X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FObjects%2Fobj.cxx;h=38729da3f1fb2f230960eb652d055106abcaf5b0;hb=243b73c10b5385374a2d4bdfe48e5a85521c0bb3;hp=6172ac69281d5f71fbb0c5f415c28420616d04ec;hpb=c90db01dc8d5462a3da22771ffa7c96f5ea31217;p=flightgear.git diff --git a/src/Objects/obj.cxx b/src/Objects/obj.cxx index 6172ac692..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); @@ -46,8 +46,9 @@ #include #include STL_STRING -#include // STL -#include // isdigit() +#include // STL +#include // STL +#include // isdigit() #include #include @@ -64,6 +65,12 @@ #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]; @@ -127,16 +134,17 @@ static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) { } -// 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; @@ -144,19 +152,25 @@ int fgObjLoad( const string& path, FGTileEntry *t) { 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; @@ -180,7 +194,7 @@ int fgObjLoad( const string& path, FGTileEntry *t) { while ( ! in.eof() ) { #endif -#ifdef __MWERKS__ +#if defined( MACOS ) in >> ::skipws; #else in >> skipws; @@ -210,32 +224,64 @@ int fgObjLoad( const string& path, FGTileEntry *t) { } 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", @@ -259,6 +305,7 @@ int fgObjLoad( const string& path, FGTileEntry *t) { 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; @@ -336,7 +383,7 @@ int 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; @@ -346,22 +393,22 @@ int 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. @@ -373,19 +420,19 @@ int 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"); @@ -418,10 +465,10 @@ int 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; @@ -432,33 +479,40 @@ int fgObjLoad( const string& path, FGTileEntry *t) { // 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 ) { @@ -476,33 +530,57 @@ int fgObjLoad( const string& path, FGTileEntry *t) { } 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);*/ @@ -510,20 +588,20 @@ int 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 @@ -568,11 +646,11 @@ int 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; @@ -602,11 +680,11 @@ int 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; @@ -630,12 +708,12 @@ int 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); @@ -663,7 +741,7 @@ int fgObjLoad( const string& path, FGTileEntry *t) { "Loaded " << path << " in " << stopwatch.elapsedSeconds() << " seconds" ); - return 1; + return tile; }