simgear/scene/material/Makefile \
simgear/scene/model/Makefile \
simgear/scene/sky/Makefile \
- simgear/scene/sky/clouds3d/Makefile \
simgear/scene/tgdb/Makefile \
simgear/screen/Makefile \
simgear/serial/Makefile \
includedir = @includedir@/scene/sky
-SUBDIRS = clouds3d
-
lib_LIBRARIES = libsgsky.a
include_HEADERS = \
+++ /dev/null
-includedir = @includedir@/scene/sky/clouds3d
-
-# enable the following line once extgl.c get's added to the distro
-EXTRA_DIST = extgl.c extgl.h
-
-if EXTGL_NEEDED
- EXTGL_SOURCE = extgl.c extgl.h
-else
- EXTGL_SOURCE =
-endif
-
-lib_LIBRARIES = libsgclouds3d.a
-
-include_HEADERS = \
- SkySceneLoader.hpp \
- SkyUtil.hpp
-
-libsgclouds3d_a_SOURCES = \
- $(EXTGL_SOURCE) \
- vec3fv.cpp vec3fv.hpp vec3f.hpp vec4f.hpp vec2f.hpp \
- mat16fv.cpp mat16fv.hpp \
- mat33.hpp mat33impl.hpp \
- mat44.hpp mat44impl.hpp \
- tri.cpp tri.hpp \
- plane.cpp plane.hpp \
- camera.cpp camera.hpp \
- camutils.cpp camutils.hpp \
- glut_shapes.c glut_shapes.h \
- minmaxbox.cpp minmaxbox.hpp \
- SkyAABBTree.hpp \
- SkyArchive.cpp SkyArchive.hpp \
- SkyBoundingVolume.hpp \
- SkyBVTree.hpp SkyBVTreeSplitter.hpp \
- SkyCloud.cpp SkyCloud.hpp \
- SkyCloudParticle.hpp \
- SkyContext.cpp SkyContext.hpp \
- SkyDynamicTextureManager.cpp SkyDynamicTextureManager.hpp \
- SkyLight.cpp SkyLight.hpp \
- SkyMaterial.cpp SkyMaterial.hpp \
- SkyMinMaxBox.cpp SkyMinMaxBox.hpp \
- SkyRenderable.hpp \
- SkyRenderableInstance.hpp \
- SkyRenderableInstanceCloud.cpp SkyRenderableInstanceCloud.hpp \
- SkyRenderableInstanceGeneric.hpp \
- SkyRenderableInstanceGroup.cpp SkyRenderableInstanceGroup.hpp \
- SkySceneLoader.cpp \
- SkySceneManager.cpp SkySceneManager.hpp \
- SkySingleton.hpp \
- SkyTexture.hpp \
- SkyTextureManager.cpp SkyTextureManager.hpp \
- SkyTextureState.cpp SkyTextureState.hpp \
- SkyUtil.cpp
-
-INCLUDES = -I$(top_srcdir)
+++ /dev/null
-//============================================================================
-// File : SkyAABBTree.hpp
-//
-// Author : Wesley Hunt
-//
-// Content : axis-aligned bounding box tree
-//
-//============================================================================
-#ifndef __SKYAABBTREE_HPP__
-#define __SKYAABBTREE_HPP__
-
-#include "SkyBVTree.hpp"
-#include "SkyBVTreeSplitter.hpp"
-
-template <class object>
-class SkyAABBTree : public SkyBVTree<object, SkyMinMaxBox, SkyAABBTreeSplitter<object> >
-{};
-
-#endif //__SKYAABBTREE_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyArchive.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyArchive.cpp
- *
- * Implementation of class SkyArchive.
- */
-
-#include <plib/ul.h>
-#include "SkyArchive.hpp"
-
-#include <assert.h>
-
-struct SkyArchiveEntry
-{
- SkyArchiveEntry() : type(0), pData(NULL), iDataSize(0) {}
- unsigned char type;
- unsigned char* pData;
- unsigned int iDataSize;
-};
-
-struct SkyArchiveFileEntry
-{
- SkyArchiveFileEntry() : type(0), iDataSize(0) {}
- unsigned char type;
- char pName[32];
- unsigned int iDataSize;
-};
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::SkyArchive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::SkyArchive()
- * @brief Default constructor. Creates an empty, unnamed archive. |
- */
-SkyArchive::SkyArchive()
-: _pName(NULL)
-{
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::SkyArchive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::SkyArchive(const char* pName)
- * @brief Constructor. Creates an empty, named archive.
- */
-SkyArchive::SkyArchive(const char* pName)
-{
- _pName = new char[::strlen(pName)+1];
- ::strcpy( _pName, pName);
-}
-
-
-//.---------------------------------------------------------------------------.
-//| Function : SkyArchive::SkyArchive |
-//| Description:
-//.---------------------------------------------------------------------------.
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::SkyArchive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::SkyArchive(const SkyArchive& src)
- * @brief Copy constructor. Deep-copies the contents of one archive to another.
- */
-SkyArchive::SkyArchive(const SkyArchive& src)
-{
- _pName = new char[::strlen(src._pName)+1];
- ::strcpy( _pName, src._pName);
-
- _CopyDataTable( src._dataTable);
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::~SkyArchive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::~SkyArchive()
- * @brief Destructor.
- */
-SkyArchive::~SkyArchive()
-{
- MakeEmpty();
- SAFE_DELETE_ARRAY(_pName);
-}
-
-
-//.---------------------------------------------------------------------------.
-//| Function : SkyArchive::operator= |
-//| Description: |
-//.---------------------------------------------------------------------------.
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::operator=
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::operator=( const SkyArchive& src)
- * @brief @todo Deep-copies the contents of one archive to another.
- */
-SkyArchive& SkyArchive::operator=( const SkyArchive& src)
-{
- if (this != &src)
- {
- MakeEmpty();
- SAFE_DELETE_ARRAY(_pName);
- _pName = new char[::strlen(src._pName)+1];
- ::strcpy( _pName, src.GetName());
-
- _CopyDataTable( src._dataTable);
- }
- return *this;
-}
-
-
-
-//=============================================================================
-// Adding Content to SkyArchive
-//=============================================================================
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddData
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyArchive::AddData(const char* pName,
-SkyArchiveTypeCode eType,
-const void* pData,
-unsigned int iNumBytes,
-unsigned int iNumItems)
-* @brief Adds a new data field to the archive.
-*
-* Makes a copy of the data, stores it in a SkyArchiveEntry, and adds it to the
-* database. All specialized functions for the base types are implemented using
-* this function.
-*
-* PARAMETERS
-* @param name Field name. This is used as the key for the database entry.
-* @param type Data type of the field.
-* @param pData Pointer to the data to be added to the archive.
-* @param iNumBytes Size of each individual item in the data
-* @param iNumItems Number of items to copy
-*/
-SKYRESULT SkyArchive::AddData(const char* pName,
- SkyArchiveTypeCode eType,
- const void* pData,
- unsigned int iNumBytes,
- unsigned int iNumItems /* = 1 */)
-{
- // fill out a new archive entry with the supplied data
- SkyArchiveEntry* pNewEntry = new SkyArchiveEntry;
- pNewEntry->type = eType;
- pNewEntry->iDataSize = iNumBytes * iNumItems;
-
- if (eType != ARCHIVE_TYPE)
- {
- pNewEntry->pData = new unsigned char[pNewEntry->iDataSize];
- ::memcpy(pNewEntry->pData, pData, pNewEntry->iDataSize);
- }
- else
- {
- pNewEntry->pData = (unsigned char*)pData;
- }
-
- char* pInternalName = new char[::strlen(pName)+1];
- ::strcpy( pInternalName, pName);
- _dataTable.insert(std::make_pair(pInternalName, pNewEntry));
-
- return SKYRESULT_OK;
-}
-
-
-//-----------------------------------------------------------------------------
-// SkyArchive :: AddBool( const char* pName, bool aBool)
-// SkyArchive :: AddInt8( const char* pName, Int8 anInt8)
-// SkyArchive :: AddInt16( const char* pName, Int16 anInt16)
-// SkyArchive :: AddInt32( const char* pName, Int32 anInt32)
-// ...
-//-----------------------------------------------------------------------------
-//
-// Specialized functions for the most common base types
-//
-//-----------------------------------------------------------------------------
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddBool
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddBool(const char* pName, bool aBool)
- * @brief Adds a named bool to the archive.
- */
-SKYRESULT SkyArchive::AddBool(const char* pName, bool aBool)
-{
- return AddData( pName, BOOL_TYPE, &aBool, sizeof(bool));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddInt8
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddInt8(const char* pName, char anInt8)
- * @brief Adds a named 8-bit integer to the archive.
- */
-SKYRESULT SkyArchive::AddInt8(const char* pName, char anInt8)
-{
- return AddData( pName, INT8_TYPE, &anInt8, sizeof(char));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddInt16
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddInt16(const char* pName, short anInt16)
- * @brief Adds a named 16-bit integer to the archive.
- */
-SKYRESULT SkyArchive::AddInt16(const char* pName, short anInt16)
-{
- return AddData( pName, INT16_TYPE, &anInt16, sizeof(short));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddInt32
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddInt32(const char* pName, int anInt32)
- * @brief Adds a named 32-bit integer to the archive.
- */
-SKYRESULT SkyArchive::AddInt32(const char* pName, int anInt32)
-{
- return AddData( pName, INT32_TYPE, &anInt32, sizeof(int));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddUInt8
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddUInt8(const char* pName, unsigned char anUInt8)
- * @brief Adds a named unsigned 8-bit integer to the archive.
- */
-SKYRESULT SkyArchive::AddUInt8(const char* pName, unsigned char anUInt8)
-{
- return AddData( pName, UINT8_TYPE, &anUInt8, sizeof(unsigned char));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddUInt16
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddUInt16(const char* pName, unsigned short anUInt16)
- * @brief Adds a named unsigned 16-bit integer to the archive.
- */
-SKYRESULT SkyArchive::AddUInt16(const char* pName, unsigned short anUInt16)
-{
- return AddData( pName, UINT16_TYPE, &anUInt16, sizeof(unsigned short));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddUInt32
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddUInt32(const char* pName, unsigned int anUInt32)
- * @brief Adds a named unsigned 32-bit integer to the archive.
- */
-SKYRESULT SkyArchive::AddUInt32(const char* pName, unsigned int anUInt32)
-{
- return AddData( pName, UINT32_TYPE, &anUInt32, sizeof(unsigned int));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddFloat32
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddFloat32(const char* pName, float aFloat32)
- * @brief Adds a named 32-bit real number to the archive.
- */
-SKYRESULT SkyArchive::AddFloat32(const char* pName, float aFloat32)
-{
- return AddData( pName, FLOAT32_TYPE, &aFloat32, sizeof(float));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddFloat64
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddFloat64(const char* pName, double aFloat64)
- * @brief Adds a named 64-bit real number to the archive.
- */
-SKYRESULT SkyArchive::AddFloat64(const char* pName, double aFloat64)
-{
- return AddData( pName, FLOAT64_TYPE, &aFloat64, sizeof(double));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddString
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddString(const char* pName, const char* pString)
- * @brief Adds a named string to the archive.
- */
-SKYRESULT SkyArchive::AddString(const char* pName, const char* pString)
-{
- return AddData( pName, STRING_TYPE, pString, ::strlen(pString)+1);
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddArchive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddArchive(const SkyArchive& anArchive)
- * @brief Adds a subarchive to this archive.
- *
- * This method allows hierarchical data structures to be stored in an archive.
- */
-SKYRESULT SkyArchive::AddArchive(const SkyArchive& anArchive)
-{
- SkyArchive* pCopy = new SkyArchive(anArchive);
- return AddData( pCopy->GetName(), ARCHIVE_TYPE, pCopy, sizeof(SkyArchive));
-}
-
-//-----------------------------------------------------------------------------
-// Adding Vector types
-//-----------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddVec2f
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddVec2f(const char* pName, const Vec2f& aVec2f)
- * @brief Adds a 2-component 32-bit real number vector to the archive.
- */
-SKYRESULT SkyArchive::AddVec2f(const char* pName, const Vec2f& aVec2f)
-{
- return AddData( pName, VEC2F_TYPE, &aVec2f, sizeof(Vec2f));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddVec3f
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddVec3f(const char* pName, const Vec3f& aVec3f)
- * @brief Adds a 3-component 32-bit real number vector to the archive.
- */
-SKYRESULT SkyArchive::AddVec3f(const char* pName, const Vec3f& aVec3f)
-{
- return AddData( pName, VEC3F_TYPE, &aVec3f, sizeof(Vec3f));
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AddVec4f
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AddVec4f(const char* pName, const Vec4f& aVec4f)
- * @brief Adds a 4-component 32-bit real number vector to the archive.
- */
-SKYRESULT SkyArchive::AddVec4f(const char* pName, const Vec4f& aVec4f)
-{
- return AddData( pName, VEC4F_TYPE, &aVec4f, sizeof(Vec4f));
-}
-
-//=============================================================================
-// Retrieving Content from SkyArchive
-//=============================================================================
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindData
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindData(const char* pName,
- SkyArchiveTypeCode eType,
- void** const pData,
- unsigned int* pNumBytes,
- unsigned int index) const
- * @brief Retrieves datafield from _dataTable.
- *
- * PARAMETERS
- * @param name The field name. used as the key for the multimap entry.
- * @param type Data type of the field.
- * @param pData Pointer to the returned data.
- * @param pNumBytes Returns the size of the field entry returned.
- * @param index Which item of the given \a name to locate.
- */
-SKYRESULT SkyArchive::FindData(const char* pName,
- SkyArchiveTypeCode eType,
- void** const pData,
- unsigned int* pNumBytes,
- unsigned int index /* = 0 */) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, eType);
- if (pEntry)
- {
- if (pData)
- {
- *pData = new unsigned char[pEntry->iDataSize];
- ::memcpy( ((void*)*pData), pEntry->pData, pEntry->iDataSize);
- }
-
- if (pNumBytes)
- {
- *pNumBytes = pEntry->iDataSize;
- }
-
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-
-//-----------------------------------------------------------------------------
-// SkyArchive :: FindBool( const char* pName, bool* aBool)
-// SkyArchive :: FindInt8( const char* pName, Int8* anInt8)
-// SkyArchive :: FindInt16( const char* pName, Int16* anInt16)
-// SkyArchive :: FindInt32( const char* pName, Int32* anInt32)
-// ...
-//-----------------------------------------------------------------------------
-//
-// specialized function for the most common base types
-//
-//-----------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindBool
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindBool(const char* pName, bool* pBool, unsigned int index) const
- * @brief Finds a named bool in the archive.
- */
-SKYRESULT SkyArchive::FindBool(const char* pName, bool* pBool, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, BOOL_TYPE);
- if (pEntry)
- {
- bool* pData = (bool*)(pEntry->pData);
- *pBool = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindInt8
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindInt8(const char* pName, char* pInt8, unsigned int index) const
- * @brief Finds a named 8-bit integer in the archive.
- */
-SKYRESULT SkyArchive::FindInt8(const char* pName, char* pInt8, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, INT8_TYPE);
- if (pEntry)
- {
- char* pData = (char*)(pEntry->pData);
- *pInt8 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindInt16
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindInt16(const char* pName, short* pInt16, unsigned int index) const
- * @brief Finds a named 16-bit integer in the archive.
- */
-SKYRESULT SkyArchive::FindInt16(const char* pName, short* pInt16, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, INT16_TYPE);
- if (pEntry)
- {
- unsigned short* pData = (unsigned short*)(pEntry->pData);
- *pInt16 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindInt32
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindInt32(const char* pName, int* pInt32, unsigned int index) const
- * @brief Finds a named 32-bit integer in the archive.
- */
-SKYRESULT SkyArchive::FindInt32(const char* pName, int* pInt32, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, INT32_TYPE);
- if (pEntry)
- {
- unsigned int* pData = (unsigned int*)(pEntry->pData);
- *pInt32 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindUInt8
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindUInt8(const char* pName, unsigned char* pUInt8, unsigned int index) const
- * @brief Finds a named unsigned 8-bit integer in the archive.
- */
-SKYRESULT SkyArchive::FindUInt8(const char* pName, unsigned char* pUInt8, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, UINT8_TYPE);
- if (pEntry)
- {
- unsigned char* pData = (unsigned char*)(pEntry->pData);
- *pUInt8 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindUInt16
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindUInt16(const char* pName, unsigned short* pUInt16, unsigned int index) const
- * @brief Finds a named unsigned 16-bit integer in the archive.
- */
-SKYRESULT SkyArchive::FindUInt16(const char* pName, unsigned short* pUInt16, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, UINT16_TYPE);
- if (pEntry)
- {
- unsigned short* pData = (unsigned short*)(pEntry->pData);
- *pUInt16 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindUInt32
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindUInt32(const char* pName, unsigned int* pUInt32, unsigned int index) const
- * @brief Finds a named unsigned 32-bit integer in the archive.
- */
-SKYRESULT SkyArchive::FindUInt32(const char* pName, unsigned int* pUInt32, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, UINT32_TYPE);
- if (pEntry)
- {
- unsigned int* pData = (unsigned int*)(pEntry->pData);
- *pUInt32 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindFloat32
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindFloat32(const char* pName, float* pFloat32, unsigned int index) const
- * @brief Finds a named 32-bit real number in the archive.
- */
-SKYRESULT SkyArchive::FindFloat32(const char* pName, float* pFloat32, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, FLOAT32_TYPE);
- if (pEntry)
- {
- float* pData = (float*)(pEntry->pData);
- *pFloat32 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindFloat64
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindFloat64(const char* pName, double* pFloat64, unsigned int index) const
- * @brief Finds a named 64-bit real number in the archive.
- */
-SKYRESULT SkyArchive::FindFloat64(const char* pName, double* pFloat64, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, FLOAT64_TYPE);
- if (pEntry)
- {
- double* pData = (double*)(pEntry->pData);
- *pFloat64 = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindString
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindString(const char* pName, char** const pString, unsigned int index) const
- * @brief Finds a named string in the archive.
- */
-SKYRESULT SkyArchive::FindString(const char* pName, char** const pString, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, STRING_TYPE);
- if (pEntry)
- {
- char* pData = (char*)(pEntry->pData);
- *pString = new char[pEntry->iDataSize];
- ::strcpy((char*)*pString, pData);
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindArchive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindArchive(const char* pName, SkyArchive* pArchive, unsigned int index) const
- * @brief Finds a named sub-archive in the archive.
- */
-SKYRESULT SkyArchive::FindArchive(const char* pName, SkyArchive* pArchive, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, ARCHIVE_TYPE);
- if (pEntry)
- {
- SkyArchive* pData = (SkyArchive*)(pEntry->pData);
- *pArchive = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindVec2f
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindVec2f(const char* pName, Vec2f* pVec2f, unsigned int index) const
- * @brief Finds a 2-component 32-bit real number vector in the archive.
- */
-SKYRESULT SkyArchive::FindVec2f(const char* pName, Vec2f* pVec2f, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, VEC2F_TYPE);
- if (pEntry)
- {
- Vec2f* pData = (Vec2f*)(pEntry->pData);
- *pVec2f = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindVec3f
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindVec3f(const char* pName, Vec3f* pVec3f, unsigned int index) const
- * @brief Finds a 3-component 32-bit real number vector in the archive.
