--- /dev/null
+noinst_LIBRARIES = libObjects.a
+
+libObjects_a_SOURCES = \
+ fragment.cxx fragment.hxx \
+ material.cxx material.hxx \
+ obj.cxx obj.hxx \
+ texload.c texload.h
+
+INCLUDES += -I$(top_builddir) -I$(top_builddir)/Lib -I$(top_builddir)/Simulator
--- /dev/null
+// fragment.cxx -- routines to handle "atomic" display objects
+//
+// Written by Curtis Olson, started August 1998.
+//
+// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+// (Log is kept at end of this file)
+
+
+#include <Include/fg_constants.h>
+#include <Include/fg_types.h>
+#include <Math/mat3.h>
+#include <Scenery/tile.hxx>
+
+#include "fragment.hxx"
+
+
+// return the sign of a value
+#define FG_SIGN( x ) ((x) < 0 ? -1 : 1)
+
+// return min or max of two values
+#define FG_MIN(A,B) ((A) < (B) ? (A) : (B))
+#define FG_MAX(A,B) ((A) > (B) ? (A) : (B))
+
+
+fgFACE :: fgFACE () :
+ n1(0), n2(0), n3(0)
+{
+}
+
+fgFACE :: ~fgFACE()
+{
+}
+
+fgFACE :: fgFACE( const fgFACE & image ) :
+ n1( image.n1), n2( image.n2), n3( image.n3)
+{
+}
+
+bool fgFACE :: operator < (const fgFACE & rhs )
+{
+ return ( n1 < rhs.n1 ? true : false);
+}
+
+bool fgFACE :: operator == (const fgFACE & rhs )
+{
+ return ((n1 == rhs.n1) && (n2 == rhs.n2) && ( n3 == rhs.n3));
+}
+
+
+// Constructor
+fgFRAGMENT::fgFRAGMENT ( void ) {
+}
+
+
+// Copy constructor
+fgFRAGMENT :: fgFRAGMENT ( const fgFRAGMENT & rhs ) :
+ center ( rhs.center ),
+ bounding_radius( rhs.bounding_radius ),
+ material_ptr ( rhs.material_ptr ),
+ tile_ptr ( rhs.tile_ptr ),
+ display_list ( rhs.display_list ),
+ faces ( rhs.faces ),
+ num_faces ( rhs.num_faces )
+{
+}
+
+fgFRAGMENT & fgFRAGMENT :: operator = ( const fgFRAGMENT & rhs )
+{
+ if(!(this == &rhs )) {
+ center = rhs.center;
+ bounding_radius = rhs.bounding_radius;
+ material_ptr = rhs.material_ptr;
+ tile_ptr = rhs.tile_ptr;
+ // display_list = rhs.display_list;
+ faces = rhs.faces;
+ }
+ return *this;
+}
+
+
+// Add a face to the face list
+void fgFRAGMENT::add_face(int n1, int n2, int n3) {
+ fgFACE face;
+
+ face.n1 = n1;
+ face.n2 = n2;
+ face.n3 = n3;
+
+ faces.push_back(face);
+ num_faces++;
+}
+
+
+// return the minimum of the three values
+static double fg_min3 (double a, double b, double c)
+{
+ return (a > b ? FG_MIN (b, c) : FG_MIN (a, c));
+}
+
+
+// return the maximum of the three values
+static double fg_max3 (double a, double b, double c)
+{
+ return (a < b ? FG_MAX (b, c) : FG_MAX (a, c));
+}
+
+
+// test if line intesects with this fragment. p0 and p1 are the two
+// line end points of the line. If side_flag is true, check to see
+// that end points are on opposite sides of face. Returns 1 if it
+// intersection found, 0 otherwise. If it intesects, result is the
+// point of intersection
+
+int fgFRAGMENT::intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
+ fgPoint3d *result)
+{
+ fgTILE *t;
+ fgFACE face;
+ MAT3vec v1, v2, n, center;
+ double p1[3], p2[3], p3[3];
+ double x, y, z; // temporary holding spot for result
+ double a, b, c, d;
+ double x0, y0, z0, x1, y1, z1, a1, b1, c1;
+ double t1, t2, t3;
+ double xmin, xmax, ymin, ymax, zmin, zmax;
+ double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
+ int side1, side2;
+ list < fgFACE > :: iterator current;
+ list < fgFACE > :: iterator last;
+
+ // find the associated tile
+ t = tile_ptr;
+
+ // printf("Intersecting\n");
+
+ // traverse the face list for this fragment
+ current = faces.begin();
+ last = faces.end();
+ while ( current != last ) {
+ face = *current;
+ current++;
+
+ // printf(".");
+
+ // get face vertex coordinates
+ center[0] = t->center.x;
+ center[1] = t->center.y;
+ center[2] = t->center.z;
+
+ MAT3_ADD_VEC(p1, t->nodes[face.n1], center);
+ MAT3_ADD_VEC(p2, t->nodes[face.n2], center);
+ MAT3_ADD_VEC(p3, t->nodes[face.n3], center);
+
+ // printf("point 1 = %.2f %.2f %.2f\n", p1[0], p1[1], p1[2]);
+ // printf("point 2 = %.2f %.2f %.2f\n", p2[0], p2[1], p2[2]);
+ // printf("point 3 = %.2f %.2f %.2f\n", p3[0], p3[1], p3[2]);
+
+ // calculate two edge vectors, and the face normal
+ MAT3_SUB_VEC(v1, p2, p1);
+ MAT3_SUB_VEC(v2, p3, p1);
+ MAT3cross_product(n, v1, v2);
+
+ // calculate the plane coefficients for the plane defined by
+ // this face. If n is the normal vector, n = (a, b, c) and p1
+ // is a point on the plane, p1 = (x0, y0, z0), then the
+ // equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
+ a = n[0];
+ b = n[1];
+ c = n[2];
+ d = a * p1[0] + b * p1[1] + c * p1[2];
+ // printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
+
+ // printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
+ // printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
+ // printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
+
+ // calculate the line coefficients for the specified line
+ x0 = end0->x; x1 = end1->x;
+ y0 = end0->y; y1 = end1->y;
+ z0 = end0->z; z1 = end1->z;
+
+ if ( fabs(x1 - x0) > FG_EPSILON ) {
+ a1 = 1.0 / (x1 - x0);
+ } else {
+ // we got a big divide by zero problem here
+ a1 = 0.0;
+ }
+ b1 = y1 - y0;
+ c1 = z1 - z0;
+
+ // intersect the specified line with this plane
+ t1 = b * b1 * a1;
+ t2 = c * c1 * a1;
+
+ // printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
+
+ if ( fabs(a + t1 + t2) > FG_EPSILON ) {
+ x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
+ t3 = a1 * (x - x0);
+ y = b1 * t3 + y0;
+ z = c1 * t3 + z0;
+ // printf("result(d) = %.2f\n", a * x + b * y + c * z);
+ } else {
+ // no intersection point
+ continue;
+ }
+
+ if ( side_flag ) {
+ // check to see if end0 and end1 are on opposite sides of
+ // plane
+ if ( (x - x0) > FG_EPSILON ) {
+ t1 = x;
+ t2 = x0;
+ t3 = x1;
+ } else if ( (y - y0) > FG_EPSILON ) {
+ t1 = y;
+ t2 = y0;
+ t3 = y1;
+ } else if ( (z - z0) > FG_EPSILON ) {
+ t1 = z;
+ t2 = z0;
+ t3 = z1;
+ } else {
+ // everything is too close together to tell the difference
+ // so the current intersection point should work as good
+ // as any
+ result->x = x;
+ result->y = y;
+ result->z = z;
+ return(1);
+ }
+ side1 = FG_SIGN (t1 - t2);
+ side2 = FG_SIGN (t1 - t3);
+ if ( side1 == side2 ) {
+ // same side, punt
+ continue;
+ }
+ }
+
+ // check to see if intersection point is in the bounding
+ // cube of the face
+#ifdef XTRA_DEBUG_STUFF
+ xmin = fg_min3 (p1[0], p2[0], p3[0]);
+ xmax = fg_max3 (p1[0], p2[0], p3[0]);
+ ymin = fg_min3 (p1[1], p2[1], p3[1]);
+ ymax = fg_max3 (p1[1], p2[1], p3[1]);
+ zmin = fg_min3 (p1[2], p2[2], p3[2]);
+ zmax = fg_max3 (p1[2], p2[2], p3[2]);
+ printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
+ xmin, ymin, zmin, xmax, ymax, zmax);
+#endif
+ // punt if outside bouding cube
+ if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
+ continue;
+ } else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
+ continue;
+ } else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
+ continue;
+ } else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
+ continue;
+ } else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
+ continue;
+ } else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
+ continue;
+ }
+
+ // (finally) check to see if the intersection point is
+ // actually inside this face
+
+ //first, drop the smallest dimension so we only have to work
+ //in 2d.
