignore initial comments and blank lines. (priming the pump) // in >> skipcomment; - string line; + // string line; + + string token; + char c; +#ifdef __MWERKS__ + while ( in.get(c) && c != '\0' ) { + in.putback(c); +#else while ( ! in.eof() ) { - string token; - char c; +#endif #if defined( MACOS ) in >> ::skipws; @@ -223,6 +227,13 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // 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() ]; @@ -246,18 +257,18 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { } // series of individual triangles - if ( in_faces ) { - xglEnd(); - } + // 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); @@ -267,8 +278,8 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // 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 = false; @@ -372,7 +383,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // 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; @@ -382,22 +393,22 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // 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. @@ -409,19 +420,19 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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"); @@ -454,10 +465,10 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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; @@ -471,11 +482,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { fan_vertices.clear(); fan_tex_coords.clear(); - xglBegin(GL_TRIANGLE_FAN); + // xglBegin(GL_TRIANGLE_FAN); in >> n1; fan_vertices.push_back( n1 ); - xglNormal3dv(normals[n1]); + // xglNormal3dv(normals[n1]); if ( in.get( c ) && c == '/' ) { in >> tex; fan_tex_coords.push_back( tex ); @@ -485,12 +496,12 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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; fan_vertices.push_back( n2 ); - xglNormal3dv(normals[n2]); + // xglNormal3dv(normals[n2]); if ( in.get( c ) && c == '/' ) { in >> tex; fan_tex_coords.push_back( tex ); @@ -500,8 +511,8 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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 ) { @@ -523,7 +534,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // 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 ); @@ -533,14 +544,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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 = @@ -567,7 +578,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // unoptimized face if ( !in_faces ) { - xglBegin(GL_TRIANGLES); + // xglBegin(GL_TRIANGLES); // printf("xglBegin(triangles)\n"); in_faces = true; } @@ -577,20 +588,20 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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 @@ -635,11 +646,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { } // 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; @@ -669,11 +680,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { } // 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; @@ -697,12 +708,12 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { 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);