- */
-SKYRESULT SkyArchive::FindVec3f(const char* pName, Vec3f* pVec3f, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, VEC3F_TYPE);
- if (pEntry)
- {
- Vec3f* pData = (Vec3f*)(pEntry->pData);
- *pVec3f = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::FindVec4f
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::FindVec4f(const char* pName, Vec4f* pVec4f, unsigned int index) const
- * @brief Finds a 4-component 32-bit real number vector in the archive.
- */
-SKYRESULT SkyArchive::FindVec4f(const char* pName, Vec4f* pVec4f, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, VEC4F_TYPE);
- if (pEntry)
- {
- Vec4f* pData = (Vec4f*)(pEntry->pData);
- *pVec4f = *pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::AccessArchive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::AccessArchive(const char* pName, SkyArchive** pArchive, unsigned int index) const
- * @brief Accesses a named sub-archive in an archive directly.
- *
- * Note: The data are not copied!
- */
-SKYRESULT SkyArchive::AccessArchive(const char* pName, SkyArchive** pArchive, unsigned int index) const
-{
- const SkyArchiveEntry* pEntry = _FindEntry(pName, index, ARCHIVE_TYPE);
- if (pEntry)
- {
- SkyArchive* pData = (SkyArchive*)(pEntry->pData);
- *pArchive = pData;
- return SKYRESULT_OK;
- }
- return SKYRESULT_FAIL;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::GetInfo
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::GetInfo(const char* pName, SkyArchiveTypeCode eType, unsigned int* pNumFound) const
- * @brief Computes the number of fields that contain the given name and type.
- *
- * PARAMETERS
- * @param pName Field name to search for.
- * @param eType Field type to search for.
- * @param pNumFound Returns the number of fields that contain given name and type.
- */
-SKYRESULT SkyArchive::GetInfo(const char* pName,
- SkyArchiveTypeCode eType,
- unsigned int* pNumFound) const
-{
- //
- // Find the range of entries in the mmap with the key matching pName
- //
- std::pair<SkyMMapConstIter, SkyMMapConstIter> b = _dataTable.equal_range((char*)pName);
-
- unsigned int count = 0;
- for ( SkyMMapConstIter i = b.first; i != b.second; ++i )
- {
- //
- // The entry's type must match...
- //
- const SkyArchiveEntry* pEntry = (*i).second;
- if (pEntry->type == eType || ANY_TYPE == eType)
- {
- // only increment the count when the type matches
- ++count;
- }
- }
-
- if (pNumFound)
- {
- *pNumFound = count;
- }
-
- if (0 == count)
- return SKYRESULT_FAIL;
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::GetInfo
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::GetInfo(unsigned int iNameIndex, char** pNameFound, SkyArchiveTypeCode* pTypeCode, unsigned int* pNumFound)
- * @brief Returns information about the key at the specified index.
- *
- * PARAMETERS
- * @param nameIndex Key index to look up.
- * @param pNameFound Key name is returned here.
- * @param pTypeCode Key type is returned here.
- * @param pNumFound Number of fields held under key name is returned here.
- */
-SKYRESULT SkyArchive::GetInfo(unsigned int iNameIndex,
- char** pNameFound,
- SkyArchiveTypeCode* pTypeCode,
- unsigned int* pNumFound)
-{
- assert( pNameFound != NULL);
-
- if (!pNameFound)
- return SKYRESULT_FAIL;
-
- unsigned int iCurrentKeyIndex = 0;
- SkyMMapConstIter iter;
- const char* pLastKey = "";
-
- for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
- {
- const char* pKey = (*iter).first;
- if (::strcmp( pLastKey, pKey))
- {
- if (iCurrentKeyIndex == iNameIndex)
- {
- *pNameFound = new char[::strlen(pKey) + 1];
- ::strcpy(*pNameFound, pKey);
-
- if (pTypeCode)
- {
- const SkyArchiveEntry* pEntry = (*iter).second;
- *pTypeCode = (SkyArchiveTypeCode)pEntry->type;
- }
-
- if (pNumFound)
- {
- return GetInfo( *pNameFound, *pTypeCode, pNumFound);
- }
- return SKYRESULT_OK;
- }
-
- pLastKey = pKey;
- ++iCurrentKeyIndex;
- }
- }
- return SKYRESULT_FAIL;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::GetNumUniqueNames
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyArchive::GetNumUniqueNames() const
-* @brief Computes the number of unique key names in _dataTable.
-*/
-unsigned int SkyArchive::GetNumUniqueNames() const
-{
- // duh!
- if (IsEmpty())
- return 0;
-
- unsigned int iNumKeys = 0;
- SkyMMapConstIter iter;
- const char* pLastKey = "";
-
- for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
- {
- const char* pKey = (*iter).first;
- if (::strcmp( pLastKey, pKey))
- {
- ++iNumKeys;
- pLastKey = pKey;
- }
- }
- return iNumKeys;
-}
-
-
-//=============================================================================
-// Removing Contents of SkyArchive
-//=============================================================================
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::MakeEmpty
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyArchive::MakeEmpty()
-* @brief Remove all the contents of the database.
-*/
-SKYRESULT SkyArchive::MakeEmpty()
-{
- SkyMMapIter iter;
-
- for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
- {
- SkyArchiveEntry* pEntry = (*iter).second;
- char* pName = (*iter).first;
- SAFE_DELETE_ARRAY(pName);
-
- if (ARCHIVE_TYPE == pEntry->type)
- {
- SkyArchive* pArchive = (SkyArchive*)(pEntry->pData);
- SAFE_DELETE(pArchive);
- }
- else
- {
- SAFE_DELETE_ARRAY(pEntry->pData);
- }
- SAFE_DELETE(pEntry);
- }
-
- _dataTable.clear();
-
- return SKYRESULT_OK;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::IsEmpty
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyArchive::IsEmpty() const
-* @brief returns true if the archive is empty, false if it contains any data.
-*/
-bool SkyArchive::IsEmpty() const
-{
- return (0 == _dataTable.size());
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::Load
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::Load(const char* pFileName)
- * @brief Load the contents of a SkyArchive from file storage.
- */
-SKYRESULT SkyArchive::Load(const char* pFileName)
-{
- if (!pFileName) {
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::Load(): file name is NULL.");
- }
- FILE* pSrcFile = NULL;
-
- char buf[512];
- sprintf(buf,"SkyArchive::Load(%s)",pFileName);
- SkyTrace(buf);
- if (NULL == (pSrcFile = fopen(pFileName, "rb"))) // file opened successfully
- {
- SkyTrace("Error: SkyArchive::Load(): failed to open file for reading.");
- return SKYRESULT_FAIL;
- }
-
- SKYRESULT retVal = _Load(pSrcFile);
- fclose(pSrcFile);
-
- FAIL_RETURN(retVal);
- return SKYRESULT_OK;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::Commit
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::Save(const char* pFilename) const
- * @brief Commit Contents of SkyArchive to file storage.
- */
-SKYRESULT SkyArchive::Save(const char* pFileName) const
-{
- if (!pFileName)
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::Save(): file name is NULL.");
-
- FILE* pDestFile = NULL;
-
- if (NULL == (pDestFile = fopen(pFileName, "wb"))) // file opened successfully
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::Save(): failed to open file for writing.");
-
- SKYRESULT retVal = _Save(pDestFile);
- fflush(pDestFile);
- fclose(pDestFile);
-
- FAIL_RETURN(retVal);
- return SKYRESULT_OK;
-}
-
-
-//=============================================================================
-// Private helper functions
-//=============================================================================
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::_FindEntry
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::_FindEntry(const char* pName, unsigned int index, SkyArchiveTypeCode eType) const
- * @brief Locates and returns the SkyArchiveEntry with the specified name, index, and type.
- *
- * PARAMETERS
- * @param pName Entry name to locate (this is used as the database key)
- * @param index Entry index to locate (in case of multiple entries)
- * @param type Entry must have this type (@see SkyArchiveTypeCode)
- *
- * Returns a pointer to the entry or NULL if no matching entry could be located.
- */
-const SkyArchiveEntry* SkyArchive::_FindEntry(const char* pName,
- unsigned int index,
- SkyArchiveTypeCode eType) const
-{
- //
- // Find the range of entries in the mmap with the key matching /name/
- //
- std::pair< SkyMMapConstIter, SkyMMapConstIter > b = _dataTable.equal_range((char*)pName);
-
- unsigned int count = 0;
- for (SkyMMapConstIter i = b.first; (i != b.second) && (count <= index); ++i)
- {
- //
- // The entry's type and index must match...
- //
- const SkyArchiveEntry* pEntry = (*i).second;
- if (pEntry->type == eType)
- {
- if (count == index)
- {
- return pEntry;
- }
-
- // only increment the count when the type matches
- ++count;
- }
- }
- return NULL;
-}
-
-
-//.---------------------------------------------------------------------------.
-//| Function : SkyArchive::_CopyDataTable |
-//| Description: |
-//.---------------------------------------------------------------------------.
-void SkyArchive::_CopyDataTable( const SkyArchiveMMap& src)
-{
- SkyMMapConstIter iter;
-
- for (iter = src.begin(); iter != src.end(); iter++)
- {
- const SkyArchiveEntry* pSrcEntry = (*iter).second;
- const char* pSrcName = (*iter).first;
-
- if (ARCHIVE_TYPE == pSrcEntry->type)
- {
- SkyArchive* pSrcArchive = (SkyArchive*)pSrcEntry->pData;
- AddArchive(*pSrcArchive);
- }
- else
- {
- SkyArchiveEntry* pNewEntry = new SkyArchiveEntry;
- pNewEntry->type = pSrcEntry->type;
- pNewEntry->iDataSize = pSrcEntry->iDataSize;
- pNewEntry->pData = new unsigned char[pNewEntry->iDataSize];
- ::memcpy( pNewEntry->pData, pSrcEntry->pData, pNewEntry->iDataSize);
-
- char* pName = new char[::strlen(pSrcName)+1];
- ::strcpy( pName, pSrcName );
- _dataTable.insert(std::make_pair(pName, pNewEntry));
- }
- }
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::_Save
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyArchive::_Save(FILE* pDestFile) const
- * @brief Saves data to a file (possibly recursively in the case of subarchives).
- */
-SKYRESULT SkyArchive::_Save(FILE* pDestFile) const
-{
- // fill out a record for this archive & write it
- SkyArchiveFileEntry me;
- me.type = ARCHIVE_TYPE;
- ::strncpy( me.pName, _pName, 32);
- me.iDataSize = _dataTable.size();
-
- size_t iNumItemsWritten = fwrite((const void*)&me, sizeof(SkyArchiveFileEntry), 1, pDestFile);
-
- if (1 > iNumItemsWritten)
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Save(): failed to write Archive header.");
-
- SkyMMapConstIter iter;
- for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
- {
- // fill out a record for each item in _dataTable & write it
- const SkyArchiveEntry* pEntry = (*iter).second;
- switch(pEntry->type)
- {
- case ARCHIVE_TYPE:
- {
- ((SkyArchive*)(pEntry->pData))->_Save(pDestFile);
- break;
- }
-
- default:
- {
- SkyArchiveFileEntry item;
- item.type = pEntry->type;
- ::strncpy( item.pName, (*iter).first, 32);
- item.iDataSize = pEntry->iDataSize;
-
- iNumItemsWritten = fwrite((const void*)&item, sizeof(SkyArchiveFileEntry), 1, pDestFile);
- if (1 > iNumItemsWritten)
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Save(): failed to write Archive Entry header.");
- iNumItemsWritten = fwrite((const void*)pEntry->pData, pEntry->iDataSize, 1, pDestFile);
- if (1 > iNumItemsWritten)
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Save(): failed to write Archive Entry data.");
- break;
- }
- }
- }
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyArchive::_Load
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyArchive::_Load( FILE* pSrcFile)
-* @brief Loads data from a file (possibly recursively in the case of subarchives).
-*/
-SKYRESULT SkyArchive::_Load( FILE* pSrcFile)
-{
- // first make sure the file is open and readable.
-
- // load the first record
- SkyArchiveFileEntry thisItem;
- size_t iNumItemsRead = fread((void*)&thisItem, sizeof(SkyArchiveFileEntry), 1, pSrcFile);
- if (!iNumItemsRead)
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read Archive header.");
-
- thisItem.iDataSize = ulEndianLittle32(thisItem.iDataSize);
-
- _pName = new char[::strlen(thisItem.pName)+1];
- ::strcpy( _pName, thisItem.pName);
-
- for (unsigned int iNumItems = 0; iNumItems < thisItem.iDataSize; ++iNumItems)
- {
- SkyArchiveFileEntry embeddedItem;
- long iFileLoc = ftell(pSrcFile); // store location before the read
- iNumItemsRead = fread((void*)&embeddedItem, sizeof(SkyArchiveFileEntry), 1, pSrcFile);
- if (1 > iNumItemsRead)
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read embedded archive item.");
-
- embeddedItem.iDataSize = ulEndianLittle32(embeddedItem.iDataSize);
-
-
- switch( embeddedItem.type)
- {
- case ARCHIVE_TYPE:
- {
- if (0 != fseek(pSrcFile, iFileLoc, SEEK_SET))
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to set the file position.");
- SkyArchive newArchive;
- newArchive._Load(pSrcFile); // recursively load the subarchive
- AddArchive(newArchive); // add the loaded archive to the database in memory.
- }
- break;
- default:
- {
- unsigned char* pData = new unsigned char[embeddedItem.iDataSize];
- iNumItemsRead = fread((void*)pData, embeddedItem.iDataSize, 1, pSrcFile);
- if (1 > iNumItemsRead)
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read item data.");
- AddData( embeddedItem.pName,
- (SkyArchiveTypeCode)embeddedItem.type,
- pData,
- embeddedItem.iDataSize);
- delete[] pData;
- break;
- }
- }
- }
- return SKYRESULT_OK;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyArchive.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyArchive.hpp
- *
- * A hierarchical archive Class for storing data.
- */
-#ifndef __SKYARCHIVE_HPP__
-#define __SKYARCHIVE_HPP__
-
-// #pragma warning( disable : 4786 )
-
-#include "vec2f.hpp"
-#include "vec3f.hpp"
-#include "vec4f.hpp"
-#include "SkyUtil.hpp"
-
-#include <map> // for std::multimap
-
-//! Types supported by the archive system
-enum SkyArchiveTypeCode
-{
- BOOL_TYPE,
- INT8_TYPE,
- INT16_TYPE,
- INT32_TYPE,
- UINT8_TYPE,
- UINT16_TYPE,
- UINT32_TYPE,
- FLOAT32_TYPE,
- FLOAT64_TYPE,
- STRING_TYPE,
- VEC2F_TYPE,
- VEC3F_TYPE,
- VEC4F_TYPE,
- ARCHIVE_TYPE,
- ANY_TYPE,
- NULL_TYPE
-};
-
-struct SkyArchiveEntry;
-
-struct StringLessFunctor
-{
- bool operator() (const char* p1, const char* p2) const
- {
- return ::strcmp( p1, p2) < 0;
- }
-};
-
-//============================================================================
-//
-// Class : SkyArchive
-//
-//! A simple hierarchical archive file useful for loading and saving data.
-//
-/*! SkyArchive bundles information so that an application can store,
- manipulate, and retrieve data in a storage-independent manner. Information
- stored in an SkyArchive file can be modified without breaking
- compatibility with the code that retrieves the data. In essence, it can be
- thought of as a very basic database mechanism.
-
- A SkyArchive is simply a container. The class defines methods that allow
- you to put information in a SkyArchive, determine the information in a
- SkyArchive, and retrieve information from a SkyArchive. It's important
- to note that the SkyArchive is a recursive storage mechanism; a
- SkyArchive itself can hold one or more other SkyArchives.
-
- Data are added to an archive in fields. The datum in a field is associated
- with a name, number of bytes, and a type code. The name can be anything you
- choose and is not required to be unique. The number of bytes must be accurate.
- The type code must be one of the SkyArchiveTypeCode enums. Several of the Add
- functions have been specialized for the common base types. It isn't necessary
- to provide the number of bytes when using the specialized functions, since it can be
- inferred from the type code.
-
- The functions that retrieve fields from an archive are similar to the ones
- that add data, only their roles are reversed. As with the Add functions,
- there are several specialized functions for the common base types while
- custom information can be retrieved using the generic FindData function.
-
- Querying the contents of an archive is provided through the GetInfo
- functions. These functions are important as they allow you to write
- code that can intelligently determine how to retrieve information at
- run-time: you no longer have to hardcode the order in which you retrieve
- data from your files.
-
- archive data fields are held in using an STL multimap. The multimap key
- is a QString (field name) and the data is held in a SkyArchiveEntry
- structure (see SkyArchive.cpp for details of this structure).
- The fields are stored in alphabetical order based on the key names.
-*/
-class SkyArchive
-{
-public:
- //=========================================================================
- // Creation & Destruction
- //=========================================================================
- // Empty archive: no name, no data fields.
- SkyArchive();
- // Creates a named archive with no data fields.
- SkyArchive( const char* pName);
- // Deep copy the contents of one archive to another.
- SkyArchive( const SkyArchive& src);
- // Deep copy the contents of one archive to another.
- SkyArchive& operator=( const SkyArchive& src);
-
- ~SkyArchive();
-
- //=========================================================================
- // Basic SkyArchive Information
- //=========================================================================
- // Returns true if the archive contains no data fields.
- bool IsEmpty() const;
- //! Returns the archive's name.
- const char* GetName() const { return _pName; };
-
- //=========================================================================
- // Adding Content to SkyArchive
- //=========================================================================
- // Adds a new datafield to the archive.
- SKYRESULT AddData(const char* pName,
- SkyArchiveTypeCode eType,
- const void* pData,
- unsigned int iNumBytes,
- unsigned int iNumItems = 1);
-
- SKYRESULT AddBool( const char* pName, bool aBool);
- SKYRESULT AddInt8( const char* pName, char anInt8);
- SKYRESULT AddInt16( const char* pName, short anInt16);
- SKYRESULT AddInt32( const char* pName, int anInt32);
- SKYRESULT AddUInt8( const char* pName, unsigned char anUInt8);
- SKYRESULT AddUInt16( const char* pName, unsigned short anUInt16);
- SKYRESULT AddUInt32( const char* pName, unsigned int anUInt32);
- SKYRESULT AddFloat32( const char* pName, float aFloat32);
- SKYRESULT AddFloat64( const char* pName, double aFloat64);
- SKYRESULT AddString( const char* pName, const char* pString);
-
- SKYRESULT AddArchive( const SkyArchive& anArchive);
-
- // Vector types (MJH:: only supports float versions for now!!!)
- SKYRESULT AddVec2f( const char* pName, const Vec2f& aPoint2f);
- SKYRESULT AddVec3f( const char* pName, const Vec3f& aPoint3f);
- SKYRESULT AddVec4f( const char* pName, const Vec4f& aPoint4f);
-
- //=========================================================================
- // Retrieving Content from SkyArchive
- //=========================================================================
- // Retrieves the specified datafield the archive, if it exists.