+ dx = xmax - xmin;
+ dy = ymax - ymin;
+ dz = zmax - zmin;
+ min_dim = fg_min3 (dx, dy, dz);
+ if ( fabs(min_dim - dx) <= FG_EPSILON ) {
+ // x is the smallest dimension
+ x1 = p1[1];
+ y1 = p1[2];
+ x2 = p2[1];
+ y2 = p2[2];
+ x3 = p3[1];
+ y3 = p3[2];
+ rx = y;
+ ry = z;
+ } else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
+ // y is the smallest dimension
+ x1 = p1[0];
+ y1 = p1[2];
+ x2 = p2[0];
+ y2 = p2[2];
+ x3 = p3[0];
+ y3 = p3[2];
+ rx = x;
+ ry = z;
+ } else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
+ // z is the smallest dimension
+ x1 = p1[0];
+ y1 = p1[1];
+ x2 = p2[0];
+ y2 = p2[1];
+ x3 = p3[0];
+ y3 = p3[1];
+ rx = x;
+ ry = y;
+ } else {
+ // all dimensions are really small so lets call it close
+ // enough and return a successful match
+ result->x = x;
+ result->y = y;
+ result->z = z;
+ return(1);
+ }
+
+ // check if intersection point is on the same side of p1 <-> p2 as p3
+ t1 = (y1 - y2) / (x1 - x2);
+ side1 = FG_SIGN (t1 * ((x3) - x2) + y2 - (y3));
+ side2 = FG_SIGN (t1 * ((rx) - x2) + y2 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 1 check\n");
+ continue;
+ }
+
+ // check if intersection point is on correct side of p2 <-> p3 as p1
+ t1 = (y2 - y3) / (x2 - x3);
+ side1 = FG_SIGN (t1 * ((x1) - x3) + y3 - (y1));
+ side2 = FG_SIGN (t1 * ((rx) - x3) + y3 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 2 check\n");
+ continue;
+ }
+
+ // check if intersection point is on correct side of p1 <-> p3 as p2
+ t1 = (y1 - y3) / (x1 - x3);
+ side1 = FG_SIGN (t1 * ((x2) - x3) + y3 - (y2));
+ side2 = FG_SIGN (t1 * ((rx) - x3) + y3 - (ry));
+ if ( side1 != side2 ) {
+ // printf("failed side 3 check\n");
+ continue;
+ }
+
+ // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
+ result->x = x;
+ result->y = y;
+ result->z = z;
+ return(1);
+ }
+
+ // printf("\n");
+
+ return(0);
+}
+
+
+// Destructor
+fgFRAGMENT::~fgFRAGMENT ( void ) {
+ // Step through the face list deleting the items until the list is
+ // empty
+
+ // printf("destructing a fragment with %d faces\n", faces.size());
+
+ while ( faces.size() ) {
+ // printf("emptying face list\n");
+ faces.pop_front();
+ }
+}
+
+
+// equality operator
+bool fgFRAGMENT :: operator == ( const fgFRAGMENT & rhs)
+{
+ if(( center.x - rhs.center.x ) < FG_EPSILON) {
+ if(( center.y - rhs.center.y) < FG_EPSILON) {
+ if(( center.z - rhs.center.z) < FG_EPSILON) {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+// comparison operator
+bool fgFRAGMENT :: operator < ( const fgFRAGMENT &rhs)
+{
+ // This is completely arbitrary. It satisfies RW's STL implementation
+
+ return bounding_radius < rhs.bounding_radius;
+}
+
+
+// $Log$
+// Revision 1.1 1998/08/25 16:51:23 curt
+// Moved from ../Scenery
+//
+//
+
--- /dev/null
+// fragment.hxx -- routines to handle "atomic" display objects
+//
+// Written by Curtis Olson, started August 1998.
+//
+// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+// (Log is kept at end of this file)
+
+
+#ifndef _FRAGMENT_HXX
+#define _FRAGMENT_HXX
+
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <GL/glut.h>
+#include <XGL/xgl.h>
+
+#if defined ( __sun__ )
+extern "C" void *memmove(void *, const void *, size_t);
+extern "C" void *memset(void *, int, size_t);
+#endif
+
+#include <list> // STL list
+
+#include <Bucket/bucketutils.h>
+#include <Include/fg_types.h>
+#include <Math/mat3.h>
+
+#ifdef NEEDNAMESPACESTD
+using namespace std;
+#endif
+
+
+// Maximum nodes per tile
+#define MAX_NODES 2000
+
+
+// Forward declarations
+class fgTILE;
+class fgMATERIAL;
+
+
+class fgFACE {
+public:
+ int n1, n2, n3;
+
+ fgFACE();
+ ~fgFACE();
+ fgFACE( const fgFACE & image );
+ bool operator < ( const fgFACE & rhs );
+ bool operator == ( const fgFACE & rhs );
+};
+
+
+// Object fragment data class
+class fgFRAGMENT {
+
+public:
+ // culling data for this object fragment (fine grain culling)
+ fgPoint3d center;
+ double bounding_radius;
+
+ // variable offset data for this object fragment for this frame
+ // fgCartesianPoint3d tile_offset;
+
+ // saved transformation matrix for this fragment (used by renderer)
+ // GLfloat matrix[16];
+
+ // tile_ptr & material_ptr are set so that when we traverse the
+ // list of fragments we can quickly reference back the tile or
+ // material property this fragment is assigned to.
+
+ // material property pointer
+ fgMATERIAL *material_ptr;
+
+ // tile pointer
+ fgTILE *tile_ptr;
+
+ // OpenGL display list for fragment data
+ GLint display_list;
+
+ // face list (this indexes into the master tile vertex list)
+ list < fgFACE > faces;
+
+ // number of faces in this fragment
+ int num_faces;
+
+ // Add a face to the face list
+ void add_face(int n1, int n2, int n3);
+
+ // test if line intesects with this fragment. p0 and p1 are the
+ // two line end points of the line. If side_flag is true, check
+ // to see that end points are on opposite sides of face. Returns
+ // 1 if it intersection found, 0 otherwise. If it intesects,
+ // result is the point of intersection
+ int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
+ fgPoint3d *result);
+
+ // Constructors
+ fgFRAGMENT ();
+ fgFRAGMENT ( const fgFRAGMENT &image );
+
+ // Destructor
+ ~fgFRAGMENT ( );
+
+ // operators
+ fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
+ bool operator == ( const fgFRAGMENT & rhs );
+ bool operator < ( const fgFRAGMENT & rhs );
+};
+
+
+#endif // _FRAGMENT_HXX
+
+
+// $Log$
+// Revision 1.1 1998/08/25 16:51:23 curt
+// Moved from ../Scenery
+//
+//
--- /dev/null
+// material.cxx -- class to handle material properties
+//
+// Written by Curtis Olson, started May 1998.
+//
+// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+// (Log is kept at end of this file)
+
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <GL/glut.h>
+#include <XGL/xgl.h>
+
+#include <string.h>
+
+#include <Debug/fg_debug.h>
+#include <Include/fg_zlib.h>
+#include <Main/options.hxx>
+
+#include "material.hxx"
+#include "texload.h"
+
+// global material management class
+fgMATERIAL_MGR material_mgr;
+
+
+// Constructor
+fgMATERIAL::fgMATERIAL ( void ) {
+}
+
+
+// Sorting routines
+void fgMATERIAL::init_sort_list( void ) {
+}
+
+
+int fgMATERIAL::append_sort_list( fgFRAGMENT *object ) {
+ return(0);
+}
+
+
+// Destructor
+fgMATERIAL::~fgMATERIAL ( void ) {
+}
+
+
+// Constructor
+fgMATERIAL_MGR::fgMATERIAL_MGR ( void ) {
+}
+
+
+// Load a library of material properties
+int fgMATERIAL_MGR::load_lib ( void ) {
+ fgMATERIAL m;
+ char material_name[256];
+ char mpath[256], fg_mpath[256], tpath[256], fg_tpath[256];
+ char line[256], *line_ptr, value[256];
+ GLubyte *texbuf;
+ fgFile f;
+ int width, height;
+ int alpha;
+
+ // build the path name to the material db
+ current_options.get_fg_root(mpath);
+ strcat(mpath, "/Scenery/");
+ strcat(mpath, "Materials");
+ strcpy(fg_mpath, mpath);
+ strcat(fg_mpath, ".gz");
+
+ // first try "path.gz"
+ if ( (f = fgopen(fg_mpath, "rb")) == NULL ) {
+ // next try "path"
+ if ( (f = fgopen(mpath, "rb")) == NULL ) {
+ fgPrintf(FG_GENERAL, FG_EXIT, "Cannot open file: %s\n", mpath);
+ }
+ }
+
+ while ( fggets(f, line, 250) != NULL ) {
+ // printf("%s", line);
+
+ // strip leading white space
+ line_ptr = line;
+ while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ) &&
+ (line_ptr[0] != '\n') ) {
+ line_ptr++;
+
+ }
+
+ if ( line_ptr[0] == '#' ) {
+ // ignore lines that start with '#'
+ } else if ( line_ptr[0] == '\n' ) {
+ // ignore blank lines
+ } else if ( strstr(line_ptr, "{") ) {
+ // start of record
+ alpha = 0;
+ m.ambient[0] = m.ambient[1] = m.ambient[2] = m.ambient[3] = 0.0;
+ m.diffuse[0] = m.diffuse[1] = m.diffuse[2] = m.diffuse[3] = 0.0;
+ m.specular[0] = m.specular[1] = m.specular[2] = m.specular[3] = 0.0;
+ m.emissive[0] = m.emissive[1] = m.emissive[2] = m.emissive[3] = 0.0;
+
+ material_name[0] = '\0';
+ sscanf(line_ptr, "%s", material_name);
+ if ( ! strlen(material_name) ) {
+ fgPrintf( FG_TERRAIN, FG_INFO, "Bad material name in '%s'\n",
+ line );
+ }
+ printf(" Loading material = %s\n", material_name);
+ } else if ( strncmp(line_ptr, "alpha", 5) == 0 ) {
+ line_ptr += 5;
+ while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
+ (line_ptr[0] == '=') ) &&
+ (line_ptr[0] != '\n') ) {
+ line_ptr++;
+ }
+ sscanf(line_ptr, "%s\n", value);
+ if ( strcmp(value, "no") == 0 ) {
+ alpha = 0;
+ } else if ( strcmp(value, "yes") == 0 ) {
+ alpha = 1;
+ } else {
+ fgPrintf( FG_TERRAIN, FG_INFO, "Bad alpha value '%s'\n", line );
+ }
+ } else if ( (strncmp(line_ptr, "texture", 7) == 0) &&
+ !current_options.get_textures() ) {
+ // do nothing
+ } else if ( strncmp(line_ptr, "texture", 7) == 0 ) {
+ line_ptr += 7;
+ while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
+ (line_ptr[0] == '=') ) &&
+ (line_ptr[0] != '\n') ) {
+ line_ptr++;
+ }
+ // printf("texture name = %s\n", line_ptr);
+ sscanf(line_ptr, "%s\n", m.texture_name);
+
+ // create the texture object and bind it
+#ifdef GL_VERSION_1_1
+ xglGenTextures(1, &m.texture_id);
+ xglBindTexture(GL_TEXTURE_2D, m.texture_id);
+#elif GL_EXT_texture_object
+ xglGenTexturesEXT(1, &m.texture_id);
+ xglBindTextureEXT(GL_TEXTURE_2D, m.texture_id);
+#else
+# error port me
+#endif
+
+ // set the texture parameters for this texture
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR );
+ // xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ // GL_NEAREST_MIPMAP_NEAREST );
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ /* GL_LINEAR */
+ /* GL_NEAREST_MIPMAP_LINEAR */
+ GL_LINEAR_MIPMAP_LINEAR ) ;
+
+ /* load in the texture data */
+ current_options.get_fg_root(tpath);
+ strcat(tpath, "/Textures/");
+ strcat(tpath, m.texture_name);
+ strcat(tpath, ".rgb");
+
+ if ( alpha == 0 ) {
+ // load rgb texture
+
+ // Try uncompressed
+ if ( (texbuf = read_rgb_texture(tpath, &width, &height))
+ == NULL ) {
+ // Try compressed
+ strcpy(fg_tpath, tpath);
+ strcat(fg_tpath, ".gz");
+ if ( (texbuf = read_rgb_texture(fg_tpath, &width, &height))
+ == NULL ) {
+ fgPrintf( FG_GENERAL, FG_EXIT,
+ "Error in loading texture %s\n", tpath );
+ return(0);
+ }
+ }
+
+ /* xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, texbuf); */
+
+ gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, width, height,
+ GL_RGB, GL_UNSIGNED_BYTE, texbuf );
+ } else if ( alpha == 1 ) {
+ // load rgba (alpha) texture
+
+ // Try uncompressed
+ if ( (texbuf = read_alpha_texture(tpath, &width, &height))
+ == NULL ) {
+ // Try compressed
+ strcpy(fg_tpath, tpath);
+ strcat(fg_tpath, ".gz");
+ if ((texbuf = read_alpha_texture(fg_tpath, &width, &height))
+ == NULL ) {
+ fgPrintf( FG_GENERAL, FG_EXIT,
+ "Error in loading texture %s\n", tpath );
+ return(0);
+ }
+ }
+
+ xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, texbuf);
+ }
+
+ } else if ( strncmp(line_ptr, "ambient", 7) == 0 ) {
+ line_ptr += 7;
+ while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
+ (line_ptr[0] == '=') ) &&
+ (line_ptr[0] != '\n') ) {
+ line_ptr++;
+ }
+ sscanf( line_ptr, "%f %f %f %f",
+ &m.ambient[0], &m.ambient[1], &m.ambient[2], &m.ambient[3]);
+ } else if ( strncmp(line_ptr, "diffuse", 7) == 0 ) {
+ line_ptr += 7;
+ while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
+ (line_ptr[0] == '=') ) &&
+ (line_ptr[0] != '\n') ) {
+ line_ptr++;
+ }
+ sscanf( line_ptr, "%f %f %f %f",
+ &m.diffuse[0], &m.diffuse[1], &m.diffuse[2], &m.diffuse[3]);
+ } else if ( strncmp(line_ptr, "specular", 8) == 0 ) {
+ line_ptr += 8;
+ while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
+ (line_ptr[0] == '=') ) &&
+ (line_ptr[0] != '\n') ) {
+ line_ptr++;
+ }
+ sscanf( line_ptr, "%f %f %f %f",
+ &m.specular[0], &m.specular[1],
+ &m.specular[2], &m.specular[3]);
+ } else if ( strncmp(line_ptr, "emissive", 8) == 0 ) {
+ line_ptr += 8;
+ while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
+ (line_ptr[0] == '=') ) &&
+ (line_ptr[0] != '\n') ) {
+ line_ptr++;
+ }
+ sscanf( line_ptr, "%f %f %f %f",
+ &m.emissive[0], &m.emissive[1],
+ &m.emissive[2], &m.emissive[3]);
+ } else if ( line_ptr[0] == '}' ) {
+ // end of record, lets add this one to the list
+ material_mgr.material_map[material_name] = m;
+ } else {
+ fgPrintf(FG_TERRAIN, FG_INFO,
+ "Unknown line in material properties file\n");
+ }
+ }
+
+ fgclose(f);
+
+ return(1);
+}
+
+
+// Initialize the transient list of fragments for each material property
+void fgMATERIAL_MGR::init_transient_material_lists( void ) {
+ map < string, fgMATERIAL, less<string> > :: iterator mapcurrent =
+ material_mgr.material_map.begin();
+ map < string, fgMATERIAL, less<string> > :: iterator maplast =
+ material_mgr.material_map.end();
+
+ while ( mapcurrent != maplast ) {
+ // (char *)key = (*mapcurrent).first;
+ // (fgMATERIAL)value = (*mapcurrent).second;
+ (*mapcurrent).second.list_size = 0;
+
+ *mapcurrent++;
+ }
+}
+
+
+// Destructor
+fgMATERIAL_MGR::~fgMATERIAL_MGR ( void ) {
+}
+
+
+// $Log$
+// Revision 1.1 1998/08/25 16:51:24 curt
+// Moved from ../Scenery
+//
+// Revision 1.13 1998/08/24 20:11:39 curt
+// Tweaks ...