- SKYRESULT FindData( const char* pName,
- SkyArchiveTypeCode eType,
- void** const pData,
- unsigned int* pNumBytes,
- unsigned int index = 0) const;
-
- SKYRESULT FindBool( const char* pName, bool* pBool, unsigned int index = 0) const;
- SKYRESULT FindInt8( const char* pName, char* pInt8, unsigned int index = 0) const;
- SKYRESULT FindInt16( const char* pName, short* pInt16, unsigned int index = 0) const;
- SKYRESULT FindInt32( const char* pName, int* pInt32, unsigned int index = 0) const;
- SKYRESULT FindUInt8( const char* pName, unsigned char* pUInt8, unsigned int index = 0) const;
- SKYRESULT FindUInt16( const char* pName, unsigned short* pUInt16, unsigned int index = 0) const;
- SKYRESULT FindUInt32( const char* pName, unsigned int* pUInt32, unsigned int index = 0) const;
- SKYRESULT FindFloat32(const char* pName, float* pFloat32, unsigned int index = 0) const;
- SKYRESULT FindFloat64(const char* pName, double* pFloat64, unsigned int index = 0) const;
- SKYRESULT FindString( const char* pName, char** const pString, unsigned int index = 0) const;
- SKYRESULT FindArchive(const char* pName, SkyArchive* pArchive, unsigned int index = 0) const;
-
- SKYRESULT FindVec2f( const char* pName, Vec2f* pVec2f, unsigned int index = 0) const;
- SKYRESULT FindVec3f( const char* pName, Vec3f* pVec3f, unsigned int index = 0) const;
- SKYRESULT FindVec4f( const char* pName, Vec4f* pVec4f, unsigned int index = 0) const;
-
- SKYRESULT AccessArchive(const char* pName, SkyArchive** pArchive, unsigned int index = 0) const;
-
- //=========================================================================
- // Querying Contents of SkyArchive
- //=========================================================================
- // Computes the number of fields that contain the given name and type.
- SKYRESULT GetInfo(const char* pName,
- SkyArchiveTypeCode eType,
- unsigned int* pNumFound = NULL) const;
-
- // Returns information about the key at the specified index.
- SKYRESULT GetInfo(unsigned int iNameIndex,
- char** pNameFound,
- SkyArchiveTypeCode* pTypeCode,
- unsigned int* pNumFound);
-
- // Computes the number of unique key names in _dataTableable.
- unsigned int GetNumUniqueNames() const;
-
-
- // Remove the contents of the SkyArchive.
- SKYRESULT MakeEmpty();
-
- // Loads the contents from a file.
- SKYRESULT Load(const char* pFileName);
-
- // Commits the contents of a SkyArchive to file storage.
- SKYRESULT Save(const char* pFileName) const;
-
-private:
-
- char* _pName; // this archive's name
-
- //=========================================================================
- // Data storage
- //=========================================================================
- typedef std::multimap<char*, SkyArchiveEntry*, StringLessFunctor> SkyArchiveMMap;
- typedef SkyArchiveMMap::const_iterator SkyMMapConstIter;
- typedef SkyArchiveMMap::iterator SkyMMapIter;
-
- SkyArchiveMMap _dataTable; // this is where the data reside.
-
- // Performs a deep-copy of one archive's archive_mmap_t to another.
- void _CopyDataTable( const SkyArchiveMMap& src);
-
- // Locates an archive entry in _dataTable
- const SkyArchiveEntry* _FindEntry( const char* pName,
- unsigned int index,
- SkyArchiveTypeCode eType) const;
-
- // Saves the archive to a file stream.
- SKYRESULT _Save(FILE* pDestFile) const;
- // Initializes the archive from a file stream.
- SKYRESULT _Load(FILE* pSrcFile);
-};
-
-#endif //__SKYARCHIVE_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyBVTree.hpp
-//------------------------------------------------------------------------------
-// Empyrean / SkyWorks : Copyright 2002 Mark J. Harris
-//------------------------------------------------------------------------------
-/**
-* @file SkyBVTree.hpp
-*
-* This source was written by Wesley Hunt. Many thanks to him for providing it.
-*/
-//-----------------------------------------------------------------------------
-// SkyBVTree.hpp
-//
-// Author: Wesley Hunt (hunt@cs.unc.edu)
-// Date: 2000/12/19
-//-----------------------------------------------------------------------------
-// Overview
-// --------
-// declare an SkyBVTree with whatever object type and bounding volume type you
-// want. The hard part is to pass in a NodeSplitter class that determines how
-// to split a node up. See below for a description of its requirements.
-// Finally, use that tree like so:
-// * BeginTree()
-// * AddObject(Object, ObjectBV)
-// * ...
-// * EndTree()
-// < Do whatever you want with GetRoot() >
-// < Use GetLeftChild() and GetRightChild() to traverse the nodes >
-//
-// The class hierarchy is designed for a flexible, simple public interface.
-// This pushes some extra complexity into the class hierarchy, but there are two
-// main advantages to the final approach:
-// 1. There are no interface requirements for the Object and BoundingVolume
-// template parameters. This means you don't have to modify your existing
-// class interfaces to use them with the tree.
-// 2. All the dependent logic for dealing with the bounding volumes is pushed
-// into the NodeSplitter class. So there is one centralized location for
-// adapting your bounding volume classes to work with the tree. See the
-// description of the NodeSplitter template requirements for more details.
-//
-// Class Descriptions
-// ------------------
-//
-// SkyBaseBVTree
-// -------------
-// declares the node class that the tree holds. It exposes
-// the public functions of the nodes and defines protected accessors that
-// the derived tree class can use to manipulate nodes and build the tree.
-//
-// Node
-// ----
-// This is the class that gives access to the tree. You can access each
-// object and bounding volume owned by a node, along with that node's
-// children.
-//
-// NodeObject
-// ----------------
-// An aggregation of an object and its associated bounding volume.
-// Each node in the tree essentially owns an array of NodeObjects. This
-// array is passed to the NodeSplitter class to allow it to examine a
-// node's contained objects before making a decision on how to split the
-// node up.
-//
-// SkyBVTree
-// ---------
-// The main tree class. To use it, supply and object type, a bounding volume
-// type, and a NodeSplitter class that is used to split the nodes up during
-// tree construction.
-//
-// Template class requirements
-// ---------------------------
-//
-// Object
-// ------
-// None
-//
-// BoundingVolume
-// --------------
-// None
-//
-// NodeSplitter
-// ------------
-// This is the user-supplied class that decides how to split a node during
-// tree construction. It is given an array of NodeObjects that the node owns and
-// is responsible for determining the node's bounding volume as well as how to
-// split the node up into left and right children.
-// The required API is as follows:
-//
-// * a constructor that takes an array of NodeObject and an unsigned int giving
-// the size of the array. These are the objects owned by the node to be split.
-// * a method GetNodeBV() that returns the BoundingVolume of the node.
-// Typically this is the union of the bounding volumes of the objects owned
-// by the node.
-// * A unary function operator used to partition the objects in the node. The
-// operator must take a single NodeObject as a parameter and return as
-// a bool whether to place the NodeObject in the left or right child.
-// Basically, it should be compatible with std::partition using NodeObjects.
-// * A binary function operator used to sort the objects. If a partition fails,
-// the nodes are then sorted based on this function and half are sent to each child.
-// This operator must define a total ordering of the NodeObjects.
-// Basically, it should be compatible with std::sort using NodeObjects.
-//
-// Example:
-// struct NodeSplitter
-// {
-// NodeSplitter(const NodeObject* objs, unsigned int numObjs);
-// BoundingVolume& GetNodeBV() const;
-// // Partition predicate
-// bool operator()(const NodeObject& obj) const;
-// // Sort predicate
-// bool operator()(const NodeObject& obj1, const NodeObject& obj2) const;
-// };
-//
-//-----------------------------------------------------------------------------
-#ifndef __SKYBVTREE_HPP__
-#define __SKYBVTREE_HPP__
-
-#include <algorithm>
-#include <vector>
-
-//-----------------------------------------------------------------------------
-// SkyBaseBVTree<Object, BoundingVolume>
-//-----------------------------------------------------------------------------
-// See header description for details.
-//-----------------------------------------------------------------------------
-template <class Object, class BoundingVolume>
-class SkyBaseBVTree
-{
-public:
- typedef BoundingVolume BV;
- class NodeObject;
-
-public:
- class Node
- {
- friend class SkyBaseBVTree<Object, BoundingVolume>;
- public:
- Node() : _pObjs(NULL), _iNumObjs(0) {}
- Node(NodeObject* pObjs, unsigned int iNumObjs) : _pObjs(pObjs), _iNumObjs(iNumObjs) {}
-
- // Public interface
- const Object& GetObj(unsigned int index) const { assert(_iNumObjs != 0 && _pObjs != NULL && index < _iNumObjs); return _pObjs[index].GetObj(); }
- const BV& GetBV(unsigned int index) const { assert(_iNumObjs != 0 && _pObjs != NULL && index < _iNumObjs); return _pObjs[index].GetBV(); }
- unsigned int GetNumObjs() const { assert(_iNumObjs != 0 && _pObjs != NULL); return _iNumObjs; }
- const BV& GetNodeBV() const { assert(_iNumObjs != 0 && _pObjs != NULL); return _volume; }
- const Node* GetLeftChild() const { assert(_iNumObjs != 0 && _pObjs != NULL); return this+1; }
- const Node* GetRightChild() const { assert(_iNumObjs != 0 && _pObjs != NULL); return this+(GetLeftChild()->GetNumObjs()<<1); }
- bool IsLeaf() const { assert(_iNumObjs != 0 && _pObjs != NULL); return _iNumObjs == 1; }
-
- private:
- // List of Objects owned by the node
- NodeObject *_pObjs;
- unsigned int _iNumObjs;
- BV _volume;
- };
-
-public:
- class NodeObject
- {
- public:
- NodeObject(const Object& o, const BV& v) : _obj(o), _volume(v) {}
-
- const Object& GetObj() const { return _obj; }
- const BV& GetBV() const { return _volume; }
- private:
- Object _obj;
- BV _volume;
- };
-
-protected:
- // Give non-const access to the node for descendant classes to build the tree
- BV& GetNodeBV(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode->_volume; }
- Node* GetLeftChild(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode+1; }
- Node* GetRightChild(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode+(GetLeftChild(pNode)->GetNumObjs()<<1); }
- NodeObject* GetObjs(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode->_pObjs; }
-
- // Links a node's children by assigning the given number of objects to each child
- // assumes the node has already had it's objects partitioned
- void LinkNodeChildren(Node* pNode, unsigned int iLeftNumObjs)
- {
- assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL);
- GetLeftChild(pNode)->_pObjs = pNode->_pObjs;
- GetLeftChild(pNode)->_iNumObjs = iLeftNumObjs;
- GetRightChild(pNode)->_pObjs = pNode->_pObjs + iLeftNumObjs;
- GetRightChild(pNode)->_iNumObjs = pNode->_iNumObjs - iLeftNumObjs;
- }
-};
-
-
-//------------------------------------------------------------------------------
-// Function : ClearVector
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn ClearVector(std::vector<T>& vec)
- * @brief This utility function uses the std::vector::swap trick to free the memory of a vector
- *
- * This is necessary since clear() doesn't actually free anything.
- */
-template<class T>
-void ClearVector(std::vector<T>& vec)
-{
- std::vector<T>().swap(vec);
-}
-
-
-//-----------------------------------------------------------------------------
-// SkyBVTree<Object, BoundingVolume, NodeSplitter>
-//-----------------------------------------------------------------------------
-// See header description for details.
-//-----------------------------------------------------------------------------
-template <class Object, class BoundingVolume, class NodeSplitter>
-class SkyBVTree : public SkyBaseBVTree<Object, BoundingVolume>
-{
-public:
- typedef SkyBaseBVTree<Object, BoundingVolume> BaseTree;
- typedef typename SkyBaseBVTree<Object, BoundingVolume>::BV BV;
- typedef typename BaseTree::NodeObject NodeObject;
- typedef typename BaseTree::Node Node;
-
- void Clear()
- {
- BeginTree();
- }
-
- void BeginTree(unsigned int iNumObjs = 0)
- {
- ClearVector(_objList);
- ClearVector(_nodes);
- if (iNumObjs > 0) _objList.reserve(iNumObjs);
- }
-
- void AddObject(const Object &obj, const BV& volume)
- {
- _objList.push_back(NodeObject(obj, volume));
- }
-
- void EndTree()
- {
- if (_objList.size() == 0) return;
- // Initialize the root node with all the objects
- _nodes.push_back(Node(&_objList[0], _objList.size()));
- // create room for the other nodes. They are initialized in BuildTree().
- _nodes.reserve(_objList.size()*2-1);
- _nodes.resize(_objList.size()*2-1);
- BuildTree(&_nodes[0]);
- }
-
- const Node *GetRoot() const { return _nodes.empty() ? NULL : &_nodes[0]; }
-
- // Memory usage info
- unsigned int CalcMemUsage() const
- {
- unsigned int usage = 0;
- usage += sizeof(*this);
- usage += _objList.capacity() * sizeof(_objList[0]);
- usage += _nodes.capacity() * sizeof(_nodes[0]);
- return usage;
- }
-
-public:
-private:
- // Does the real work
- void BuildTree(Node *pCurNode)
- {
- int iLeftNumObjs;
- {
- // Initialize the node splitter with the current node
- NodeSplitter splitter(GetObjs(pCurNode), pCurNode->GetNumObjs());
-
- // set the node's bounding volume using the splitter
- GetNodeBV(pCurNode) = splitter.GetNodeBV();
-
- // When a node has one object we can stop
- if (pCurNode->GetNumObjs() == 1) return;
-
- // Try and partition the objects
- iLeftNumObjs = std::partition(GetObjs(pCurNode), &GetObjs(pCurNode)[pCurNode->GetNumObjs()], splitter) - GetObjs(pCurNode);
-
- if ((iLeftNumObjs == 0) || (iLeftNumObjs == pCurNode->GetNumObjs()))
- {
- // Partition failed. Sort and split again to force a complete tree
- std::sort(GetObjs(pCurNode), &GetObjs(pCurNode)[pCurNode->GetNumObjs()], splitter);
- iLeftNumObjs = pCurNode->GetNumObjs() / 2;
- }
- }
-
- LinkNodeChildren(pCurNode, iLeftNumObjs);
- BuildTree(GetLeftChild(pCurNode));
- BuildTree(GetRightChild(pCurNode));
- }
-
- std::vector<Node> _nodes;
- std::vector<NodeObject> _objList;
-};
-
-#endif //__SKYBVTREE_HPP__
+++ /dev/null
-//============================================================================
-// File : SkyBVTreeSplitter.hpp
-//
-// Author : Wesley Hunt
-//
-// Content : NodeSplitter classes for SkyBVTrees using SkyBoundingBox or
-// SkyBoundingSphere (not implemented).
-//
-//============================================================================
-#ifndef __SKYBVTREESPLITTER_HPP__
-#define __SKYBVTREESPLITTER_HPP__
-
-//----------------------------------------------------------------------------
-//-- Includes ----------------------------------------------------------------
-//----------------------------------------------------------------------------
-#include "SkyBVTree.hpp"
-#include "SkyMinMaxBox.hpp"
-//#include <Mlx/MlxBoundingSphere.hpp>
-//#if _MSC_VER == 1200
-//#include <Auxlib/AuxCompileTimeChecker.hpp>
-//#endif
-//----------------------------------------------------------------------------
-//-- Forward Declarations ----------------------------------------------------
-//----------------------------------------------------------------------------
-// A strategy for splitting nodes compatible with bounding boxes and spheres.
-template<class Object> class SkyBoundingBoxSplitter;
-// SkyBVTree compatible node splitters implemented using the above strategy.
-template<class Object> class SkyAABBTreeSplitter;
-//template<class Object> class SkySphereTreeSplitter;
-
-//----------------------------------------------------------------------------
-//-- Defines, Constants, Enumerated Types ------------------------------------
-//----------------------------------------------------------------------------
-const float rLongObjectPercentageTolerance = 0.75f;
-
-//----------------------------------------------------------------------------
-// SkyBoundingBoxSplitter
-//----------------------------------------------------------------------------
-// This class defines a NodeSplitter strategy that has the functionality
-// required by SkyBVTree's NodeSplitter template class. Can be used with
-// SkyMinMaxBox and SkyBoundingSphere.
-//
-// It defines a two-tiered split strategy:
-//
-// * First it tries to separate large objects from any smaller objects.
-// * If there are no large objects, it splits along the midpoint of the longest
-// axis defined by the objects.
-// * Finally, if all else fails, it defines a total ordering along the longest
-// axis based on the center of each node.
-//----------------------------------------------------------------------------
-template<class Object>
-class SkyBoundingBoxSplitter
-{
-public:
- typedef typename SkyBaseBVTree<Object, SkyMinMaxBox>::NodeObject NodeObjectBox;
- //typedef SkyBaseBVTree<Object, SkyBoundingSphere>::NodeObject NodeObjectSphere;
-
-#if _MSC_VER == 1200
- // !!! WRH HACK MSVC++6 SP5 Workaround.
- // VC6 can't disambiguate this constructor because it doesn't consider the two
- // NodeObject templates to be different classes for the purposes of
- // overloading. It won't recognize that the second template parameters are
- // different. Forcing them to be explicit template specializations fixes
- // the problem.
- template<class BV>
- SkyBoundingBoxSplitter(const SkyBaseBVTree<Object, BV>::NodeObject*, unsigned int)
- {
- //AUX_STATIC_CHECK(false, VisualC_6_WorkAround); ???