+//
+// Revision 1.12 1998/08/12 21:41:27 curt
+// Need to negate the test for textures so that textures aren't loaded when
+// they are disabled rather than visa versa ... :-)
+//
+// Revision 1.11 1998/08/12 21:13:03 curt
+// material.cxx: don't load textures if they are disabled
+// obj.cxx: optimizations from Norman Vine
+// tile.cxx: minor tweaks
+// tile.hxx: addition of num_faces
+// tilemgr.cxx: minor tweaks
+//
+// Revision 1.10 1998/07/24 21:42:06 curt
+// material.cxx: whups, double method declaration with no definition.
+// obj.cxx: tweaks to avoid errors in SGI's CC.
+// tile.cxx: optimizations by Norman Vine.
+// tilemgr.cxx: optimizations by Norman Vine.
+//
+// Revision 1.9 1998/07/13 21:01:57 curt
+// Wrote access functions for current fgOPTIONS.
+//
+// Revision 1.8 1998/07/08 14:47:20 curt
+// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
+// polare3d.h renamed to polar3d.hxx
+// fg{Cartesian,Polar}Point3d consolodated.
+// Added some initial support for calculating local current ground elevation.
+//
+// Revision 1.7 1998/07/04 00:54:28 curt
+// Added automatic mipmap generation.
+//
+// When rendering fragments, use saved model view matrix from associated tile
+// rather than recalculating it with push() translate() pop().
+//
+// Revision 1.6 1998/06/27 16:54:59 curt
+// Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use
+// "EXT" versions of texture management routines.
+//
+// Revision 1.5 1998/06/17 21:36:39 curt
+// Load and manage multiple textures defined in the Materials library.
+// Boost max material fagments for each material property to 800.
+// Multiple texture support when rendering.
+//
+// Revision 1.4 1998/06/12 00:58:04 curt
+// Build only static libraries.
+// Declare memmove/memset for Sloaris.
+//
+// Revision 1.3 1998/06/05 22:39:53 curt
+// Working on sorting by, and rendering by material properties.
+//
+// Revision 1.2 1998/06/01 17:56:20 curt
+// Incremental additions to material.cxx (not fully functional)
+// Tweaked vfc_ratio math to avoid divide by zero.
+//
+// Revision 1.1 1998/05/30 01:56:45 curt
+// Added material.cxx material.hxx
+//
--- /dev/null
+// material.hxx -- class to handle material properties
+//
+// Written by Curtis Olson, started May 1998.
+//
+// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+// (Log is kept at end of this file)
+
+
+#ifndef _MATERIAL_HXX
+#define _MATERIAL_HXX
+
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <GL/glut.h>
+#include <XGL/xgl.h>
+
+#if defined ( __sun__ )
+extern "C" void *memmove(void *, const void *, size_t);
+extern "C" void *memset(void *, int, size_t);
+#endif
+
+#include <string> // Standard C++ string library
+#include <map> // STL associative "array"
+
+#ifdef NEEDNAMESPACESTD
+using namespace std;
+#endif
+
+#include "fragment.hxx"
+
+
+#define FG_MAX_MATERIAL_FRAGS 800
+
+
+// Material property class
+class fgMATERIAL {
+
+public:
+ // OpenGL texture name
+ GLuint texture_id;
+
+ // file name of texture
+ char texture_name[256];
+
+ // material properties
+ GLfloat ambient[4], diffuse[4], specular[4], emissive[4];
+ GLint texture_ptr;
+
+ // transient list of objects with this material type (used for sorting
+ // by material to reduce GL state changes when rendering the scene
+ fgFRAGMENT * list[FG_MAX_MATERIAL_FRAGS];
+ int list_size;
+
+ // Constructor
+ fgMATERIAL ( void );
+
+ // Sorting routines
+ void init_sort_list( void );
+ int append_sort_list( fgFRAGMENT *object );
+
+ // Destructor
+ ~fgMATERIAL ( void );
+};
+
+
+// Material management class
+class fgMATERIAL_MGR {
+
+public:
+
+ // associative array of materials
+ map < string, fgMATERIAL, less<string> > material_map;
+
+ // Constructor
+ fgMATERIAL_MGR ( void );
+
+ // Load a library of material properties
+ int load_lib ( void );
+
+ // Initialize the transient list of fragments for each material property
+ void init_transient_material_lists( void );
+
+ // Destructor
+ ~fgMATERIAL_MGR ( void );
+};
+
+
+// global material management class
+extern fgMATERIAL_MGR material_mgr;
+
+
+#endif // _MATERIAL_HXX
+
+
+// $Log$
+// Revision 1.1 1998/08/25 16:51:24 curt
+// Moved from ../Scenery
+//
+// Revision 1.10 1998/07/24 21:42:06 curt
+// material.cxx: whups, double method declaration with no definition.
+// obj.cxx: tweaks to avoid errors in SGI's CC.
+// tile.cxx: optimizations by Norman Vine.
+// tilemgr.cxx: optimizations by Norman Vine.
+//
+// Revision 1.9 1998/07/06 21:34:33 curt
+// Added using namespace std for compilers that support this.
+//
+// Revision 1.8 1998/06/17 21:36:39 curt
+// Load and manage multiple textures defined in the Materials library.
+// Boost max material fagments for each material property to 800.
+// Multiple texture support when rendering.
+//
+// Revision 1.7 1998/06/12 00:58:04 curt
+// Build only static libraries.
+// Declare memmove/memset for Sloaris.
+//
+// Revision 1.6 1998/06/06 01:09:31 curt
+// I goofed on the log message in the last commit ... now fixed.
+//
+// Revision 1.5 1998/06/06 01:07:17 curt
+// Increased per material fragment list size from 100 to 400.
+// Now correctly draw viewable fragments in per material order.
+//
+// Revision 1.4 1998/06/05 22:39:53 curt
+// Working on sorting by, and rendering by material properties.
+//
+// Revision 1.3 1998/06/03 00:47:50 curt
+// No .h for STL includes.
+// Minor view culling optimizations.
+//
+// Revision 1.2 1998/06/01 17:56:20 curt
+// Incremental additions to material.cxx (not fully functional)
+// Tweaked vfc_ratio math to avoid divide by zero.
+//
+// Revision 1.1 1998/05/30 01:56:45 curt
+// Added material.cxx material.hxx
+//
--- /dev/null
+// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
+//
+// Written by Curtis Olson, started October 1997.
+//
+// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+// (Log is kept at end of this file)
+
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <stdio.h>
+#include <string.h>
+#include <GL/glut.h>
+#include <XGL/xgl.h>
+
+#if defined ( __sun__ )
+extern "C" void *memmove(void *, const void *, size_t);
+extern "C" void *memset(void *, int, size_t);
+#endif
+
+#include <string> // Standard C++ library
+#include <map> // STL
+
+#ifdef NEEDNAMESPACESTD
+using namespace std;
+#endif
+
+#include <Debug/fg_debug.h>
+#include <Include/fg_constants.h>
+#include <Include/fg_zlib.h>
+#include <Main/options.hxx>
+#include <Math/mat3.h>
+#include <Math/fg_random.h>
+#include <Math/polar3d.hxx>
+#include <Scenery/tile.hxx>
+
+#include "material.hxx"
+#include "obj.hxx"
+
+
+static double normals[MAX_NODES][3];
+
+
+// given three points defining a triangle, calculate the normal
+static void calc_normal(double p1[3], double p2[3],
+ double p3[3], double normal[3])
+{
+ double v1[3], v2[3];
+ double temp;
+
+ 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];
+
+ MAT3cross_product(normal, v1, v2);
+ MAT3_NORMALIZE_VEC(normal,temp);
+
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
+ // normal[0], normal[1], normal[2]);
+}
+
+
+#define FG_TEX_CONSTANT 128.0
+
+
+// Calculate texture coordinates for a given point.
+fgPoint3d calc_tex_coords(double *node, fgPoint3d *ref) {
+ fgPoint3d cp;
+ fgPoint3d pp;
+
+ cp.x = node[0] + ref->x;
+ cp.y = node[1] + ref->y;
+ cp.z = node[2] + ref->z;
+
+ pp = fgCartToPolar3d(cp);
+
+ pp.lon = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lon, 25.0);
+ pp.lat = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lat, 25.0);
+
+ return(pp);
+}
+
+
+// Load a .obj file and build the GL fragment list
+int fgObjLoad(char *path, fgTILE *t) {
+ fgFRAGMENT fragment;
+ fgPoint3d pp;
+ char fgpath[256], line[256], material[256];
+ double approx_normal[3], normal[3], scale;
+ // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
+ // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
+ GLint display_list;
+ fgFile f;
+ int shading;
+ int in_fragment, in_faces, vncount, n1, n2, n3, n4;
+ int last1, last2, odd;
+ double (*nodes)[3];
+ fgPoint3d *center;
+
+ // First try "path.gz" (compressed format)
+ strcpy(fgpath, path);
+ strcat(fgpath, ".gz");
+ if ( (f = fgopen(fgpath, "rb")) == NULL ) {
+ // Next try "path" (uncompressed format)
+ strcpy(fgpath, path);
+ if ( (f = fgopen(fgpath, "rb")) == NULL ) {
+ // Next try "path.obj" (uncompressed format)
+ strcat(fgpath, ".gz");
+ if ( (f = fgopen(fgpath, "rb")) == NULL ) {
+ strcpy(fgpath, path);
+ fgPrintf( FG_TERRAIN, FG_ALERT,
+ "Cannot open file: %s\n", fgpath );
+ return(0);
+ }
+ }
+ }
+
+ shading = current_options.get_shading();
+
+ in_fragment = 0;
+ t->ncount = 1;
+ vncount = 1;
+ t->bounding_radius = 0.0;
+ nodes = t->nodes;
+ center = &t->center;
+
+ while ( fggets(f, line, 250) != NULL ) {
+ if ( line[0] == '#' ) {
+ // comment -- ignore
+ } else if ( line[0] == '\n' ) {
+ // empty line -- ignore
+ } else if ( strncmp(line, "gbs ", 4) == 0 ) {
+ // reference point (center offset)
+ sscanf(line, "gbs %lf %lf %lf %lf\n",
+ &t->center.x, &t->center.y, &t->center.z,
+ &t->bounding_radius);
+ } else if ( strncmp(line, "bs ", 3) == 0 ) {
+ // reference point (center offset)
+ sscanf(line, "bs %lf %lf %lf %lf\n",
+ &fragment.center.x, &fragment.center.y, &fragment.center.z,
+ &fragment.bounding_radius);
+ } else if ( strncmp(line, "v ", 2) == 0 ) {
+ // node (vertex)
+ if ( t->ncount < MAX_NODES ) {
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line);
+ sscanf(line, "v %lf %lf %lf\n",
+ &(t->nodes[t->ncount][0]), &(t->nodes[t->ncount][1]),
+ &(t->nodes[t->ncount][2]));
+
+ t->ncount++;
+
+ } else {
+ fgPrintf( FG_TERRAIN, FG_EXIT,
+ "Read too many nodes ... dying :-(\n");
+ }
+ } else if ( strncmp(line, "vn ", 3) == 0 ) {
+ // vertex normal
+ if ( vncount < MAX_NODES ) {
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex normal = %s", line);
+ sscanf(line, "vn %lf %lf %lf\n",
+ &normals[vncount][0], &normals[vncount][1],
+ &normals[vncount][2]);
+ vncount++;
+ } else {
+ fgPrintf( FG_TERRAIN, FG_EXIT,
+ "Read too many vertex normals ... dying :-(\n");
+ }
+ } else if ( strncmp(line, "usemtl ", 7) == 0 ) {
+ // material property specification
+
+ // this also signals the start of a new fragment
+ if ( in_fragment ) {
+ // close out the previous structure and start the next
+ xglEnd();
+ xglEndList();
+
+ // update fragment
+ fragment.display_list = display_list;
+
+ // push this fragment onto the tile's object list
+ t->fragment_list.push_back(fragment);
+ } else {
+ in_fragment = 1;
+ }
+
+ display_list = xglGenLists(1);
+ xglNewList(display_list, GL_COMPILE);
+ in_faces = 0;
+
+ // reset the existing face list
+ // printf("cleaning a fragment with %d faces\n",
+ // fragment.faces.size());
+ while ( fragment.faces.size() ) {
+ // printf("emptying face list\n");
+ fragment.faces.pop_front();
+ }
+
+ // scan the material line
+ sscanf(line, "usemtl %s\n", material);
+
+ // give the fragment a pointer back to the tile
+ fragment.tile_ptr = t;
+
+ // find this material in the properties list
+ map < string, fgMATERIAL, less<string> > :: iterator myfind =
+ material_mgr.material_map.find(material);
+ if ( myfind == material_mgr.material_map.end() ) {
+ fgPrintf( FG_TERRAIN, FG_ALERT,
+ "Ack! unknown usemtl name = %s in %s\n",
+ material, path);
+ } else {
+ fragment.material_ptr = &((*myfind).second);
+ }
+
+ // initialize the fragment transformation matrix
+ /*
+ for ( i = 0; i < 16; i++ ) {
+ fragment.matrix[i] = 0.0;
+ }
+ fragment.matrix[0] = fragment.matrix[5] =
+ fragment.matrix[10] = fragment.matrix[15] = 1.0;
+ */
+
+ // initialize fragment face counter
+ fragment.num_faces = 0;
+
+ } else if ( line[0] == 't' ) {
+ // start a new triangle strip
+
+ n1 = n2 = n3 = n4 = 0;
+
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s", line);
+ sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
+
+ fragment.add_face(n1, n2, n3);
+
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
+
+ xglBegin(GL_TRIANGLE_STRIP);
+
+ odd = 1;
+ scale = 1.0;
+
+ if ( shading ) {
+ // Shading model is "GL_SMOOTH" so use precalculated
+ // (averaged) normals
+ MAT3_SCALE_VEC(normal, normals[n1], scale);
+ xglNormal3dv(normal);
+ pp = calc_tex_coords(nodes[n1], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
+ xglVertex3dv(nodes[n1]);
+
+ MAT3_SCALE_VEC(normal, normals[n2], scale);
+ xglNormal3dv(normal);
+ pp = calc_tex_coords(nodes[n2], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ //xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
+ xglVertex3dv(nodes[n2]);
+
+ MAT3_SCALE_VEC(normal, normals[n3], scale);
+ xglNormal3dv(normal);
+ pp = calc_tex_coords(nodes[n3], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
+ xglVertex3dv(nodes[n3]);
+ } else {
+ // Shading model is "GL_FLAT" so calculate per face
+ // normals on the fly.