- }
- template<>
-#endif
- SkyBoundingBoxSplitter(const NodeObjectBox* pObjs, unsigned int iNumObjs)
- {
- for (unsigned int i = 0; i < iNumObjs; ++i)
- {
- _nodeBBox.Union(pObjs[i].GetBV());
- }
- Init(pObjs, iNumObjs);
- }
-/*#if _MSC_VER == 1200
- template<>
-#endif
-SkyBoundingBoxSplitter(const NodeObjectSphere* objs,
-#ifdef _PLATFORM_XBOX
- Int32
-#else
- UInt32
-#endif
- numObjs)
- {
- for (int i=0; i<numObjs; ++i)
- {
- SkyMinMaxBox box;
- box.AddPoint(objs[i].GetBV().GetCenter());
- box.Bloat(objs[i].GetBV().GetRadius());
- _nodeBBox.Union(box);
- }
- Init(objs, numObjs);
- }*/
-
- template<class nodeObj>
- bool SplitLeft(const nodeObj& obj) const
- {
- if (_bIsolateLongObjects)
- return GetSplitAxisLength(obj.GetBV()) < _rMaxObjectLength;
- else
- return GetSplitAxisCenter(obj.GetBV()) < _rSplitValue;
- }
-
- template<class nodeObj>
- bool LessThan(const nodeObj& obj1, const nodeObj& obj2) const
- {
- return GetSplitAxisCenter(obj1.GetBV()) < GetSplitAxisCenter(obj2.GetBV());
- }
-
- const SkyMinMaxBox& GetNodeBBox() const { return _nodeBBox; }
-
-private:
- template<class nodeObj>
- void Init(const nodeObj* pObjs, unsigned int iNumObjs)
- {
- _iSplitAxis = FindSplitAxis(_nodeBBox);
- _rSplitValue = FindSplitValue(_nodeBBox, _iSplitAxis);
- _rMaxObjectLength = GetSplitAxisLength(_nodeBBox) * rLongObjectPercentageTolerance;
-
- _bIsolateLongObjects = false;
- for (unsigned int i = 0; i < iNumObjs; ++i)
- {
- if (GetSplitAxisLength(pObjs[i].GetBV()) > _rMaxObjectLength)
- {
- _bIsolateLongObjects = true;
- break;
- }
- }
- }
-
- int FindSplitAxis(const SkyMinMaxBox& bbox)
- {
- int iAxis = 0, i;
- Vec3f vecExt = bbox.GetMax() - bbox.GetMin();
- for (i = 1; i < 3; ++i) if (vecExt[i] > vecExt[iAxis]) iAxis = i;
- return iAxis;
- }
- float FindSplitValue(const SkyMinMaxBox& bbox, int iSplitAxis)
- {
- return (bbox.GetMin()[iSplitAxis] + bbox.GetMax()[iSplitAxis])*0.5f;
- }
-
- /*float GetSplitAxisLength(const SkyBoundingSphere& sphere) const
- {
- return 2.f*sphere.GetRadius();
- }*/
- float GetSplitAxisLength(const SkyMinMaxBox& bbox) const
- {
- return bbox.GetMax()[_iSplitAxis] - bbox.GetMin()[_iSplitAxis];
- }
-
- float GetSplitAxisCenter(const SkyMinMaxBox& bbox) const
- {
- return (bbox.GetMin()[_iSplitAxis] + bbox.GetMax()[_iSplitAxis]) * 0.5f;
- }
- /*float GetSplitAxisCenter(const SkyBoundingSphere& sphere) const
- {
- return sphere.GetCenter()[SplitAxis];
- }*/
-
- int _iSplitAxis;
- float _rSplitValue;
- bool _bIsolateLongObjects;
- float _rMaxObjectLength;
-
- SkyMinMaxBox _nodeBBox;
-};
-
-//----------------------------------------------------------------------------
-// SkyAABBTreeSplitter
-//----------------------------------------------------------------------------
-// A NodeSplitter that is compatible with SkyBVTree for SkyMinMaxBox.
-// Implemented using the SkyBoundingBoxSplitter strategy.
-//----------------------------------------------------------------------------
-template<class Object>
-class SkyAABBTreeSplitter
-{
-public:
- typedef SkyMinMaxBox BV;
- typedef typename SkyBaseBVTree<Object, BV>::NodeObject NodeObject;
-
- SkyAABBTreeSplitter(const NodeObject* pObjs, unsigned int iNumObjs) : _splitter(pObjs, iNumObjs) {}
-
- const BV& GetNodeBV() const { return _splitter.GetNodeBBox(); }
-
- bool operator()(const NodeObject& obj) const
- {
- return _splitter.SplitLeft(obj);
- }
-
- bool operator()(const NodeObject& obj1, const NodeObject& obj2) const
- {
- return _splitter.LessThan(obj1, obj2);
- }
-
-private:
- SkyBoundingBoxSplitter<Object> _splitter;
-};
-
-//----------------------------------------------------------------------------
-// SkySphereTreeSplitter
-//----------------------------------------------------------------------------
-// A NodeSplitter that is compatible with SkyBVTree for SkyBoundingSphere.
-// Implemented using the SkyBoundingBoxSplitter strategy.
-//----------------------------------------------------------------------------
-/*template<class Object>
-class SkySphereTreeSplitter
-{
-public:
- typedef SkyBoundingSphere BV;
- typedef SkyBaseBVTree<Object, BV>::NodeObject NodeObject;
-
- MlxSphereTreeSplitter(const NodeObject* pObjs, unsigned int iNumObjs) : _splitter(pObjs, iNumObjs)
- {
- _nodeBV = pObjs[0].GetBV();
- for (unsigned int i = 1; i < iNumObjs; ++i) _nodeBV.Union(pObjs[i].GetBV());
- }
-
- const BV& GetNodeBV() const { return _nodeBV; }
-
- bool operator()(const NodeObject& obj) const
- {
- return _splitter.SplitLeft(obj);
- }
-
- bool operator()(const NodeObject& obj1, const NodeObject& obj2) const
- {
- return _splitter.LessThan(obj1, obj2);
- }
-
-private:
- BV _nodeBV;
- SkyBoundingBoxSplitter<Object> _splitter;
-};*/
-
-#endif //__SKYBVTREESPLITTER_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyBoundingVolume.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyBoundingVolume.hpp
- *
- * Base class interface definition for a bounding volume.
- */
-#ifndef __SKYBOUNDINGVOLUME_HPP__
-#define __SKYBOUNDINGVOLUME_HPP__
-
-#include "vec3f.hpp"
-#include "mat44.hpp"
-
-// forward to reduce unnecessary dependencies
-class Camera;
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyBoundingVolume
- * @brief An abstract base class for bounding volumes (AABB,OBB,Sphere,etc.)
- *
- * This base class maintains a center and a radius, so it is effectively a bounding
- * sphere. Derived classes may represent other types of bounding volumes, but they
- * should be sure to update the radius and center, because some objects will treat
- * all bounding volumes as spheres.
- *
- */
-class SkyBoundingVolume
-{
-public:
- //! Constructor
- SkyBoundingVolume() : _vecCenter(0, 0, 0), _rRadius(0) {}
- //! Destructor
- virtual ~SkyBoundingVolume() {}
-
-
- //------------------------------------------------------------------------------
- // Function : SetCenter
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn SetCenter(const Vec3f ¢er)
- * @brief Sets the center of the bounding volume.
- */
- virtual void SetCenter(const Vec3f ¢er) { _vecCenter = center; }
-
-
- //------------------------------------------------------------------------------
- // Function : SetRadius
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn SetRadius(float radius)
- * @brief Sets the radius of the bounding volume.
- */
- virtual void SetRadius(float radius) { _rRadius = radius; }
-
-
- //------------------------------------------------------------------------------
- // Function : Vec3f& GetCenter
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Vec3f& GetCenter() const
- * @brief Returns the center of the bounding volume.
- */
- virtual const Vec3f& GetCenter() const { return _vecCenter; }
-
-
- //------------------------------------------------------------------------------
- // Function : GetRadius
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn GetRadius() const
- * @brief Returns the radius ofthe bounding volume.
- */
- virtual float GetRadius() const { return _rRadius; }
-
- //------------------------------------------------------------------------------
- // Function : ViewFrustumCull
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn ViewFrustumCull( const Camera &cam, const Mat44f &mat )
- * @brief Cull a bounding volume.
- *
- * Returns false if the bounding volume is entirely outside the camera's frustum,
- * true otherwise.
- */
- virtual bool ViewFrustumCull( const Camera &cam, const Mat44f &mat ) = 0;
-
- //------------------------------------------------------------------------------
- // Function : AddPoint
- // Description :
- //------------------------------------------------------------------------------
- /*
- * @fn AddPoint( const Vec3f &pt )
- * @brief Add a point to a bounding volume.
- *
- * One way to create a bounding volume is to add points. What should/could happen
- * is that the BV will store an object space BV and then when a call to SetPosition
- * is called, the stored values will be transformed and stored separately, so that
- * the original values always exist.
- *
- */
- //virtual void AddPoint( const Vec3f &point ) = 0;
-
- //------------------------------------------------------------------------------
- // Function : AddPoint
- // Description :
- //------------------------------------------------------------------------------
- /*
- * @fn AddPoint( float x, float y, float z )
- * @brief Add a point to a bounding volume.
- *
- * @see AddPoint(const Vec3f &pt)
- */
- //virtual void AddPoint( float x, float y, float z ) = 0;
-
- //------------------------------------------------------------------------------
- // Function : Clear
- // Description :
- //------------------------------------------------------------------------------
- /*
- * @fn Clear()
- * @brief Clear all data from the bounding volume.
- */
- //virtual void Clear() = 0;
-
-protected:
- Vec3f _vecCenter;
- float _rRadius;
-};
-
-#endif //__SKYBOUNDINGVOLUME_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyCloud.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Adapted from skyworks program writen by Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-// : by J. Wojnaroski Sep 2002
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyCloud.cpp
- *
- * Implementation of class SkyCloud.
- */
-
-// warning for truncation of template name for browse info
-#pragma warning( disable : 4786)
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <plib/ul.h>
-
-#include <simgear/compiler.h>
-
-#include SG_GLU_H
-
-#include "SkyCloud.hpp"
-#include "SkyRenderableInstance.hpp"
-#include "SkyContext.hpp"
-#include "SkyMaterial.hpp"
-#include "SkyLight.hpp"
-#include "SkyTextureManager.hpp"
-#include "SkySceneManager.hpp"
-#include <algorithm>
-
-//! The version used for cloud archive files.
-#define CLOUD_ARCHIVE_VERSION 0.1f
-
-//------------------------------------------------------------------------------
-// Static initialization
-//------------------------------------------------------------------------------
-SkyMaterial* SkyCloud::s_pMaterial = NULL;
-SkyMaterial* SkyCloud::s_pShadeMaterial = NULL;
-unsigned int SkyCloud::s_iShadeResolution = 32;
-float SkyCloud::s_rAlbedo = 0.9f;
-float SkyCloud::s_rExtinction = 80.0f;
-float SkyCloud::s_rTransparency = exp(-s_rExtinction);
-float SkyCloud::s_rScatterFactor = s_rAlbedo * s_rExtinction * SKY_INV_4PI;
-float SkyCloud::s_rSortAngleErrorTolerance = 0.8f;
-float SkyCloud::s_rSortSquareDistanceTolerance = 100;
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::SkyCloud
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::SkyCloud()
- * @brief Constructor.
- */
-SkyCloud::SkyCloud()
-: SkyRenderable(),
- _bUsePhaseFunction(true),
- _vecLastSortViewDir(Vec3f::ZERO),
- _vecLastSortCamPos(Vec3f::ZERO)
-{
- if (!s_pShadeMaterial)
- {
- s_pShadeMaterial = new SkyMaterial;
- s_pShadeMaterial->SetAmbient(Vec4f(0.1f, 0.1f, 0.1f, 1));
- s_pShadeMaterial->EnableDepthTest(false);
- s_pShadeMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- s_pShadeMaterial->EnableBlending(true);
- s_pShadeMaterial->SetAlphaFunc(GL_GREATER);
- s_pShadeMaterial->SetAlphaRef(0);
- s_pShadeMaterial->EnableAlphaTest(true);
- s_pShadeMaterial->SetColorMaterialMode(GL_DIFFUSE);
- s_pShadeMaterial->EnableColorMaterial(true);
- s_pShadeMaterial->EnableLighting(false);
- s_pShadeMaterial->SetTextureApplicationMode(GL_MODULATE);
- }
- if (!s_pMaterial)
- {
- s_pMaterial = new SkyMaterial;
- s_pMaterial->SetAmbient(Vec4f(0.3f, 0.3f, 0.3f, 1));
- s_pMaterial->SetDepthMask(false);
- s_pMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- s_pMaterial->EnableBlending(true);
- s_pMaterial->SetAlphaFunc(GL_GREATER);
- s_pMaterial->SetAlphaRef(0);
- s_pMaterial->EnableAlphaTest(true);
- s_pMaterial->SetColorMaterialMode(GL_DIFFUSE);
- s_pMaterial->EnableColorMaterial(true);
- s_pMaterial->EnableLighting(false);
- s_pMaterial->SetTextureApplicationMode(GL_MODULATE);
- _CreateSplatTexture(32); // will assign the texture to both static materials
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::~SkyCloud
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::~SkyCloud()
- * @brief Destructor.
- */
-SkyCloud::~SkyCloud()
-{
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::Update
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyCloud::Update(const Camera &cam, SkyRenderableInstance* pInstance)
-* @brief Currently does nothing.
-*/
-SKYRESULT SkyCloud::Update(const Camera &cam, SkyRenderableInstance* pInstance)
-{
- return SKYRESULT_OK;
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : DrawQuad
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
- * @brief Draw a quad.
- */
-inline void DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
-{
- glColor4fv(&(color.x));
- Vec3f left = pos; left -= y;
- Vec3f right = left; right += x;
- left -= x;
- glTexCoord2f(0, 0); glVertex3fv(&(left.x));
- glTexCoord2f(1, 0); glVertex3fv(&(right.x));
- left += y; left += y;
- right += y; right += y;
- glTexCoord2f(1, 1); glVertex3fv(&(right.x));
- glTexCoord2f(0, 1); glVertex3fv(&(left.x));
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::Display
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::Display(const Camera &camera, SkyRenderableInstance *pInstance)
- * @brief Renders the cloud.
- *
- * The cloud is rendered by splatting the particles from back to front with respect
- * to @a camera. Since instances of clouds each have their own particles, which
- * are pre-transformed into world space, @a pInstance is not used.
- *
- * An alternative method is to store the particles untransformed, and transform the
- * camera and light into cloud space for rendering. This is more complicated,
- * and not as straightforward. Since I have to store the particles with each instance
- * anyway, I decided to pre-transform them instead.
- */
-SKYRESULT SkyCloud::Display(const Camera &camera, SkyRenderableInstance *pInstance)
-{
- // copy the current camera
- Camera cam(camera);
-
- // This cosine computation, along with the if() below, are an optimization. The goal
- // is to avoid sorting when it will make no visual difference. This will be true when the
- // cloud particles are almost sorted for the current viewpoint. This is the case most of the
- // time, since the viewpoint does not move very far in a single frame. Each time we sort,
- // we cache the current view direction. Then, each time the cloud is displayed, if the
- // current view direction is very close to the current view direction (dot product is nearly 1)
- // then we do not resort the particles.
- float rCosAngleSinceLastSort =
- _vecLastSortViewDir * cam.ViewDir(); // dot product
-
- float rSquareDistanceSinceLastSort =
- (cam.Orig - _vecLastSortCamPos).LengthSqr();
-
- if (rCosAngleSinceLastSort < s_rSortAngleErrorTolerance ||
- rSquareDistanceSinceLastSort > s_rSortSquareDistanceTolerance)
- {
- // compute the sort position for particles.
- // don't just use the camera position -- if it is too far away from the cloud, then
- // precision limitations may cause the STL sort to hang. Instead, put the sort position
- // just outside the bounding sphere of the cloud in the direction of the camera.
- _vecSortPos = -cam.ViewDir();
- _vecSortPos *= (1.1 * _boundingBox.GetRadius());
- _vecSortPos += _boundingBox.GetCenter();
-
- // sort the particles from back to front wrt the camera position.
- _SortParticles(cam.ViewDir(), _vecSortPos, SKY_CLOUD_SORT_TOWARD);
-
- //_vecLastSortViewDir = GLVU::GetCurrent()->GetCurrentCam()->ViewDir();
- //_vecLastSortCamPos = GLVU::GetCurrent()->GetCurrentCam()->Orig;
- _vecLastSortViewDir = cam.ViewDir();
- _vecLastSortCamPos = cam.Orig;
- }
-
- // set the material state / properties that clouds use for rendering:
- // Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
- // Enables alpha test to discard completely transparent fragments.
- // Disables depth test.
- // Enables texturing, with modulation, and the texture set to the shared splat texture.
- s_pMaterial->Activate();
-
- Vec4f color;
- Vec3f eyeDir;
-
- // Draw the particles using immediate mode.
- glBegin(GL_QUADS);
-
- int i = 0;
- for (ParticleIterator iter = _particles.begin(); iter != _particles.end(); iter++)
- {
- i++;
- SkyCloudParticle *p = *iter;
-
- // Start with ambient light
- color = p->GetBaseColor();
-
- if (_bUsePhaseFunction) // use the phase function for anisotropic scattering.
- {
- eyeDir = cam.Orig;
- eyeDir -= p->GetPosition();
- eyeDir.Normalize();
- float pf;
-
- // add the color contribution to this particle from each light source, modulated by
- // the phase function. See _PhaseFunction() documentation for details.
- for (int i = 0; i < p->GetNumLitColors(); i++)
- {
- pf = _PhaseFunction(_lightDirections[i], eyeDir);
- // expand this to avoid temporary vector creation in the inner loop
- color.x += p->GetLitColor(i).x * pf;
- color.y += p->GetLitColor(i).y * pf;
- color.z += p->GetLitColor(i).z * pf;
- }
- }
- else // just use isotropic scattering instead.
- {
- for (int i = 0; i < (*iter)->GetNumLitColors(); ++i)
- {
- color += p->GetLitColor(i);
- }
- }
-
- // Set the transparency independently of the colors
- color.w = 1 - s_rTransparency;
-
- // draw the particle as a textured billboard.
- DrawQuad((*iter)->GetPosition(), cam.X * p->GetRadius(), cam.Y * p->GetRadius(), color);
- }
- glEnd();
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::DisplaySplit
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::DisplaySplit(const Camera &camera, const Vec3f &vecSplitPoint, bool bBackHalf, SkyRenderableInstance *pInstance)
- * @brief The same as Display(), except it displays only the particles in front of or behind the split point.
- *
- * This is used to render clouds into two impostor images for displaying clouds that contain objects.
- *
- * @see SkyRenderableInstanceCloud
- */
-SKYRESULT SkyCloud::DisplaySplit(const Camera &camera,
- const Vec3f &vecSplitPoint,
- bool bBackHalf,
- SkyRenderableInstance *pInstance /* = NULL */)
-{
- // copy the current camera
- Camera cam(camera);
-
- Vec3f vecCloudSpaceSplit = vecSplitPoint;
-
- if (bBackHalf) // only sort when rendering the back half. Reuse sort for front half.
- {
- // compute the sort position for particles.
- // don't just use the camera position -- if it is too far away from the cloud, then
- // precision limitations may cause the STL sort to hang. Instead, put the sort position
- // just outside the bounding sphere of the cloud in the direction of the camera.
- _vecSortPos = -cam.ViewDir();
- _vecSortPos *= (1.1 * _boundingBox.GetRadius());
- _vecSortPos += _boundingBox.GetCenter();
-
- // sort the particles from back to front wrt the camera position.
- _SortParticles(cam.ViewDir(), _vecSortPos, SKY_CLOUD_SORT_TOWARD);
-
- // we can't use the view direction optimization when the cloud is split, or we get a lot
- // of popping of objects in and out of cloud cover. For consistency, though, we need to update
- // the cached sort direction, since we just sorted the particles.
- // _vecLastSortViewDir = GLVU::GetCurrent()->GetCurrentCam()->ViewDir();
- // _vecLastSortCamPos = GLVU::GetCurrent()->GetCurrentCam()->Orig;
-
- // compute the split distance.
- vecCloudSpaceSplit -= _vecSortPos;
- _rSplitDistance = vecCloudSpaceSplit * cam.ViewDir();
- }
-
- // set the material state / properties that clouds use for rendering:
- // Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
- // Enables alpha test to discard completely transparent fragments.
- // Disables depth test.
- // Enables texturing, with modulation, and the texture set to the shared splat texture.
- s_pMaterial->Activate();
-
- Vec4f color;
- Vec3f eyeDir;
-
- // Draw the particles using immediate mode.
- glBegin(GL_QUADS);
-
- // if bBackHalf is false, then we just continue where we left off. If it is true, we
- // reset the iterator to the beginning of the sorted list.
- static ParticleIterator iter;
- if (bBackHalf)
- iter = _particles.begin();
-
- // iterate over the particles and render them.