+ 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);
+
+ pp = calc_tex_coords(nodes[n1], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
+ xglVertex3dv(nodes[n1]);
+
+ pp = calc_tex_coords(nodes[n2], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
+ xglVertex3dv(nodes[n2]);
+
+ pp = calc_tex_coords(nodes[n3], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
+ xglVertex3dv(nodes[n3]);
+ }
+
+ odd = 1 - odd;
+ last1 = n2;
+ last2 = n3;
+
+ if ( n4 > 0 ) {
+ fragment.add_face(n3, n2, n4);
+
+ if ( shading ) {
+ // Shading model is "GL_SMOOTH"
+ MAT3_SCALE_VEC(normal, normals[n4], scale);
+ } else {
+ // Shading model is "GL_FLAT"
+ calc_normal(nodes[n3], nodes[n2], nodes[n4],
+ approx_normal);
+ MAT3_SCALE_VEC(normal, approx_normal, scale);
+ }
+ xglNormal3dv(normal);
+ pp = calc_tex_coords(nodes[n4], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n4][0],t->nodes[n4][1],t->nodes[n4][2]);
+ xglVertex3dv(nodes[n4]);
+
+ odd = 1 - odd;
+ last1 = n3;
+ last2 = n4;
+ }
+ } else if ( line[0] == 'f' ) {
+ // unoptimized face
+
+ if ( !in_faces ) {
+ xglBegin(GL_TRIANGLES);
+ in_faces = 1;
+ }
+
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
+ sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
+
+ fragment.add_face(n1, n2, n3);
+
+ // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
+ xglNormal3dv(normals[n1]);
+ pp = calc_tex_coords(nodes[n1], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
+ xglVertex3dv(nodes[n1]);
+
+ // xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
+ xglNormal3dv(normals[n2]);
+ pp = calc_tex_coords(nodes[n2], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
+ xglVertex3dv(nodes[n2]);
+
+ // xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
+ xglNormal3dv(normals[n3]);
+ pp = calc_tex_coords(nodes[n3], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
+ xglVertex3dv(nodes[n3]);
+ } else if ( line[0] == 'q' ) {
+ // continue a triangle strip
+ n1 = n2 = 0;
+
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
+ // line);
+ sscanf(line, "q %d %d\n", &n1, &n2);
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
+
+ if ( odd ) {
+ fragment.add_face(last1, last2, n1);
+ } else {
+ fragment.add_face(last2, last1, n1);
+ }
+
+ if ( shading ) {
+ // Shading model is "GL_SMOOTH"
+ MAT3_SCALE_VEC(normal, normals[n1], scale);
+ xglNormal3dv(normal);
+ } else {
+ // Shading model is "GL_FLAT"
+ 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);
+ }
+
+ pp = calc_tex_coords(nodes[n1], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
+ xglVertex3dv(nodes[n1]);
+
+ odd = 1 - odd;
+ last1 = last2;
+ last2 = n1;
+
+ if ( n2 > 0 ) {
+ // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
+
+ if ( odd ) {
+ fragment.add_face(last1, last2, n2);
+ } else {
+ fragment.add_face(last2, last1, n2);
+ }
+
+ if ( shading ) {
+ // Shading model is "GL_SMOOTH"
+ MAT3_SCALE_VEC(normal, normals[n2], scale);
+ xglNormal3dv(normal);
+ } else {
+ // Shading model is "GL_FLAT"
+ 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);
+ }
+
+ pp = calc_tex_coords(nodes[n2], center);
+ xglTexCoord2f(pp.lon, pp.lat);
+ // xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
+ xglVertex3dv(nodes[n2]);
+
+ odd = 1 -odd;
+ last1 = last2;
+ last2 = n2;
+ }
+ } else {
+ fgPrintf( FG_TERRAIN, FG_WARN, "Unknown line in %s = %s\n",
+ path, line);
+ }
+ }
+
+ if ( in_fragment ) {
+ // close out the previous structure and start the next
+ xglEnd();
+ xglEndList();
+
+ // update fragment
+ fragment.display_list = display_list;
+
+ // push this fragment onto the tile's object list
+ t->fragment_list.push_back(fragment);
+ }
+
+ // Draw normal vectors (for visually verifying normals)
+ /*
+ xglBegin(GL_LINES);
+ xglColor3f(0.0, 0.0, 0.0);
+ for ( i = 0; i < t->ncount; i++ ) {
+ xglVertex3d(t->nodes[i][0],
+ t->nodes[i][1] ,
+ t->nodes[i][2]);
+ xglVertex3d(t->nodes[i][0] + 500*normals[i][0],
+ t->nodes[i][1] + 500*normals[i][1],
+ t->nodes[i][2] + 500*normals[i][2]);
+ }
+ xglEnd();
+ */
+
+ fgclose(f);
+
+ return(1);
+}
+
+
+// $Log$
+// Revision 1.1 1998/08/25 16:51:25 curt
+// Moved from ../Scenery
+//
+// Revision 1.23 1998/08/20 15:16:43 curt
+// obj.cxx: use more explicit parenthases.
+// texload.[ch]: use const in function definitions where appropriate.
+//
+// Revision 1.22 1998/08/20 15:12:03 curt
+// Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
+// the need for "void" pointers and casts.
+// Quick hack to count the number of scenery polygons that are being drawn.
+//
+// Revision 1.21 1998/08/12 21:13:04 curt
+// material.cxx: don't load textures if they are disabled
+// obj.cxx: optimizations from Norman Vine
+// tile.cxx: minor tweaks
+// tile.hxx: addition of num_faces
+// tilemgr.cxx: minor tweaks
+//
+// Revision 1.20 1998/07/24 21:42:07 curt
+// material.cxx: whups, double method declaration with no definition.
+// obj.cxx: tweaks to avoid errors in SGI's CC.
+// tile.cxx: optimizations by Norman Vine.
+// tilemgr.cxx: optimizations by Norman Vine.
+//
+// Revision 1.19 1998/07/13 21:01:58 curt
+// Wrote access functions for current fgOPTIONS.
+//
+// Revision 1.18 1998/07/12 03:18:27 curt
+// Added ground collision detection. This involved:
+// - saving the entire vertex list for each tile with the tile records.
+// - saving the face list for each fragment with the fragment records.
+// - code to intersect the current vertical line with the proper face in
+// an efficient manner as possible.
+// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
+//
+// Revision 1.17 1998/07/08 14:47:21 curt
+// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
+// polare3d.h renamed to polar3d.hxx
+// fg{Cartesian,Polar}Point3d consolodated.
+// Added some initial support for calculating local current ground elevation.
+//
+// Revision 1.16 1998/07/06 21:34:33 curt
+// Added using namespace std for compilers that support this.
+//
+// Revision 1.15 1998/07/04 00:54:28 curt
+// Added automatic mipmap generation.
+//
+// When rendering fragments, use saved model view matrix from associated tile
+// rather than recalculating it with push() translate() pop().
+//
+// Revision 1.14 1998/06/17 21:36:40 curt
+// Load and manage multiple textures defined in the Materials library.
+// Boost max material fagments for each material property to 800.
+// Multiple texture support when rendering.
+//
+// Revision 1.13 1998/06/12 00:58:05 curt
+// Build only static libraries.
+// Declare memmove/memset for Sloaris.
+//
+// Revision 1.12 1998/06/08 17:57:54 curt
+// Working first pass at material proporty sorting.
+//
+// Revision 1.11 1998/06/06 01:09:31 curt
+// I goofed on the log message in the last commit ... now fixed.
+//
+// Revision 1.10 1998/06/06 01:07:17 curt
+// Increased per material fragment list size from 100 to 400.
+// Now correctly draw viewable fragments in per material order.
+//
+// Revision 1.9 1998/06/05 22:39:54 curt
+// Working on sorting by, and rendering by material properties.
+//
+// Revision 1.8 1998/06/05 18:19:18 curt
+// Recognize file, file.gz, and file.obj as scenery object files.
+//
+// Revision 1.7 1998/05/24 02:49:09 curt
+// Implimented fragment level view frustum culling.
+//
+// Revision 1.6 1998/05/23 14:09:20 curt
+// Added tile.cxx and tile.hxx.
+// Working on rewriting the tile management system so a tile is just a list
+// fragments, and the fragment record contains the display list for that
+// fragment.
+//
+// Revision 1.5 1998/05/20 20:53:53 curt
+// Moved global ref point and radius (bounding sphere info, and offset) to
+// data file rather than calculating it on the fly.
+// Fixed polygon winding problem in scenery generation stage rather than
+// compensating for it on the fly.
+// Made a fgTILECACHE class.
+//
+// Revision 1.4 1998/05/16 13:09:57 curt
+// Beginning to add support for view frustum culling.
+// Added some temporary code to calculate bouding radius, until the
+// scenery generation tools and scenery can be updated.
+//
+// Revision 1.3 1998/05/03 00:48:01 curt
+// Updated texture coordinate fmod() parameter.
+//
+// Revision 1.2 1998/05/02 01:52:14 curt
+// Playing around with texture coordinates.
+//
+// Revision 1.1 1998/04/30 12:35:28 curt
+// Added a command line rendering option specify smooth/flat shading.
+//
+// Revision 1.35 1998/04/28 21:43:26 curt
+// Wrapped zlib calls up so we can conditionally comment out zlib support.
+//
+// Revision 1.34 1998/04/28 01:21:42 curt
+// Tweaked texture parameter calculations to keep the number smaller. This
+// avoids the "swimming" problem.
+// Type-ified fgTIME and fgVIEW.
+//
+// Revision 1.33 1998/04/27 15:58:15 curt
+// Screwing around with texture coordinate generation ... still needs work.
+//
+// Revision 1.32 1998/04/27 03:30:13 curt
+// Minor transformation adjustments to try to keep scenery tiles closer to
+// (0, 0, 0) GLfloats run out of precision at the distances we need to model
+// the earth, but we can do a bunch of pre-transformations using double math
+// and then cast to GLfloat once everything is close in where we have less
+// precision problems.
+//
+// Revision 1.31 1998/04/25 15:09:57 curt
+// Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32.
+//
+// Revision 1.30 1998/04/24 14:21:08 curt
+// Added "file.obj.gz" support.
+//
+// Revision 1.29 1998/04/24 00:51:07 curt
+// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
+// Tweaked the scenery file extentions to be "file.obj" (uncompressed)
+// or "file.obz" (compressed.)
+//
+// Revision 1.28 1998/04/22 13:22:44 curt
+// C++ - ifing the code a bit.
+//
+// Revision 1.27 1998/04/18 04:13:17 curt
+// Added zlib on the fly decompression support for loading scenery objects.
+//
+// Revision 1.26 1998/04/03 22:11:36 curt
+// Converting to Gnu autoconf system.
+//
+// Revision 1.25 1998/03/14 00:30:50 curt
+// Beginning initial terrain texturing experiments.
+//
+// Revision 1.24 1998/02/09 21:30:18 curt
+// Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
+//
+// Revision 1.23 1998/02/09 15:07:52 curt
+// Minor tweaks.
+//
+// Revision 1.22 1998/02/01 03:39:54 curt
+// Minor tweaks.
+//
+// Revision 1.21 1998/01/31 00:43:25 curt
+// Added MetroWorks patches from Carmen Volpe.
+//
+// Revision 1.20 1998/01/29 00:51:39 curt
+// First pass at tile cache, dynamic tile loading and tile unloading now works.
+//
+// Revision 1.19 1998/01/27 03:26:42 curt
+// Playing with new fgPrintf command.
+//
+// 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.
+
+
--- /dev/null
+// obj.hxx -- routines to handle WaveFront .obj-ish format files.
+//
+// Written by Curtis Olson, started October 1997.
+//
+// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+// (Log is kept at end of this file)
+
+
+#ifndef _OBJ_HXX
+#define _OBJ_HXX
+
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <GL/glut.h>
+
+#include <Include/fg_types.h>
+
+#include <Scenery/tile.hxx>
+
+
+// Load a .obj file and build the GL fragment list
+int fgObjLoad(char *path, fgTILE *tile);
+
+
+#endif // _OBJ_HXX
+
+
+// $Log$
+// Revision 1.1 1998/08/25 16:51:26 curt
+// Moved from ../Scenery
+//
+// Revision 1.4 1998/05/24 02:49:10 curt
+// Implimented fragment level view frustum culling.
+//
+// Revision 1.3 1998/05/23 14:09:21 curt
+// Added tile.cxx and tile.hxx.
+// Working on rewriting the tile management system so a tile is just a list
+// fragments, and the fragment record contains the display list for that
+// fragment.
+//
+// Revision 1.2 1998/05/02 01:52:15 curt
+// Playing around with texture coordinates.
+//
+// Revision 1.1 1998/04/30 12:35:29 curt
+// Added a command line rendering option specify smooth/flat shading.
+//
+// Revision 1.11 1998/04/25 22:06:31 curt
+// Edited cvs log messages in source files ... bad bad bad!
+//
+// Revision 1.10 1998/04/24 00:51:07 curt
+// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
+// Tweaked the scenery file extentions to be "file.obj" (uncompressed)
+// or "file.obz" (compressed.)
+//
+// Revision 1.9 1998/04/22 13:22:45 curt
+// C++ - ifing the code a bit.
+//
+// Revision 1.8 1998/04/21 17:02:43 curt
+// Prepairing for C++ integration.
+//
+// Revision 1.7 1998/04/03 22:11:37 curt
+// Converting to Gnu autoconf system.
+//
+// Revision 1.6 1998/01/31 00:43:25 curt
+// Added MetroWorks patches from Carmen Volpe.
+//
+// Revision 1.5 1998/01/27 00:48:03 curt
+// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
+// system and commandline/config file processing code.
+//
+// Revision 1.4 1998/01/22 02:59:41 curt
+// Changed #ifdef FILE_H to #ifdef _FILE_H
+//
+// Revision 1.3 1998/01/19 19:27:17 curt
+// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
+// This should simplify things tremendously.
+//
+// Revision 1.2 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 1.1 1997/10/28 21:14:55 curt
+// Initial revision.