- for (; iter != _particles.end(); ++iter)
- {
- SkyCloudParticle *p = *iter;
-
- if (bBackHalf && (p->GetSquareSortDistance() < _rSplitDistance))
- break;
-
- // Start with ambient light
- color = p->GetBaseColor();
-
- if (_bUsePhaseFunction) // use the phase function for anisotropic scattering.
- {
- eyeDir = cam.Orig;
- eyeDir -= p->GetPosition();
- eyeDir.Normalize();
- float pf;
-
- // add the color contribution to this particle from each light source, modulated by
- // the phase function. See _PhaseFunction() documentation for details.
- for (int i = 0; i < p->GetNumLitColors(); i++)
- {
- pf = _PhaseFunction(_lightDirections[i], eyeDir);
- // expand this to avoid temporary vector creation in the inner loop
- color.x += p->GetLitColor(i).x * pf;
- color.y += p->GetLitColor(i).y * pf;
- color.z += p->GetLitColor(i).z * pf;
- }
- }
- else // just use isotropic scattering instead.
- {
- for (int i = 0; i < p->GetNumLitColors(); ++i)
- {
- color += p->GetLitColor(i);
- }
- }
-
- // set the transparency independently of the colors.
- color.w = 1 - s_rTransparency;
-
- // draw the particle as a textured billboard.
- DrawQuad((*iter)->GetPosition(), cam.X * p->GetRadius(), cam.Y * p->GetRadius(), color);
- }
- glEnd();
-
- return SKYRESULT_OK;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::Illuminate
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::Illuminate(SkyLight *pLight, SkyRenderableInstance* pInstance, bool bReset)
- * @brief Compute the illumination of the cloud by the lightsource @a pLight
- *
- * This method uses graphics hardware to compute multiple forward scattering at each cloud
- * in the cloud of light from the directional light source @a pLight. The algorithm works
- * by successively subtracting "light" from an initially white (fully lit) frame buffer by
- * using hardware blending and read back. The method stores the illumination from each light
- * source passed to it separately at each particle, unless @a bReset is true, in which case
- * the lists of illumination in the particles are reset before the lighting is computed.
- *
- */
-SKYRESULT SkyCloud::Illuminate(SkyLight *pLight, SkyRenderableInstance* pInstance, bool bReset)
-{
- int iOldVP[4];
-
- glGetIntegerv(GL_VIEWPORT, iOldVP);
- glViewport(0, 0, s_iShadeResolution, s_iShadeResolution);
-
- Vec3f vecDir(pLight->GetDirection());
-
- // if this is the first pass through the lights, reset will be true, and the cached light
- // directions should be updated. Light directions are cached in cloud space to accelerate
- // computation of the phase function, which depends on light direction and view direction.
- if (bReset)
- _lightDirections.clear();
- _lightDirections.push_back(vecDir); // cache the (unit-length) light direction
-
- // compute the light/sort position for particles from the light direction.
- // don't just use the camera position -- if it is too far away from the cloud, then
- // precision limitations may cause the STL sort to hang. Instead, put the sort position
- // just outside the bounding sphere of the cloud in the direction of the camera.
- Vec3f vecLightPos(vecDir);
- vecLightPos *= (1.1*_boundingBox.GetRadius());
- vecLightPos += _boundingBox.GetCenter();
-
- // Set up a camera to look at the cloud from the light position. Since the sun is an infinite
- // light source, this camera will use an orthographic projection tightly fit to the bounding
- // sphere of the cloud.
- Camera cam;
-
- // Avoid degenerate camera bases.
- Vec3f vecUp(0, 1, 0);
- if (fabs(vecDir * vecUp) - 1 < 1e-6) // check that the view and up directions are not parallel.
- vecUp.Set(1, 0, 0);
-
- cam.LookAt(vecLightPos, _boundingBox.GetCenter(), vecUp);
-
- // sort the particles away from the light source.
- _SortParticles(cam.ViewDir(), vecLightPos, SKY_CLOUD_SORT_AWAY);
-
- // projected dist to cntr along viewdir
- float DistToCntr = (_boundingBox.GetCenter() - vecLightPos) * cam.ViewDir();
-
- // calc tight-fitting near and far distances for the orthographic frustum
- float rNearDist = DistToCntr - _boundingBox.GetRadius();
- float rFarDist = DistToCntr + _boundingBox.GetRadius();
-
- // set the modelview matrix from this camera.
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- float M[16];
-
-
- cam.GetModelviewMatrix(M);
- glLoadMatrixf(M);
-
- // switch to parallel projection
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(-_boundingBox.GetRadius(), _boundingBox.GetRadius(),
- -_boundingBox.GetRadius(), _boundingBox.GetRadius(),
- rNearDist, rFarDist);
-
- // set the material state / properties that clouds use for shading:
- // Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
- // Enables alpha test to discard completely transparent fragments.
- // Disables depth test.
- // Enables texturing, with modulation, and the texture set to the shared splat texture.
- s_pShadeMaterial->Activate();
-
- // these are used for projecting the particle position to determine where to read pixels.
- double MM[16], PM[16];
- int VP[4] = { 0, 0, s_iShadeResolution, s_iShadeResolution };
- glGetDoublev(GL_MODELVIEW_MATRIX, MM);
- glGetDoublev(GL_PROJECTION_MATRIX, PM);
-
- // initialize back buffer to all white -- modulation darkens areas where cloud particles
- // absorb light, and lightens it where they scatter light in the forward direction.
- glClearColor(1, 1, 1, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- float rPixelsPerLength = s_iShadeResolution / (2 * _boundingBox.GetRadius());
-
- // the solid angle over which we will sample forward-scattered light.
- float rSolidAngle = 0.09;
- int i = 0;
- int iNumFailed = 0;
- for (ParticleIterator iter = _particles.begin(); iter != _particles.end(); ++iter, ++i)
- {
- Vec3f vecParticlePos = (*iter)->GetPosition();
-
- Vec3f vecOffset(vecLightPos);
- vecOffset -= vecParticlePos;
-
- // compute the pixel area to read back in order to integrate the illumination of the particle
- // over a constant solid angle.
- float rDistance = fabs(cam.ViewDir() * vecOffset) - rNearDist;
-
- float rArea = rSolidAngle * rDistance * rDistance;
- int iPixelDim = sqrt(rArea) * rPixelsPerLength;
- int iNumPixels = iPixelDim * iPixelDim;
- if (iNumPixels < 1)
- {
- iNumPixels = 1;
- iPixelDim = 1;
- }
-
- // the scale factor to convert the read back pixel colors to an average illumination of the area.
- float rColorScaleFactor = rSolidAngle / (iNumPixels * 255.0f);
-
- unsigned char *c = new unsigned char[4 * iNumPixels];
-
- Vec3d vecWinPos;
-
- // find the position in the buffer to which the particle position projects.
- if (!gluProject(vecParticlePos.x, vecParticlePos.y, vecParticlePos.z,
- MM, PM, VP,
- &(vecWinPos.x), &(vecWinPos.y), &(vecWinPos.z)))
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "Error: SkyCloud::Illuminate(): failed to project particle position.");
- }
-
- // offset the projected window position by half the size of the readback region.
- vecWinPos.x -= 0.5 * iPixelDim;
- if (vecWinPos.x < 0) vecWinPos.x = 0;
- vecWinPos.y -= 0.5 * iPixelDim;
- if (vecWinPos.y < 0) vecWinPos.y = 0;
-
- // read back illumination of this particle from the buffer.
- glReadBuffer(GL_BACK);
- glReadPixels(vecWinPos.x, vecWinPos.y, iPixelDim, iPixelDim, GL_RGBA, GL_UNSIGNED_BYTE, c);
-
- // scattering coefficient vector.
- Vec4f vecScatter(s_rScatterFactor, s_rScatterFactor, s_rScatterFactor, 1);
-
- // add up the read back pixels (only need one component -- its grayscale)
- int iSum = 0;
- for (int k = 0; k < 4 * iNumPixels; k+=4)
- iSum += c[k];
- delete [] c;
-
- // compute the amount of light scattered to this particle by particles closer to the light.
- // this is the illumination over the solid angle that we measured (using glReadPixels) times
- // the scattering coefficient (vecScatter);
- Vec4f vecScatteredAmount(iSum * rColorScaleFactor,
- iSum * rColorScaleFactor,
- iSum * rColorScaleFactor,
- 1 - s_rTransparency);
- vecScatteredAmount &= vecScatter;
-
- // the color of th particle (iter) contributed by this light source (pLight) is the
- // scattered light from the part of the cloud closer to the light, times the diffuse color
- // of the light source. The alpha is 1 - the uniform transparency of all particles (modulated
- // by the splat texture).
- Vec4f vecColor = vecScatteredAmount;
- vecColor &= pLight->GetDiffuse();
- vecColor.w = 1 - s_rTransparency;
-
- // add this color to the list of lit colors for the particle. The contribution from each light
- // is kept separate because the phase function we apply at runtime depends on the light vector
- // for each light source separately. This view-dependent effect is impossible without knowing
- // the amount of light contributed for each light. This, of course, assumes the clouds will
- // be lit by a reasonably small number of lights (The sun plus some simulation of light reflected
- // from the sky and / or ground.) This technique works very well for simulating anisotropic
- // illumination by skylight.
- if (bReset)
- {
- (*iter)->SetBaseColor(s_pMaterial->GetAmbient());
- (*iter)->ClearLitColors();
- (*iter)->AddLitColor(vecColor);
- }
- else
- {
- (*iter)->AddLitColor(vecColor);
- }
-
- // the following computation (scaling of the scattered amount by the phase function) is done
- // after the lit color is stored so we don't add the scattering to this particle twice.
- vecScatteredAmount *= 1.5; // rayleigh scattering phase function for angle of zero or 180 = 1.5!
-
- // clamp the color
- if (vecScatteredAmount.x > 1) vecScatteredAmount.x = 1;
- if (vecScatteredAmount.y > 1) vecScatteredAmount.y = 1;
- if (vecScatteredAmount.z > 1) vecScatteredAmount.z = 1;
- vecScatteredAmount.w = 1 - s_rTransparency;
-
- vecScatteredAmount.x = 0.50; vecScatteredAmount.y = 0.60; vecScatteredAmount.z = 0.70;
-
- // Draw the particle as a texture billboard. Use the scattered light amount as the color to
- // simulate forward scattering of light by this particle.
- glBegin(GL_QUADS);
- DrawQuad(vecParticlePos, cam.X * (*iter)->GetRadius(), cam.Y * (*iter)->GetRadius(), vecScatteredAmount);
- glEnd();
-
- //glutSwapBuffers(); // Uncomment this swap buffers to visualize cloud illumination computation.
- }
-
- // Note: here we could optionally store the current back buffer as a shadow image
- // to be projected from the light position onto the scene. This way we can have clouds shadow
- // the environment.
-
- // restore matrix stack and viewport.
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glViewport(iOldVP[0], iOldVP[1], iOldVP[2], iOldVP[3]);
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::CopyBoundingVolume
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::CopyBoundingVolume() const
- * @brief Returns a new copy of the SkyMinMaxBox for this cloud.
- */
-SkyMinMaxBox* SkyCloud::CopyBoundingVolume() const
-{
- SkyMinMaxBox *pBox = new SkyMinMaxBox();
- pBox->SetMax(_boundingBox.GetMax());
- pBox->SetMin(_boundingBox.GetMin());
- return pBox;
-}
-
-SKYRESULT SkyCloud::Load(const unsigned char *data, unsigned int size,
- float rScale, /* = 1.0f */
- double latitude, double longitude )
-{
- unsigned int iNumParticles;
- Vec3f vecCenter = Vec3f::ZERO;
- //Vec3f vecCenter;
- //float rRadius;
-
- //_boundingBox.SetMin(vecCenter - Vec3f(rRadius, rRadius, rRadius));
- //_boundingBox.SetMax(vecCenter + Vec3f(rRadius, rRadius, rRadius));
-
- for (unsigned int i = 0; i < size*size*4; i += 4)
- {
- Vec3f pos;
- Vec4f color;
- float radius;
-
- color.x = data[i]; // FIXME: Which unit?
- color.y = data[i+1];
- color.z = data[i+2];
- color.w = data[i+3];
-
- radius = (color.w/255) * rScale;
- //radius = (color.x * color.y * color.z * color.w * rScale) / 4096;
-
-
- pos.x = (i / (size*4)) * 10; // FIXME: Which unit?
- pos.y = (i % (size*4)) * 10;
- pos.z = radius / 2;
-
- if (radius > 0)
- {
- SkyCloudParticle *pParticle = new SkyCloudParticle((pos + vecCenter) * rScale, radius * rScale, color);
- _boundingBox.AddPoint(pParticle->GetPosition());
-
- _particles.push_back(pParticle);
- }
- }
-
- // this is just a bad hack to align cloud field from skyworks with local horizon at KSFO
- // this "almost" works not quite the right solution okay to get some up and running
- // we need to develop our own scheme for loading and positioning clouds
- Mat33f R;
- Vec3f moveit;
-
- R.Set( 0, 1, 0,
- 1, 0, 0,
- 0, 0, 1);
- // clouds sit in the y-z plane and x-axis is the vertical cloud height
- Rotate( R );
-
-// rotate the cloud field about the fgfs z-axis based on initial longitude
-float ex = 1.0;
-float ey = 1.0;
-float ez = 1.0;
-float phi = longitude / 57.29578;
-float one_min_cos = 1 - cos(phi);
-
-R.Set(
-cos(phi) + one_min_cos*ex*ex, one_min_cos*ex*ey - ez*sin(phi), one_min_cos*ex*ez + ey*sin(phi),
-one_min_cos*ex*ey + ez*sin(phi), cos(phi) + one_min_cos*ey*ey, one_min_cos*ey*ez - ex*sin(phi),
-one_min_cos*ex*ez - ey*sin(phi), one_min_cos*ey*ez + ex*sin(phi), cos(phi) + one_min_cos*ez*ez );
-
-Rotate( R );
-
-// okay now that let's rotate about a vector for latitude where longitude forms the
-// components of a unit vector in the x-y plane
-ex = sin( longitude / 57.29578 );
-ey = -cos( longitude / 57.29578 );
-ez = 0.0;
-phi = latitude / 57.29578;
-one_min_cos = 1 - cos(phi);
-
-R.Set(
-cos(phi) + one_min_cos*ex*ex, one_min_cos*ex*ey - ez*sin(phi), one_min_cos*ex*ez + ey*sin(phi),
-one_min_cos*ex*ey + ez*sin(phi), cos(phi) + one_min_cos*ey*ey, one_min_cos*ey*ez - ex*sin(phi),
-one_min_cos*ex*ez - ey*sin(phi), one_min_cos*ey*ez + ex*sin(phi), cos(phi) + one_min_cos*ez*ez );
-
-Rotate( R );
-// need to calculate an offset to place the clouds at ~3000 feet MSL ATM this is an approximation
-// to move the clouds to some altitude above sea level. At some locations this could be underground
-// will need a better scheme to position clouds per user preferences
-float cloud_level_msl = 3000.0f;
-
-float x_offset = ex * cloud_level_msl;
-float y_offset = ey * cloud_level_msl;
-float z_offset = cloud_level_msl * 0.5;
-moveit.Set( x_offset, y_offset, z_offset );
-
- Translate( moveit );
-
- return SKYRESULT_OK;
-}
-
-
-SKYRESULT SkyCloud::Load(const SkyArchive &archive,
- float rScale, /* = 1.0f */
- double latitude, double longitude )
-{
- unsigned int iNumParticles;
- Vec3f vecCenter = Vec3f::ZERO;
- //Vec3f vecCenter;
- //float rRadius;
- //archive.FindVec3f("CldCenter", &vecCenter);
- //archive.FindFloat32("CldRadius", &rRadius);
-
- //_boundingBox.SetMin(vecCenter - Vec3f(rRadius, rRadius, rRadius));
- //_boundingBox.SetMax(vecCenter + Vec3f(rRadius, rRadius, rRadius));
-
- archive.FindUInt32("CldNumParticles", &iNumParticles);
- iNumParticles = ulEndianLittle32(iNumParticles);
-
- //if (!bLocal)
- archive.FindVec3f("CldCenter", &vecCenter);
- vecCenter.x = ulEndianLittleFloat(vecCenter.x);
- vecCenter.y = ulEndianLittleFloat(vecCenter.y);
- vecCenter.z = ulEndianLittleFloat(vecCenter.z);
-
- Vec3f *pParticlePositions = new Vec3f[iNumParticles];
- float *pParticleRadii = new float[iNumParticles];
- Vec4f *pParticleColors = new Vec4f[iNumParticles];
-
- unsigned int iNumBytes;
- archive.FindData("CldParticlePositions", ANY_TYPE, (void**const)&pParticlePositions, &iNumBytes);
- archive.FindData("CldParticleRadii", ANY_TYPE, (void**const)&pParticleRadii, &iNumBytes);
- archive.FindData("CldParticleColors", ANY_TYPE, (void**const)&pParticleColors, &iNumBytes);
-
- for (unsigned int i = 0; i < iNumParticles; ++i)
- {
-
- pParticlePositions[i].x = ulEndianLittleFloat(pParticlePositions[i].x);
- pParticlePositions[i].y = ulEndianLittleFloat(pParticlePositions[i].y);
- pParticlePositions[i].z = ulEndianLittleFloat(pParticlePositions[i].z);
-
- pParticleRadii[i] = ulEndianLittleFloat(pParticleRadii[i]);
-
- pParticleColors[i].x = ulEndianLittleFloat(pParticleColors[i].x);
- pParticleColors[i].y = ulEndianLittleFloat(pParticleColors[i].y);
- pParticleColors[i].z = ulEndianLittleFloat(pParticleColors[i].z);
- pParticleColors[i].w = ulEndianLittleFloat(pParticleColors[i].w);
-
- SkyCloudParticle *pParticle = new SkyCloudParticle((pParticlePositions[i] + vecCenter) * rScale,
- pParticleRadii[i] * rScale,
- pParticleColors[i]);
- _boundingBox.AddPoint(pParticle->GetPosition());
-
- _particles.push_back(pParticle);
- }
- // this is just a bad hack to align cloud field from skyworks with local horizon at KSFO
- // this "almost" works not quite the right solution okay to get some up and running
- // we need to develop our own scheme for loading and positioning clouds
- Mat33f R;
- Vec3f moveit;
-
- R.Set( 0, 1, 0,
- 1, 0, 0,
- 0, 0, 1);
- // clouds sit in the y-z plane and x-axis is the vertical cloud height
- Rotate( R );
-
-// rotate the cloud field about the fgfs z-axis based on initial longitude
-float ex = 0.0;
-float ey = 0.0;
-float ez = 1.0;
-float phi = longitude / 57.29578;
-float one_min_cos = 1 - cos(phi);
-
-R.Set(
-cos(phi) + one_min_cos*ex*ex, one_min_cos*ex*ey - ez*sin(phi), one_min_cos*ex*ez + ey*sin(phi),
-one_min_cos*ex*ey + ez*sin(phi), cos(phi) + one_min_cos*ey*ey, one_min_cos*ey*ez - ex*sin(phi),
-one_min_cos*ex*ez - ey*sin(phi), one_min_cos*ey*ez + ex*sin(phi), cos(phi) + one_min_cos*ez*ez );
-
-Rotate( R );
-
-// okay now that let's rotate about a vector for latitude where longitude forms the
-// components of a unit vector in the x-y plane
-ex = sin( longitude / 57.29578 );
-ey = -cos( longitude / 57.29578 );
-ez = 0.0;
-phi = latitude / 57.29578;
-one_min_cos = 1 - cos(phi);
-
-R.Set(
-cos(phi) + one_min_cos*ex*ex, one_min_cos*ex*ey - ez*sin(phi), one_min_cos*ex*ez + ey*sin(phi),
-one_min_cos*ex*ey + ez*sin(phi), cos(phi) + one_min_cos*ey*ey, one_min_cos*ey*ez - ex*sin(phi),
-one_min_cos*ex*ez - ey*sin(phi), one_min_cos*ey*ez + ex*sin(phi), cos(phi) + one_min_cos*ez*ez );
-
-Rotate( R );
-// need to calculate an offset to place the clouds at ~3000 feet MSL ATM this is an approximation
-// to move the clouds to some altitude above sea level. At some locations this could be underground
-// will need a better scheme to position clouds per user preferences
-float cloud_level_msl = 3000.0f;
-
-float x_offset = ex * cloud_level_msl;
-float y_offset = ey * cloud_level_msl;
-float z_offset = cloud_level_msl * 0.5;
-moveit.Set( x_offset, y_offset, z_offset );
-
- Translate( moveit );
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::Save
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyCloud::Save(SkyArchive &archive) const
-* @brief Saves the cloud data to @a archive.