+
--- /dev/null
+
+/* texture.c - by David Blythe, SGI */
+
+/* texload is a simplistic routine for reading an SGI .rgb image file. */
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <Include/fg_zlib.h>
+
+#include "texload.h"
+
+typedef struct _ImageRec {
+ unsigned short imagic;
+ unsigned short type;
+ unsigned short dim;
+ unsigned short xsize, ysize, zsize;
+ unsigned int min, max;
+ unsigned int wasteBytes;
+ char name[80];
+ unsigned long colorMap;
+ fgFile file;
+ unsigned char *tmp;
+ unsigned long rleEnd;
+ unsigned int *rowStart;
+ int *rowSize;
+} ImageRec;
+
+void
+rgbtorgb(unsigned char *r,unsigned char *g,unsigned char *b,unsigned char *l,int n) {
+ while(n--) {
+ l[0] = r[0];
+ l[1] = g[0];
+ l[2] = b[0];
+ l += 3; r++; g++; b++;
+ }
+}
+
+static void
+ConvertShort(unsigned short *array, unsigned int length) {
+ unsigned short b1, b2;
+ unsigned char *ptr;
+
+ ptr = (unsigned char *)array;
+ while (length--) {
+ b1 = *ptr++;
+ b2 = *ptr++;
+ *array++ = (b1 << 8) | (b2);
+ }
+}
+
+static void
+ConvertUint(unsigned *array, unsigned int length) {
+ unsigned int b1, b2, b3, b4;
+ unsigned char *ptr;
+
+ ptr = (unsigned char *)array;
+ while (length--) {
+ b1 = *ptr++;
+ b2 = *ptr++;
+ b3 = *ptr++;
+ b4 = *ptr++;
+ *array++ = (b1 << 24) | (b2 << 16) | (b3 << 8) | (b4);
+ }
+}
+
+static ImageRec *ImageOpen(const char *fileName)
+{
+ union {
+ int testWord;
+ char testByte[4];
+ } endianTest;
+
+ ImageRec *image;
+ int swapFlag;
+ int x;
+
+ endianTest.testWord = 1;
+ if (endianTest.testByte[0] == 1) {
+ swapFlag = 1;
+ } else {
+ swapFlag = 0;
+ }
+
+ image = (ImageRec *)malloc(sizeof(ImageRec));
+ if (image == NULL) {
+ fprintf(stderr, "Out of memory!\n");
+ exit(1);
+ }
+ if ((image->file = fgopen(fileName, "rb")) == NULL) {
+ return NULL;
+ }
+
+ // fread(image, 1, 12, image->file);
+ fgread(image->file, image, 12);
+
+ if (swapFlag) {
+ ConvertShort(&image->imagic, 6);
+ }
+
+ image->tmp = (unsigned char *)malloc(image->xsize*256);
+ if (image->tmp == NULL) {
+ fprintf(stderr, "\nOut of memory!\n");
+ exit(1);
+ }
+
+ if ((image->type & 0xFF00) == 0x0100) {
+ x = image->ysize * image->zsize * (int) sizeof(unsigned);
+ image->rowStart = (unsigned *)malloc(x);
+ image->rowSize = (int *)malloc(x);
+ if (image->rowStart == NULL || image->rowSize == NULL) {
+ fprintf(stderr, "\nOut of memory!\n");
+ exit(1);
+ }
+ image->rleEnd = 512 + (2 * x);
+ fgseek(image->file, 512, SEEK_SET);
+ // fread(image->rowStart, 1, x, image->file);
+ fgread(image->file, image->rowStart, x);
+ // fread(image->rowSize, 1, x, image->file);
+ fgread(image->file, image->rowSize, x);
+ if (swapFlag) {
+ ConvertUint(image->rowStart, x/(int) sizeof(unsigned));
+ ConvertUint((unsigned *)image->rowSize, x/(int) sizeof(int));
+ }
+ }
+ return image;
+}
+
+static void
+ImageClose(ImageRec *image) {
+ fgclose(image->file);
+ free(image->tmp);
+ free(image);
+}
+
+static void
+ImageGetRow(ImageRec *image, unsigned char *buf, int y, int z) {
+ unsigned char *iPtr, *oPtr, pixel;
+ int count;
+
+ if ((image->type & 0xFF00) == 0x0100) {
+ fgseek(image->file, (long) image->rowStart[y+z*image->ysize], SEEK_SET);
+ // fread(image->tmp, 1, (unsigned int)image->rowSize[y+z*image->ysize],
+ // image->file);
+ fgread(image->file, image->tmp,
+ (unsigned int)image->rowSize[y+z*image->ysize]);
+
+ iPtr = image->tmp;
+ oPtr = buf;
+ for (;;) {
+ pixel = *iPtr++;
+ count = (int)(pixel & 0x7F);
+ if (!count) {
+ return;
+ }
+ if (pixel & 0x80) {
+ while (count--) {
+ *oPtr++ = *iPtr++;
+ }
+ } else {
+ pixel = *iPtr++;
+ while (count--) {
+ *oPtr++ = pixel;
+ }
+ }
+ }
+ } else {
+ fgseek(image->file, 512+(y*image->xsize)+(z*image->xsize*image->ysize),
+ SEEK_SET);
+ // fread(buf, 1, image->xsize, image->file);
+ fgread(image->file, buf, image->xsize);
+ }
+}
+
+GLubyte *
+read_alpha_texture(const char *name, int *width, int *height)
+{
+ unsigned char *base, *lptr;
+ ImageRec *image;
+ int y;
+
+ image = ImageOpen(name);
+ if(!image) {
+ return NULL;
+ }
+
+ (*width)=image->xsize;
+ (*height)=image->ysize;
+
+ printf("image->zsize = %d\n", image->zsize);
+
+ if (image->zsize != 1) {
+ ImageClose(image);
+ return NULL;
+ }
+
+ base = (unsigned char *)malloc(image->xsize*image->ysize*sizeof(unsigned char));
+ lptr = base;
+ for(y=0; y<image->ysize; y++) {
+ ImageGetRow(image,lptr,y,0);
+ lptr += image->xsize;
+ }
+ ImageClose(image);
+
+ return (unsigned char *) base;
+}
+
+GLubyte *
+read_rgb_texture(const char *name, int *width, int *height)
+{
+ unsigned char *base, *ptr;
+ unsigned char *rbuf, *gbuf, *bbuf, *abuf;
+ ImageRec *image;
+ int y;
+
+ image = ImageOpen(name);
+
+ if(!image)
+ return NULL;
+ (*width)=image->xsize;
+ (*height)=image->ysize;
+ if (image->zsize != 3 && image->zsize != 4) {
+ ImageClose(image);
+ return NULL;
+ }
+
+ base = (unsigned char*)malloc(image->xsize*image->ysize*sizeof(unsigned int)*3);
+ rbuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
+ gbuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
+ bbuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
+ abuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
+ if(!base || !rbuf || !gbuf || !bbuf || !abuf) {
+ if (base) free(base);
+ if (rbuf) free(rbuf);
+ if (gbuf) free(gbuf);
+ if (bbuf) free(bbuf);
+ if (abuf) free(abuf);
+ return NULL;
+ }
+ ptr = base;
+ for(y=0; y<image->ysize; y++) {
+ if(image->zsize == 4) {
+ ImageGetRow(image,rbuf,y,0);
+ ImageGetRow(image,gbuf,y,1);
+ ImageGetRow(image,bbuf,y,2);
+ ImageGetRow(image,abuf,y,3); /* Discard. */
+ rgbtorgb(rbuf,gbuf,bbuf,ptr,image->xsize);
+ ptr += (image->xsize * 3);
+ } else {
+ ImageGetRow(image,rbuf,y,0);
+ ImageGetRow(image,gbuf,y,1);
+ ImageGetRow(image,bbuf,y,2);
+ rgbtorgb(rbuf,gbuf,bbuf,ptr,image->xsize);
+ ptr += (image->xsize * 3);
+ }
+ }
+ ImageClose(image);
+ free(rbuf);
+ free(gbuf);
+ free(bbuf);
+ free(abuf);
+
+ return (GLubyte *) base;
+}
--- /dev/null
+
+/* Copyright (c) Mark J. Kilgard, 1997. */
+
+/* This program is freely distributable without licensing fees
+ and is provided without guarantee or warrantee expressed or
+ implied. This program is -not- in the public domain. */
+
+
+#ifndef _TEXLOAD_H
+#define _TEXLOAD_H
+
+
+#include <GL/glut.h>
+
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+extern GLubyte *read_alpha_texture(const char *name, int *width, int *height);
+extern GLubyte * read_rgb_texture(const char *name, int *width, int *height);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif /* _TEXLOAD_H */