-*
-* @todo <WRITE EXTENDED SkyCloud::Save FUNCTION DOCUMENTATION>
-*/
-SKYRESULT SkyCloud::Save(SkyArchive &archive) const
-{
- SkyArchive myArchive("Cloud");
- //myArchive.AddVec3f("CldCenter", _center);
- //myArchive.AddFloat32("CldRadius", _boundingBox.GetRadius());
- myArchive.AddUInt32("CldNumParticles", _particles.size());
-
- // make temp arrays
- Vec3f *pParticlePositions = new Vec3f[_particles.size()];
- float *pParticleRadii = new float[_particles.size()];
- Vec4f *pParticleColors = new Vec4f[_particles.size()];
-
- unsigned int i = 0;
-
- for (ParticleConstIterator iter = _particles.begin(); iter != _particles.end(); ++iter, ++i)
- {
- pParticlePositions[i] = (*iter)->GetPosition(); // position around origin
- pParticleRadii[i] = (*iter)->GetRadius();
- pParticleColors[i] = (*iter)->GetBaseColor();
- }
-
- myArchive.AddData("CldParticlePositions",
- ANY_TYPE,
- pParticlePositions,
- sizeof(Vec3f),
- _particles.size());
-
- myArchive.AddData("CldParticleRadii",
- ANY_TYPE,
- pParticleRadii,
- sizeof(float),
- _particles.size());
-
- myArchive.AddData("CldParticleColors",
- ANY_TYPE,
- pParticleColors,
- sizeof(Vec3f),
- _particles.size());
-
- archive.AddArchive(myArchive);
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::Rotate
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::Rotate(const Mat33f& rot)
- * @brief @todo <WRITE BRIEF SkyCloud::Rotate DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyCloud::Rotate FUNCTION DOCUMENTATION>
- */
-void SkyCloud::Rotate(const Mat33f& rot)
-{
- _boundingBox.Clear();
- for (int i = 0; i < _particles.size(); ++i)
- {
- _particles[i]->SetPosition(rot * _particles[i]->GetPosition());
- _boundingBox.AddPoint(_particles[i]->GetPosition());
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::Translate
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::Translate(const Vec3f& trans)
- * @brief @todo <WRITE BRIEF SkyCloud::Translate DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyCloud::Translate FUNCTION DOCUMENTATION>
- */
-void SkyCloud::Translate(const Vec3f& trans)
-{
- for (int i = 0; i < _particles.size(); ++i)
- {
- _particles[i]->SetPosition(_particles[i]->GetPosition() + trans);
- }
- _boundingBox.SetMax(_boundingBox.GetMax() + trans);
- _boundingBox.SetMin(_boundingBox.GetMin() + trans);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::Scale
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::Scale(const float scale)
- * @brief @todo <WRITE BRIEF SkyCloud::Scale DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyCloud::Scale FUNCTION DOCUMENTATION>
- */
-void SkyCloud::Scale(const float scale)
-{
- _boundingBox.Clear();
- for (int i = 0; i < _particles.size(); ++i)
- {
- _particles[i]->SetPosition(_particles[i]->GetPosition() * scale);
- _boundingBox.AddPoint(_particles[i]->GetPosition());
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::_SortParticles
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::_SortParticles(const Vec3f& vecViewDir, const Vec3f& sortPoint, SortDirection dir)
- * @brief Sorts the cloud particles in the direction specified by @a dir.
- *
- * @vecSortPoint is assumed to already be transformed into the basis space of the cloud.
- */
-void SkyCloud::_SortParticles(const Vec3f& vecViewDir,
- const Vec3f& vecSortPoint,
- SortDirection dir)
-{
- Vec3f partPos;
- for (int i = 0; i < _particles.size(); ++i)
- {
- partPos = _particles[i]->GetPosition();
- partPos -= vecSortPoint;
- _particles[i]->SetSquareSortDistance(partPos * vecViewDir);//partPos.LengthSqr());
- }
-
- switch (dir)
- {
- case SKY_CLOUD_SORT_TOWARD:
- std::sort(_particles.begin(), _particles.end(), _towardComparator);
- break;
- case SKY_CLOUD_SORT_AWAY:
- std::sort(_particles.begin(), _particles.end(), _awayComparator);
- break;
- default:
- break;
- }
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : EvalHermite
-// Description :
-//------------------------------------------------------------------------------
-/**
- * EvalHermite(float pA, float pB, float vA, float vB, float u)
- * @brief Evaluates Hermite basis functions for the specified coefficients.
- */
-inline float EvalHermite(float pA, float pB, float vA, float vB, float u)
-{
- float u2=(u*u), u3=u2*u;
- float B0 = 2*u3 - 3*u2 + 1;
- float B1 = -2*u3 + 3*u2;
- float B2 = u3 - 2*u2 + u;
- float B3 = u3 - u;
- return( B0*pA + B1*pB + B2*vA + B3*vB );
-}
-
-// NORMALIZED GAUSSIAN INTENSITY MAP (N must be a power of 2)
-
-//------------------------------------------------------------------------------
-// Function : CreateGaussianMap
-// Description :
-//------------------------------------------------------------------------------
-/**
- * CreateGaussianMap(int N)
- *
- * Creates a 2D gaussian image using a hermite surface.
- */
-unsigned char* CreateGaussianMap(int N)
-{
- float *M = new float[2*N*N];
- unsigned char *B = new unsigned char[4*N*N];
- float X,Y,Y2,Dist;
- float Incr = 2.0f/N;
- int i=0;
- int j = 0;
- Y = -1.0f;
- for (int y=0; y<N; y++, Y+=Incr)
- {
- Y2=Y*Y;
- X = -1.0f;
- for (int x=0; x<N; x++, X+=Incr, i+=2, j+=4)
- {
- Dist = (float)sqrt(X*X+Y2);
- if (Dist>1) Dist=1;
- M[i+1] = M[i] = EvalHermite(0.4f,0,0,0,Dist);// * (1 - noise);
- B[j+3] = B[j+2] = B[j+1] = B[j] = (unsigned char)(M[i] * 255);
- }
- }
- SAFE_DELETE_ARRAY(M);
- return(B);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::_CreateSplatTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::_CreateSplatTexture(unsigned int iResolution)
- * @brief Creates the texture map used for cloud particles.
- */
-void SkyCloud::_CreateSplatTexture(unsigned int iResolution)
-{
- unsigned char *splatTexture = CreateGaussianMap(iResolution);
- SkyTexture texture;
- TextureManager::InstancePtr()->Create2DTextureObject(texture, iResolution, iResolution,
- GL_RGBA, splatTexture);
-
- s_pMaterial->SetTexture(0, GL_TEXTURE_2D, texture);
- s_pShadeMaterial->SetTexture(0, GL_TEXTURE_2D, texture);
- s_pMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- s_pMaterial->EnableTexture(0, true);
- s_pShadeMaterial->EnableTexture(0, true);
-
- SAFE_DELETE_ARRAY(splatTexture);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloud::_PhaseFunction
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloud::_PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir)
- * @brief Computes the phase (scattering) function of the given light and view directions.
- *
- * A phase function is a transfer function that determines, for any angle between incident
- * and outgoing directions, how much of the incident light intensity will be
- * scattered in the outgoing direction. For example, scattering by very small
- * particles such as those found in clear air, can be approximated using <i>Rayleigh
- * scattering</i>. The phase function for Rayleigh scattering is
- * p(q) = 0.75*(1 + cos<sup>2</sup>(q)), where q is the angle between incident
- * and scattered directions. Scattering by larger particles is more complicated.
- * It is described by Mie scattering theory. Cloud particles are more in the regime
- * of Mie scattering than Rayleigh scattering. However, we obtain good visual
- * results by using the simpler Rayleigh scattering phase function as an approximation.
- */
-float SkyCloud::_PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir)
-{
- float rCosAlpha = vecLightDir * vecViewDir;
- return .75f * (1 + rCosAlpha * rCosAlpha); // rayleigh scattering = (3/4) * (1+cos^2(alpha))
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyCloud.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyCloud.hpp
- *
- * Interface definition for class SkyCloud.
- */
-#ifndef __SKYCLOUD_HPP__
-#define __SKYCLOUD_HPP__
-
-// warning for truncation of template name for browse info
-#pragma warning( disable : 4786)
-
-#include "SkyCloudParticle.hpp"
-#include "SkyRenderable.hpp"
-#include "SkyMinMaxBox.hpp"
-#include "camera.hpp"
-#include "SkyArchive.hpp"
-#include "mat33.hpp"
-
-#include <plib/sg.h>
-
-class SkyMaterial;
-class SkyLight;
-class SkyRenderableInstance;
-
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyCloud
- * @brief A renderable that represents a volumetric cloud.
- *
- * A SkyCloud is made up of particles, and is rendered using particle splatting.
- * SkyCloud is intended to represent realisticly illuminated volumetric clouds
- * through which the viewer and / or other objects can realistically pass.
- *
- * Realistic illumination is performed by the Illuminate() method, which uses a
- * graphics hardware algorithm to precompute and store multiple forward scattering
- * of light by each particle in the cloud. Clouds may be illuminated by multiple
- * light sources. The light from each source is precomputed and stored at each
- * particle. Each light's contribution is stored separately so that we can
- * compute view-dependent (anisotropic) scattering at run-time. This gives realistic
- * effects such as the "silver lining" that you see on a thick cloud when it crosses
- * in front of the sun.
- *
- * At run-time, the cloud is rendered by drawing each particle as a view-oriented
- * textured billboard (splat), with lighting computed from the precomputed illumination
- * as follows: for each light source <i>l</i>, compute the scattering function (See _PhaseFunction())
- * based on the view direction and the direction from the particle to the viewer. This
- * scattering function modulates the lighting contribution of <i>l</i>. The modulated
- * contributions are then added and used to modulate the color of the particle. The result
- * is view-dependent scattering.
- *
- * If the phase (scattering) function is not enabled (see IsPhaseFunctionEnabled()), then the
- * contributions of the light sources are simply added.
- *
- * @see SkyRenderableInstanceCloud, SkyCloudParticle, SkySceneManager
- */
-class SkyCloud : public SkyRenderable
-{
-public:
- SkyCloud();
- virtual ~SkyCloud();
-
- virtual SKYRESULT Update(const Camera &cam, SkyRenderableInstance* pInstance = NULL);
-
- virtual SKYRESULT Display(const Camera &camera, SkyRenderableInstance *pInstance = NULL);
-
- SKYRESULT DisplaySplit(const Camera &camera,
- const Vec3f &vecSplitPoint,
- bool bBackHalf,
- SkyRenderableInstance *pInstance = NULL);
-
- SKYRESULT Illuminate( SkyLight *pLight,
- SkyRenderableInstance* pInstance,
- bool bReset = false);
-
- virtual SkyMinMaxBox* CopyBoundingVolume() const;
-
- //! Enables the use of a scattering function for anisotropic light scattering.
- void EnablePhaseFunction(bool bEnable) { _bUsePhaseFunction = bEnable; }
- //! Returns true if the use of a scattering function is enabled.
- bool IsPhaseFunctionEnabled() const { return _bUsePhaseFunction; }
-
- SKYRESULT Save(SkyArchive &archive) const;
- SKYRESULT Load(const SkyArchive &archive, float rScale = 1.0f,double latitude=0.0, double longitude=0.0);
- SKYRESULT Load(const unsigned char *data, unsigned int size, float rScale = 1.0f,double latitude=0.0,double longitude=0.0);
-
- void Rotate(const Mat33f& rot);
- void Translate(const Vec3f& trans);
- void Scale(const float scale);
-
-protected: // methods
- enum SortDirection
- {
- SKY_CLOUD_SORT_TOWARD,
- SKY_CLOUD_SORT_AWAY
- };
-
- void _SortParticles( const Vec3f& vecViewDir,
- const Vec3f& vecSortPoint,
- SortDirection dir);
-
- void _CreateSplatTexture( unsigned int iResolution);
-
- float _PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir);
-
-protected: // datatypes
- typedef std::vector<SkyCloudParticle*> ParticleArray;
- typedef ParticleArray::iterator ParticleIterator;
- typedef ParticleArray::const_iterator ParticleConstIterator;
-
- typedef std::vector<Vec3f> DirectionArray;
- typedef DirectionArray::iterator DirectionIterator;
-
- class ParticleAwayComparator
- {
- public:
- bool operator()(SkyCloudParticle* pA, SkyCloudParticle *pB)
- {
- return ((*pA) < (*pB));
- }
- };
-
- class ParticleTowardComparator
- {
- public:
- bool operator()(SkyCloudParticle* pA, SkyCloudParticle *pB)
- {
- return ((*pA) > (*pB));
- }
- };
-
-protected: // data
- ParticleArray _particles; // cloud particles
- // particle sorting functors for STL sort.
- ParticleTowardComparator _towardComparator;
- ParticleAwayComparator _awayComparator;
-
- DirectionArray _lightDirections; // light directions in cloud space (cached)
-
- SkyMinMaxBox _boundingBox; // bounds
-
- bool _bUsePhaseFunction;
-
- Vec3f _vecLastSortViewDir;
- Vec3f _vecLastSortCamPos;
- Vec3f _vecSortPos;
-
- float _rSplitDistance;
-
- static SkyMaterial *s_pMaterial; // shared material for clouds.
- static SkyMaterial *s_pShadeMaterial;// shared material for illumination pass.
- static unsigned int s_iShadeResolution; // the resolution of the viewport used for shading
- static float s_rAlbedo; // the cloud albedo
- static float s_rExtinction; // the extinction of the clouds
- static float s_rTransparency; // the transparency of the clouds
- static float s_rScatterFactor; // How much the clouds scatter
- static float s_rSortAngleErrorTolerance; // how far the view must turn to cause a resort.
- static float s_rSortSquareDistanceTolerance; // how far the view must move to cause a resort.
-};
-
-#endif //__SKYCLOUD_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyCloudParticle.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyCloudParticle.hpp
- *
- * Definition of a simple cloud particle class.
- */
-#ifndef __SKYCLOUDPARTICLE_HPP__
-#define __SKYCLOUDPARTICLE_HPP__
-
-#include "vec3f.hpp"
-#include "vec4f.hpp"
-#include <vector>
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyCloudParticle
- * @brief A class for particles that make up a cloud.
- *
- * @todo <WRITE EXTENDED CLASS DESCRIPTION>
- */
-class SkyCloudParticle
-{
-public:
- inline SkyCloudParticle();
- inline SkyCloudParticle(const Vec3f& pos,
- float rRadius,
- const Vec4f& baseColor,
- float rTransparency = 0);
- inline ~SkyCloudParticle();
-
- //! Returns the radius of the particle.
- float GetRadius() const { return _rRadius; }
- //! Returns the transparency of the particle.
- float GetTransparency() const { return _rTransparency; }
- //! Returns the position of the particle.
- const Vec3f& GetPosition() const { return _vecPosition; }
- //! Returns the base color of the particle. This is often used for ambient color.
- const Vec4f& GetBaseColor() const { return _vecBaseColor; }
- //! Returns the number of light contributions to this particle's color.
- unsigned int GetNumLitColors() const { return _vecLitColors.size(); }
- //! Returns the light contribution to the color of this particle from light @a index.
- inline const Vec4f& GetLitColor(unsigned int index) const;
- //! Returns the square distance from the sort position used for the operator< in sorts / splits.
- float GetSquareSortDistance() const { return _rSquareSortDistance; }
-
- //! Sets the radius of the particle.
- void SetRadius(float rad) { _rRadius = rad; }
- //! Returns the transparency of the particle.
- void SetTransparency(float trans) { _rTransparency = trans; }
- //! Sets the position of the particle.
- void SetPosition(const Vec3f& pos) { _vecPosition = pos; }
- //! Sets the base color of the particle. This is often used for ambient color.
- void SetBaseColor(const Vec4f& col) { _vecBaseColor = col; }
- //! Sets the light contribution to the color of this particle from light @a index.
- void AddLitColor(const Vec4f& col) { _vecLitColors.push_back(col); }
- //! Clears the list of light contributions.
- void ClearLitColors() { _vecLitColors.clear(); }
- //! Sets the square distance from the sort position used for the operator< in sorts.
- void SetSquareSortDistance(float rSquareDistance) { _rSquareSortDistance = rSquareDistance; }
-
- //! This operator is used to sort particle arrays from nearest to farthes.
- bool operator<(const SkyCloudParticle& p) const
- {
- return (_rSquareSortDistance < p._rSquareSortDistance);
- }
-
- //! This operator is used to sort particle arrays from farthest to nearest.
- bool operator>(const SkyCloudParticle& p) const
- {
- return (_rSquareSortDistance > p._rSquareSortDistance);
- }
-
-protected:
- float _rRadius;
- float _rTransparency;
- Vec3f _vecPosition;
- Vec4f _vecBaseColor;
- std::vector<Vec4f> _vecLitColors;
- Vec3f _vecEye;
-
- // for sorting particles during shading
- float _rSquareSortDistance;
-};
-
-//------------------------------------------------------------------------------
-// Function : SkyCloudParticle::SkyCloudParticle
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloudParticle::SkyCloudParticle()
- * @brief Default constructor.
- */
-inline SkyCloudParticle::SkyCloudParticle()
-: _rRadius(0),
- _rTransparency(0),
- _vecPosition(0, 0, 0),
- _vecBaseColor(0, 0, 0, 1),
- _vecEye(0, 0, 0),
- _rSquareSortDistance(0)
-{
- _vecLitColors.clear();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloudParticle::SkyCloudParticle
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloudParticle::SkyCloudParticle(const Vec3f& pos, float rRadius, const Vec4f& baseColor, float rTransparency)
- * @brief Constructor.
- */
-inline SkyCloudParticle::SkyCloudParticle(const Vec3f& pos,
- float rRadius,
- const Vec4f& baseColor,
- float rTransparency /* = 0 */)
-: _rRadius(rRadius),
- _rTransparency(rTransparency),
- _vecPosition(pos),
- _vecBaseColor(baseColor),
- _vecEye(0, 0, 0),
- _rSquareSortDistance(0)
-{
- _vecLitColors.clear();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyCloudParticle::~SkyCloudParticle
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyCloudParticle::~SkyCloudParticle()
- * @brief Destructor.
- */
-inline SkyCloudParticle::~SkyCloudParticle()
-{
- _vecLitColors.clear();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : Vec4f& SkyCloudParticle::GetLitColor
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn Vec4f& SkyCloudParticle::GetLitColor(unsigned int index) const
- * @brief Returns the lit color specified by index.
- *
- * If the index is out of range, returns a zero vector.
- */
-inline const Vec4f& SkyCloudParticle::GetLitColor(unsigned int index) const
-{
- if (index <= _vecLitColors.size())
- return _vecLitColors[index];
- else
- return Vec4f::ZERO;
-}
-
-#endif //__SKYCLOUDPARTICLE_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyContext.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyContext.cpp
- *
- * Graphics Context Interface. Initializes GL extensions, etc.
- */
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-// #include GLUT_H
-
-#if defined (__APPLE__)
-# include <OpenGL/OpenGL.h>
-#endif
-
-#if !defined (WIN32) && !defined(__APPLE__)
-#include <GL/glx.h>
-#endif
-
-//#include "extgl.h"
-
-#include "SkyContext.hpp"
-#include "SkyUtil.hpp"
-#include "SkyMaterial.hpp"
-#include "SkyTextureState.hpp"
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::SkyContext
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyContext::SkyContext()
- * @brief Constructor.
- *
- */
-SkyContext::SkyContext()
-{
- // _iWidth = glutGet(GLUT_WINDOW_WIDTH);
- // _iHeight = glutGet(GLUT_WINDOW_HEIGHT);
- _iWidth = 640;
- _iHeight = 480;
-
- // materials and structure classes
- AddCurrentGLContext();
- // Initialize all the extensions and load the functions - JW (file is extgl.c)
- #ifdef WIN32
- glInitialize();
- InitializeExtension("GL_ARB_multitexture");
- #endif
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::~SkyContext
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyContext::~SkyContext()
- * @brief Destructor.
- */
-SkyContext::~SkyContext()
-{
- // delete map of materials
- for (ContextMaterialIterator cmi = _currentMaterials.begin(); cmi != _currentMaterials.end(); ++cmi)
- {
- SAFE_DELETE(cmi->second);
- }
- _currentMaterials.clear();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::ProcessReshapeEvent
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyContext::ProcessReshapeEvent(int iWidth, int iHeight)
- * @brief Handles window resize events, and notifies all context listeners of the event.
- */
-SKYRESULT SkyContext::ProcessReshapeEvent(int iWidth, int iHeight)
-{
- _iWidth = iWidth;
- _iHeight = iHeight;
- return _SendMessage(SKYCONTEXT_MESSAGE_RESHAPE);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::InitializeExtensions
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyContext::InitializeExtensions(const char *pExtensionNames)
-* @brief Initializes GL extension specified by @a pExtensionNames.
-*/
-SKYRESULT SkyContext::InitializeExtension(const char *pExtensionName)
-{ /***
- if (!QueryExtension(pExtensionName)) // see query search function defined in extgl.c
- {
- SkyTrace(
- "ERROR: SkyContext::InitializeExtenstions: The following extensions are unsupported: %s\n",
- pExtensionName);
- return SKYRESULT_FAIL;
- } **/
- //set this false to catch all the extensions until we come up with a linux version
- return SKYRESULT_FAIL;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::GetCurrentMaterial
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyContext::GetCurrentMaterial()
-* @brief Returns the current cached material state that is active in this OpenGL context.
-*
-* @todo <WRITE EXTENDED SkyContext::GetCurrentMaterial FUNCTION DOCUMENTATION>
-*/
-SkyMaterial* SkyContext::GetCurrentMaterial()
-{
-#ifdef WIN32
- ContextMaterialIterator cmi = _currentMaterials.find(wglGetCurrentContext());
-#elif defined(__APPLE__)
- ContextMaterialIterator cmi = _currentMaterials.find(CGLGetCurrentContext());
-#else
- ContextMaterialIterator cmi = _currentMaterials.find(glXGetCurrentContext());
-#endif
- if (_currentMaterials.end() != cmi)
- return cmi->second;
- else
- {
- SkyTrace("SkyContext::GetCurrentMaterial(): Invalid context.");
- return NULL;
- }
-
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::GetCurrentTextureState
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyContext::GetCurrentTextureState()
- * @brief Returns the current cached texture state that is active in this OpenGL context.
- *
- * @todo <WRITE EXTENDED SkyContext::GetCurrentTextureState FUNCTION DOCUMENTATION>
- */
-SkyTextureState* SkyContext::GetCurrentTextureState()
-{
-#ifdef WIN32
- ContextTextureStateIterator ctsi = _currentTextureState.find(wglGetCurrentContext());
-#elif defined(__APPLE__)
- ContextTextureStateIterator ctsi = _currentTextureState.find(CGLGetCurrentContext());
-#else
- ContextTextureStateIterator ctsi = _currentTextureState.find(glXGetCurrentContext());
-#endif
- if (_currentTextureState.end() != ctsi)
- return ctsi->second;
- else
- {
- SkyTrace("SkyContext::GetCurrentTextureState(): Invalid context.");
- return NULL;
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::AddCurrentGLContext
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyContext::AddCurrentGLContext()
- * @brief @todo <WRITE BRIEF SkyContext::AddCurrentGLContext DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyContext::AddCurrentGLContext FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyContext::AddCurrentGLContext()
-{
- SkyMaterial *pCurrentMaterial = new SkyMaterial;
-#ifdef WIN32
- _currentMaterials.insert(std::make_pair(wglGetCurrentContext(), pCurrentMaterial));
-#elif defined (__APPLE__)
- _currentMaterials.insert(std::make_pair(CGLGetCurrentContext(), pCurrentMaterial));
-#else
- _currentMaterials.insert(std::make_pair(glXGetCurrentContext(), pCurrentMaterial));
-#endif
-
- SkyTextureState *pCurrentTS = new SkyTextureState;
-#ifdef WIN32
- _currentTextureState.insert(std::make_pair(wglGetCurrentContext() , pCurrentTS));
-#elif defined (__APPLE__)
- _currentTextureState.insert(std::make_pair(CGLGetCurrentContext() , pCurrentTS));
-#else
- _currentTextureState.insert(std::make_pair(glXGetCurrentContext() , pCurrentTS));
-#endif
- return SKYRESULT_OK;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::Register
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyContext::Register(Listener* pListener, int priority)
- * @brief Register with the messaging system to handle notification of mode changes
- */
-SKYRESULT SkyContext::Register(Listener* pListener, int priority)
-{
- std::list<ListenerPair>::iterator iter =
- std::find_if(_listeners.begin(), _listeners.end(), _ListenerPred(pListener));
- if (iter == _listeners.end())
- {
- // insert the listener, sorted by priority
- for (iter=_listeners.begin(); iter != _listeners.end(); ++iter)
- {
- if (priority <= iter->first)
- {
- _listeners.insert(iter, ListenerPair(priority, pListener));
- break;
- }
- }
- if (iter == _listeners.end())
- {
- _listeners.push_back(ListenerPair(priority, pListener));
- }
- // Send a message to the pListener if we are already active so it
- // can intialize itself
- //FAIL_RETURN(pListener->GraphicsReshapeEvent());
- }
- else
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyContext: Listener is already registered");
- }
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyContext::UnRegister
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyContext::UnRegister(Listener *pListener)
- * @brief UnRegister with the messaging system.
- */
-SKYRESULT SkyContext::UnRegister(Listener *pListener)
-{
- std::list<ListenerPair>::iterator iter =
- std::find_if(_listeners.begin(), _listeners.end(), _ListenerPred(pListener));
- if (iter == _listeners.end())
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyContext: Listener is not registered");
- }
- else
- {
- _listeners.erase(iter);
- }
- return SKYRESULT_OK;
-}
-
-
-/**
- * @fn SkyContext::_SendMessage(SkyMessageType msg)
- * @brief Messaging system to handle notification of mode changes
- */
-SKYRESULT SkyContext::_SendMessage(SkyMessageType msg)
-{
- if (_listeners.size() == 0) return SKYRESULT_OK;
-
- bool failure = false;
- SKYRESULT res, failureCode = SKYRESULT_OK;
- std::list<ListenerPair>::iterator iter;
- SKYRESULT (Listener::*fnPtr)() = NULL;
-
- // Make a pointer to the appropriate method
- switch (msg)
- {
- case SKYCONTEXT_MESSAGE_RESHAPE: fnPtr = &Listener::GraphicsReshapeEvent; break;
- }
-
- // Notify all listeners of the messag. catch failures, but still call everyone else.
- // !!! WRH HORRIBLE HACK must cache the current "end" because these functions could register new listeners
- std::list<ListenerPair>::iterator endIter = _listeners.end();
- endIter--;
-
- iter = _listeners.begin();
- do
- {
- if ( SKYFAILED( res = (iter->second->*fnPtr)() ) )
- {
- failureCode = res;
- SkyTrace("SkyContext: SendMessage failed");
- }
- if (iter == endIter) break;
- iter++;
- } while (true);
-
- FAIL_RETURN(failureCode);
-
- return SKYRESULT_OK;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyContext.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyContext.hpp
- *
- * Graphics Context Interface. Initializes GL extensions, etc.
- */
-#ifndef __SKYCONTEXT_HPP__
-#define __SKYCONTEXT_HPP__
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-// warning for truncation of template name for browse info
-// #pragma warning( disable : 4786)
-#include "SkySingleton.hpp"
-#include <simgear/compiler.h>
-#include <list>
-#include <map>
-#include <algorithm>
-#ifdef WIN32
-# include "extgl.h"
-#else
-typedef void *HANDLE;
-typedef HANDLE *PHANDLE;
-#define DECLARE_HANDLE(n) typedef HANDLE n
-DECLARE_HANDLE(HGLRC);
-#endif
-
-class SkyContext;
-class SkyMaterial;
-class SkyTextureState;
-
-//! Graphics Context Singleton declaration.
-/*! The Context must be created by calling GraphicsContext::Instantiate(). */
-typedef SkySingleton<SkyContext> GraphicsContext;
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyContext
- * @brief A manager / proxy for the state of OpenGL contexts.
- *
- * @todo <WRITE EXTENDED CLASS DESCRIPTION>
- */
-class SkyContext
-{
-public: // datatypes
-
- //------------------------------------------------------------------------------
- /**
- * @class Listener
- * @brief Inherit this class and overide its methods to be notified of context events.
- */
- class Listener
- {
- public:
-
- //! Handle a change in the dimensions of the graphics window.
- virtual SKYRESULT GraphicsReshapeEvent() { return SKYRESULT_OK; }
- };
-
- /**
- * @enum SkyMessageType messages that the context can generate for it's listeners.
- */
- enum SkyMessageType
- {
- SKYCONTEXT_MESSAGE_RESHAPE,
- SKYCONTEXT_MESSAGE_COUNT
- };
-
-public: // methods
-
- SKYRESULT ProcessReshapeEvent(int iWidth, int iHeight);
- SKYRESULT InitializeExtension(const char *pExtensionName);
-
- //! Returns the current dimensions of the window.
- void GetWindowSize(int &iWidth, int &iHeight) { iWidth = _iWidth; iHeight = _iHeight; }
-
- SkyMaterial* GetCurrentMaterial();
- SkyTextureState* GetCurrentTextureState();
-
- SKYRESULT AddCurrentGLContext();
-
- //------------------------------------------------------------------------------
- // Register with the messaging system to handle notification of mode changes
- //------------------------------------------------------------------------------
- SKYRESULT Register(Listener *pListener, int priority = 0);
- SKYRESULT UnRegister(Listener *pLlistener);
-
-protected: // methods
- SkyContext();
- ~SkyContext();
-
-protected: // data
- int _iWidth;
- int _iHeight;
-
- typedef std::map<HGLRC, SkyMaterial*> ContextMaterialMap;
- typedef ContextMaterialMap::iterator ContextMaterialIterator;
- typedef std::map<HGLRC, SkyTextureState*> ContextTextureStateMap;
- typedef ContextTextureStateMap::iterator ContextTextureStateIterator;
-
- ContextMaterialMap _currentMaterials;
- ContextTextureStateMap _currentTextureState;
-
- //------------------------------------------------------------------------------
- // Messaging system to handle notification of mode changes
- //------------------------------------------------------------------------------
- typedef std::pair<int, Listener*> ListenerPair;
- class _ListenerPred
- {
- public:
- _ListenerPred(const Listener* l) { _l = l; }
- bool operator()(const ListenerPair& pair) { return pair.second == _l; }
- protected:
- const Listener *_l;
- };
-
- SKYRESULT _SendMessage(SkyMessageType msg);
- std::list<ListenerPair> _listeners;
-
-};
-
-#endif //__SKYCONTEXT_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyControlled.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyControlled.hpp
- *
- * Interface definition for controlled objects.
- */
-#ifndef __SKYCONTROLLED_HPP__
-#define __SKYCONTROLLED_HPP__
-
-//#include "BHXController.hpp"
-
-template<typename ControlStateType> class SkyController;
-
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyControlled
- * @brief A base class defining an interface for controlled objects.
- *
- * This class abstracts the control of objects into a simple interface that a
- * class may inherit that allows it to be controlled by SkyController objects.
- * A class simply inherits from SkyControlled, which forces the class to implement
- * the method UpdateStateFromControls(). This method usually uses the SkyController
- * object passed to SetController() to query the input state via
- * SkyController::GetControlState().
- *
- * @see SkyController
- */
-template<typename ControlStateType>
-class SkyControlled
-{
-public:
- //! Constructor.
- SkyControlled() { _pController = NULL; }
- //! Destructor
- virtual ~SkyControlled() { _pController = NULL; }
-
- //! Sets the controller which will control this controlled object.
- void SetController(SkyController<ControlStateType> *pController) { _pController = pController; }
-
- //! Updates the state of the controlled object based on the controls (received from the controller).
- virtual SKYRESULT UpdateStateFromControls(SKYTIME timeStep) = 0;
-
-protected:
- SkyController<ControlStateType> *_pController;
- ControlStateType _controlState;
-};
-
-#endif //__SKYCONTROLLED_HPP__
\ No newline at end of file
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyController.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyController.hpp
- *
- * Abstract base class for game object controllers.
- */
-#ifndef __SKYCONTROLLER_HPP__
-#define __SKYCONTROLLER_HPP__
-
-#include "SkyUtil.hpp"
-
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyController
- * @brief A class that defines an interface for translating general control input into game object control.
- *
- * This class abstracts game object control from specific control input, such
- * as via user interface devices or via artificial intelligence. Subclasses of
- * this class implement the method GetControlState() so that objects controlled
- * by an instance of a SkyController can query the control state that determines
- * their actions. The object need not know whether it is controlled by a human
- * or the computer since either controller provides it the same interface.
- *
- * @see SkyControlled
- */
-template <typename ControlStateType>
-class SkyController
-{
-public:
- //! Constructor.
- SkyController() {}
- //! Destructor.
- virtual ~SkyController() {}
-
- //! Fills out the control state structure passed in with the current state of controls.
- virtual SKYRESULT GetControlState(ControlStateType &controlState) = 0;
-};
-
-#endif //__SKYCONTROLLER_HPP__
\ No newline at end of file
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyDynamicTextureManager.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyDynamicTextureManager.cpp
- *
- * Implementation of a repository for check out and check in of dynamic textures.
- */
-
-#pragma warning( disable : 4786 )
-
-#include "SkyDynamicTextureManager.hpp"
-#include "SkyTexture.hpp"
-#include "SkyContext.hpp"
-
-#pragma warning( disable : 4786 )
-
-//! Set this to 1 to print lots of dynamic texture usage messages.
-#define SKYDYNTEXTURE_VERBOSE 0
-//! The maximum number of textures of each resolution to allow in the checked in pool.
-#define SKYDYNTEXTURE_TEXCACHE_LIMIT 32
-
-//------------------------------------------------------------------------------
-// Function : SkyDynamicTextureManager::SkyDynamicTextureManager
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyDynamicTextureManager::SkyDynamicTextureManager()
- * @brief Constructor.
- */
-SkyDynamicTextureManager::SkyDynamicTextureManager()
-#ifdef SKYDYNTEXTURE_VERBOSE
-: _iNumTextureBytesUsed(0),
- _iNumTextureBytesCheckedIn(0),
- _iNumTextureBytesCheckedOut(0)
-#endif
-{
- for (int i = 0; i < 11; ++i)
- for (int j = 0; j < 11; ++j)
- _iAvailableSizeCounts[i][j] = 0;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyDynamicTextureManager::~SkyDynamicTextureManager
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyDynamicTextureManager::~SkyDynamicTextureManager()
- * @brief Destructor.
- */
-SkyDynamicTextureManager::~SkyDynamicTextureManager()
-{
- for ( TextureSet::iterator subset = _availableTexturePool.begin();
- subset != _availableTexturePool.end();
- ++subset )
- { // iterate over texture subsets.
- for ( TextureSubset::iterator texture = (*subset).second->begin();
- texture != (*subset).second->end();
- ++texture )
- {
- texture->second->Destroy();
- delete texture->second;
- }
- subset->second->clear();
- }
- _availableTexturePool.clear();
-
- for ( TextureSubset::iterator texture = _checkedOutTexturePool.begin();
- texture != _checkedOutTexturePool.end();
- ++texture )
- {
- texture->second->Destroy();
- delete texture->second;
- }
- _checkedOutTexturePool.clear();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyDynamicTextureManager::CheckOutTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyDynamicTextureManager::CheckOutTexture(unsigned int iWidth, unsigned int iHeight)
- * @brief Returns a texture from the available pool, creating a new one if necessary.
- *
- * Thi texture returned by this method is checked out: it will be maintained in a
- * checked out pool until it is checked in with CheckInTexture(). The texture is owned
- * by the SkyDynamicTextureManager -- it should not be deleted by another object. Checked out
- * textures can be modified (copied, or rendered to, etc.), but should not be reallocated
- * or resized. All checked out textures will be deleted when the SkyDynamicTextureManager
- * is destroyed, so this manager should be destroyed only after rendering ceases.
- */
-SkyTexture* SkyDynamicTextureManager::CheckOutTexture(unsigned int iWidth,
- unsigned int iHeight)
-{
- int iWidthLog, iHeightLog;
- iWidthLog = SkyGetLogBaseTwo(iWidth);
- iHeightLog = SkyGetLogBaseTwo(iHeight);
-
- // first see if a texture of this resolution is available:
- // find the subset of textures with width = iWidth, if it exists.
- TextureSet::iterator subset = _availableTexturePool.find(iWidth);
- if (subset != _availableTexturePool.end())
- { // found the iWidth subset
- // now find a texture with height = iHeight:
- TextureSubset::iterator texture = (*subset).second->find(iHeight);
- if (texture != (*subset).second->end())
- { // found one!
- // extract the texture
- SkyTexture *pTexture = (*texture).second;
- (*texture).second = NULL;
- // first remove it from this set.
- (*subset).second->erase(texture);
- // now add it to the checked out texture set.
- _checkedOutTexturePool.insert(TextureSubset::value_type(pTexture->GetID(), pTexture));
-
- // update checked out/in amount.
-#if SKYDYNTEXTURE_VERBOSE
- _iNumTextureBytesCheckedIn -= iWidth * iHeight * 4;
- _iNumTextureBytesCheckedOut += iWidth * iHeight * 4;
- printf("CHECKOUT: %d x %d\n", iWidth, iHeight);
-#endif
- _iAvailableSizeCounts[iWidthLog][iHeightLog]--;
- // we're now free to give this texture to the user
- return pTexture;
- }
- else
- { // we didn't find an iWidth x iHeight texture, although the iWidth subset exists
- // create a new texture of the appropriate dimensions and return it.
- SkyTexture *pNewTexture = CreateDynamicTexture(iWidth, iHeight);
- _checkedOutTexturePool.insert(TextureSubset::value_type(pNewTexture->GetID(),
- pNewTexture));
-#if SKYDYNTEXTURE_VERBOSE
- _iNumTextureBytesCheckedOut += iWidth * iHeight * 4;
-#endif
-
- return pNewTexture;
- }
- }
- else
- { // we don't yet have a subset for iWidth textures. Create one.
- TextureSubset *pSubset = new TextureSubset;
- _availableTexturePool.insert(TextureSet::value_type(iWidth, pSubset));
- // now create a new texture of the appropriate dimensions and return it.
- SkyTexture *pNewTexture = CreateDynamicTexture(iWidth, iHeight);
- _checkedOutTexturePool.insert(TextureSubset::value_type(pNewTexture->GetID(), pNewTexture));
-
-#if SKYDYNTEXTURE_VERBOSE
- _iNumTextureBytesCheckedOut += iWidth * iHeight * 4;
-#endif
- return pNewTexture;
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyDynamicTextureManager::CheckInTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyDynamicTextureManager::CheckInTexture(SkyTexture *pTexture)
- * @brief Returns a checked-out texture to the available pool.
- *
- * This method removes the checked out texture from the checked out pool if it is
- * checked out, and then checks it in to the available pool.
- */
-void SkyDynamicTextureManager::CheckInTexture(SkyTexture *pTexture)
-{
- // first see if the texture is in the checked out pool.
- TextureSubset::iterator coTexture = _checkedOutTexturePool.find(pTexture->GetID());
- if (coTexture != _checkedOutTexturePool.end())
- { // if it is there, remove it.
- _checkedOutTexturePool.erase(coTexture);
- _iNumTextureBytesCheckedOut -= pTexture->GetWidth() * pTexture->GetHeight() * 4;
- }
-
- // Don't cache too many unused textures.
- int iWidthLog, iHeightLog;
- iWidthLog = SkyGetLogBaseTwo(pTexture->GetWidth());
- iHeightLog = SkyGetLogBaseTwo(pTexture->GetHeight());
- if (_iAvailableSizeCounts[iWidthLog][iHeightLog] >= SKYDYNTEXTURE_TEXCACHE_LIMIT)
- {
-#if SKYDYNTEXTURE_VERBOSE
- _iNumTextureBytesUsed -= pTexture->GetWidth() * pTexture->GetHeight() * 4;
- printf("%dx%d texture DESTROYED.\n\t Total memory used: %d bytes.\n",
- pTexture->GetWidth(), pTexture->GetHeight(), _iNumTextureBytesUsed);
-#endif
-
- pTexture->Destroy();
- SAFE_DELETE(pTexture);
- return;
- }
-
- // now check the texture into the available pool.
- // find the width subset:
- TextureSet::iterator subset = _availableTexturePool.find(pTexture->GetWidth());
- if (subset != _availableTexturePool.end())
- { // the subset exists. Add the texture to it
- (*subset).second->insert(TextureSubset::value_type(pTexture->GetHeight(), pTexture));
- _iNumTextureBytesCheckedIn += pTexture->GetWidth() * pTexture->GetHeight() * 4;
-
- _iAvailableSizeCounts[iWidthLog][iHeightLog]++;
- }
- else
- { // subset not found. Create it.
- TextureSubset *pSubset = new TextureSubset;
- // insert the texture.
- pSubset->insert(TextureSubset::value_type(pTexture->GetHeight(), pTexture));
- // insert the subset into the available pool
- _availableTexturePool.insert(TextureSet::value_type(pTexture->GetWidth(), pSubset));
-
-#if SKYDYNTEXTURE_VERBOSE
- _iNumTextureBytesCheckedIn += pTexture->GetWidth() * pTexture->GetHeight() * 4;
- _iAvailableSizeCounts[iWidthLog][iHeightLog]++;
-#endif
- }
-
- pTexture = NULL;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyDynamicTextureManager::CreateDynamicTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyDynamicTextureManager::CreateDynamicTexture(unsigned int iWidth, unsigned int iHeight)
- * @brief Allocate a new dynamic texture object of the given resolution.
- *
- * This method is used by CheckOutTexture() when it can't find an available texture of
- * the requested resolution. It can also be called externally, but will result in an
- * unmanaged texture unless the new texture is subsequently checked in using CheckInTexture().
- */
-SkyTexture* SkyDynamicTextureManager::CreateDynamicTexture(unsigned int iWidth, unsigned int iHeight)
-{
- unsigned int iID;
- glGenTextures(1, &iID);
- SkyTexture *pNewTexture = new SkyTexture(iWidth, iHeight, iID);
- glBindTexture(GL_TEXTURE_2D, pNewTexture->GetID());
- // set default filtering.
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- // create an empty buffer
- unsigned char *pData = new unsigned char[iWidth * iHeight * 4];
-
- // allocate the texture
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, iWidth, iHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pData );
-
- delete [] pData;
-
- // update the used texture bytes...
- _iNumTextureBytesUsed += iWidth * iHeight * 4;
-#if SKYDYNTEXTURE_VERBOSE
- printf("New %dx%d texture created.\n\t Total memory used: %d bytes\n", iWidth, iHeight, _iNumTextureBytesUsed);
- printf("\tTotal memory checked in: %d\n", _iNumTextureBytesCheckedIn);
- printf("\tTotal memory checked out: %d\n", _iNumTextureBytesCheckedOut);
-#endif
-
- return pNewTexture;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyDynamicTextureManager.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyDynamicTextureManager.hpp
- *
- * Interface definition of a repository for check out and check in of dynamic textures.
- */
-#ifndef __SKYDYNAMICTEXTUREMANAGER_HPP__
-#define __SKYDYNAMICTEXTUREMANAGER_HPP__
-
-// warning for truncation of template name for browse info
-#pragma warning( disable : 4786)
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <map>
-
-#include <simgear/compiler.h>
-
-#include SG_GL_H
-
-#include "SkyUtil.hpp"
-#include "SkySingleton.hpp"
-
-using namespace std;
-
-class SkyTexture;
-class SkyDynamicTextureManager;
-
-//! Dynamic Texture Manager Singleton declaration.
-/*! The DynamicTextureManager must be created by calling DynamicTextureManager::Instantiate(). */
-typedef SkySingleton<SkyDynamicTextureManager> DynamicTextureManager;
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyDynamicTextureManager
- * @brief A repository that allows check-out and check-in from a pool of dynamic textures.
- *
- * When an object needs a dynamic texture, it checks it out using CheckOutTexture(), passing
- * the resolution of the texture it needs. When the object is done with the texture, it
- * calls CheckInTexture(). New dynamic textures can be allocated by calling CreateDynamicTexture,
- * but these textures will be unmanaged.
- */
-class SkyDynamicTextureManager
-{
-public:
- SkyTexture* CheckOutTexture(unsigned int iWidth, unsigned int iHeight);
- void CheckInTexture(SkyTexture* pTexture);
-
- SkyTexture* CreateDynamicTexture(unsigned int iWidth, unsigned int iHeight);
-
-protected: // methods
- SkyDynamicTextureManager(); // these are protected because it is a singleton.
- ~SkyDynamicTextureManager();
-
-protected: // datatypes
- typedef multimap<unsigned int, SkyTexture*> TextureSubset;
- typedef multimap<unsigned int, TextureSubset*> TextureSet;
-
-protected: // data
- TextureSet _availableTexturePool;
- TextureSubset _checkedOutTexturePool;
-
- unsigned int _iAvailableSizeCounts[11][11];
-
- unsigned int _iNumTextureBytesUsed;
- unsigned int _iNumTextureBytesCheckedOut;
- unsigned int _iNumTextureBytesCheckedIn;
-};
-
-#endif //__SKYDYNAMICTEXTUREMANAGER_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyLight.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyLight.cpp
- *
- * Implementation of a class that maintains the state and operation of a light.
- */
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GLU_H
-
-#include "glut_shapes.h"
-
-#ifdef WIN32
-# ifdef _MSC_VER
-# pragma warning( disable : 4786)
-# endif
-# include "extgl.h"
-#endif
-
-#include "SkyLight.hpp"
-#include "SkyMaterial.hpp"
-#include "mat44.hpp"
-
-SkyMaterial* SkyLight::s_pMaterial = NULL;
-
-//------------------------------------------------------------------------------
-// Function : SkyLight::SkyLight
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyLight::SkyLight(SkyLightType eType)
-* @brief @todo <WRITE BRIEF SkyLight::SkyLight DOCUMENTATION>
-*
-* @todo <WRITE EXTENDED SkyLight::SkyLight FUNCTION DOCUMENTATION>
-*/
-SkyLight::SkyLight(SkyLightType eType)
-: _bEnabled(true),
-_bDirty(true),
-_iLastGLID(-1),
-_eType(eType),
-_vecPosition(0, 0, 1, 1),
-_vecDirection(0, 0, -1, 0),
-_vecDiffuse(1, 1, 1, 1),
-_vecAmbient(0, 0, 0, 0),
-_vecSpecular(1, 1, 1, 1),
-_vecAttenuation(1, 0, 0),
-_rSpotExponent(0),
-_rSpotCutoff(180)
-{
- if (!s_pMaterial)
- {
- s_pMaterial = new SkyMaterial;
- s_pMaterial->SetColorMaterialMode(GL_DIFFUSE);
- s_pMaterial->EnableColorMaterial(true);
- s_pMaterial->EnableLighting(false);
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyLight::~SkyLight
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyLight::~SkyLight()
-* @brief @todo <WRITE BRIEF SkyLight::~SkyLight DOCUMENTATION>
-*
-* @todo <WRITE EXTENDED SkyLight::~SkyLight FUNCTION DOCUMENTATION>
-*/
-SkyLight::~SkyLight()
-{
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyLight::Display
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyLight::Display() const
-* @brief Displays a wireframe representation of the light.
-*
-* This is useful for debugging.
-*/
-void SkyLight::Display() const
-{
- s_pMaterial->Activate();
- //if (_bEnabled)
- //glColor3fv(&(_vecDiffuse.x));
- //else
- glColor3f(0, 0, 0);
-
- switch(_eType)
- {
- case SKY_LIGHT_POINT:
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- {
- glTranslatef(_vecPosition.x, _vecPosition.y, _vecPosition.z);
- glutWireSphere(4, 8, 8);
- }
- glPopMatrix();
- break;
- case SKY_LIGHT_DIRECTIONAL:
- {
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- {
- Mat44f mat;
- Vec3f vecPos(_vecPosition.x, _vecPosition.y, _vecPosition.z);
- Vec3f vecDir(_vecDirection.x, _vecDirection.y, _vecDirection.z);
- Vec3f vecUp(0, 1, 0);
- if (fabs(vecDir * vecUp) - 1 < 1e-6) // check that the view and up directions are not parallel.
- vecUp.Set(1, 0, 0);
-
- mat.invLookAt(vecPos, vecPos + 10 * vecDir, vecUp);
-
- glPushMatrix();
- {
- glTranslatef(-50 * vecDir.x, -50 * vecDir.y, -50 * vecDir.z);
- glMultMatrixf(mat);
- glutWireCone(10, 10, 4, 1);
- }
- glPopMatrix();
-
- glMultMatrixf(mat);
- GLUquadric *pQuadric = gluNewQuadric();
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- gluCylinder(pQuadric, 4, 4, 50, 4, 4);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
- glPopMatrix();
- }
- break;
- case SKY_LIGHT_SPOT:
- {
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- {
- Mat44f mat;
- Vec3f vecUp = Vec3f(0, 1, 0);
- Vec3f vecPos(_vecPosition.x, _vecPosition.y, _vecPosition.z);
- Vec3f vecDir(_vecDirection.x, _vecDirection.y, _vecDirection.z);
- if (_vecDirection == vecUp)
- vecUp.Set(1, 0, 0);
- mat.invLookAt(vecPos + 50 * vecDir, vecPos + 51 * vecDir, vecUp);
-
- glMultMatrixf(mat);
- float rAlpha= acos(pow(10.0, (-12.0 / _rSpotExponent)));
- //glutWireCone(50 * tan(SKYDEGREESTORADS * rAlpha), 50, 16, 8);
- glutWireCone(50 * tan(SKYDEGREESTORADS * _rSpotCutoff), 50, 16, 8);
- }
- glPopMatrix();
- }
- break;
- default:
- break;
- }
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyLight::Activate
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyLight::Activate(int iLightID)
- * @brief @todo <WRITE BRIEF SkyLight::Activate DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyLight::Activate FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyLight::Activate(int iLightID)
-{
- glPushMatrix();
- // set the position every frame
- if (SKY_LIGHT_DIRECTIONAL != _eType)
- glLightfv(GL_LIGHT0 + iLightID, GL_POSITION, &(_vecPosition.x));
- else
- glLightfv(GL_LIGHT0 + iLightID, GL_POSITION, &(_vecDirection.x));
-
- if (SKY_LIGHT_SPOT == _eType)
- glLightfv(GL_LIGHT0 + iLightID, GL_SPOT_DIRECTION, &(_vecDirection.x));
-
- // set other light properties only when they change.
- if (_bDirty || iLightID != _iLastGLID)
- {
- glLightfv(GL_LIGHT0 + iLightID, GL_DIFFUSE, &(_vecDiffuse.x));
- glLightfv(GL_LIGHT0 + iLightID, GL_AMBIENT, &(_vecAmbient.x));
- glLightfv(GL_LIGHT0 + iLightID, GL_SPECULAR, &(_vecSpecular.x));
- glLightf(GL_LIGHT0 + iLightID, GL_CONSTANT_ATTENUATION, _vecAttenuation.x);
- glLightf(GL_LIGHT0 + iLightID, GL_LINEAR_ATTENUATION, _vecAttenuation.y);
- glLightf(GL_LIGHT0 + iLightID, GL_QUADRATIC_ATTENUATION, _vecAttenuation.z);
-
- if (SKY_LIGHT_SPOT == _eType)
- {
- glLightf(GL_LIGHT0 + iLightID, GL_SPOT_CUTOFF, _rSpotCutoff);
- glLightf(GL_LIGHT0 + iLightID, GL_SPOT_EXPONENT, _rSpotExponent);
- }
- else
- {
- glLightf(GL_LIGHT0 + iLightID, GL_SPOT_CUTOFF, 180);
- glLightf(GL_LIGHT0 + iLightID, GL_SPOT_EXPONENT, 0);
- }
-
- if (_bEnabled)
- glEnable(GL_LIGHT0 + iLightID);
- else
- {
- glDisable(GL_LIGHT0 + iLightID);
- }
-
- _iLastGLID = iLightID;
- _bDirty = false;
- }
- glPopMatrix();
-
- return SKYRESULT_OK;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyLight.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyLight.hpp
- *
- * Definition of a class that maintains the state and operation of a light.
- */
-#ifndef __SKYLIGHT_HPP__
-#define __SKYLIGHT_HPP__
-
-#include "vec3f.hpp"
-#include "vec4f.hpp"
-#include "SkyUtil.hpp"
-
-class SkyMaterial;
-
-class SkyLight
-{
-public: // types
- enum SkyLightType
- {
- SKY_LIGHT_POINT,
- SKY_LIGHT_DIRECTIONAL,
- SKY_LIGHT_SPOT,
- SKY_LIGHT_NUM_TYPES
- };
-
-public: // methods
- SkyLight(SkyLightType eType);
- virtual ~SkyLight();
-
- // for visualization of light positions / directions.
- void Display() const;
-
- bool GetEnabled() const { return _bEnabled; }
- SkyLightType GetType() const { return _eType; }
- const float* GetPosition() const { return _vecPosition; }
- const float* GetDirection() const { return _vecDirection; }
- const float* GetDiffuse() const { return _vecDiffuse; }
- const float* GetAmbient() const { return _vecAmbient; }
- const float* GetSpecular() const { return _vecSpecular; }
- const float* GetAttenuation() const { return _vecAttenuation; }
- float GetSpotExponent() const { return _rSpotExponent; }
- float GetSpotCutoff() const { return _rSpotCutoff; }
-
- void Enable(bool bEnable) { _bEnabled = bEnable; _bDirty = true; }
- void SetType(const SkyLightType& t) { _eType = t; _bDirty = true; }
- void SetPosition(const float pos[3])
- { _vecPosition.Set(pos[0], pos[1], pos[2], (_eType != SKY_LIGHT_DIRECTIONAL)); _bDirty = true; }
-
- void SetDirection(const float dir[3]) { _vecDirection.Set(dir[0], dir[1], dir[2], 0); _bDirty = true; }
- void SetDiffuse(const float color[4]) { _vecDiffuse.Set(color); _bDirty = true; }
- void SetAmbient(const float color[4]) { _vecAmbient.Set(color); _bDirty = true; }
- void SetSpecular(const float color[4]){ _vecSpecular.Set(color); _bDirty = true; }
- void SetAttenuation(float rConstant, float rLinear, float rQuadratic)
- { _vecAttenuation.Set(rConstant, rLinear, rQuadratic); _bDirty = true; }
-
- void SetSpotExponent(float rExp) { _rSpotExponent = rExp; _bDirty = true; }
- void SetSpotCutoff(float rCutoff) { _rSpotCutoff = rCutoff; _bDirty = true; }
-
- SKYRESULT Activate(int iLightID);
-
-protected: // data
- bool _bEnabled;
- bool _bDirty;
-
- int _iLastGLID;
-
- SkyLightType _eType;
-
- Vec4f _vecPosition;
- Vec4f _vecDirection;
- Vec4f _vecDiffuse;
- Vec4f _vecAmbient;
- Vec4f _vecSpecular;
- Vec3f _vecAttenuation; // constant, linear, and quadratic attenuation factors.
- float _rSpotExponent;
- float _rSpotCutoff;
-
- static SkyMaterial *s_pMaterial; // used for rendering the lights during debugging
-};
-
-#endif //__SKYLIGHT_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyMaterial.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyMaterial.cpp
- *
- * Implementation of class SkyMaterial, a meterial property object.
- */
-#include "SkyMaterial.hpp"
-#include "SkyContext.hpp"
-
-//------------------------------------------------------------------------------
-// Function : SkyMaterial::SkyMaterial
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMaterial::SkyMaterial()
- * @brief Constructor.
- */
-SkyMaterial::SkyMaterial()
-: _iMaterialID(-1),
- _vecDiffuse(Vec4f::ZERO),
- _vecSpecular(Vec4f::ZERO),
- _vecAmbient(Vec4f::ZERO),
- _vecEmissive(Vec4f::ZERO),
- _rSpecularPower(0),
- _bLighting(true),
- _eColorMaterialFace(GL_FRONT_AND_BACK),
- _eColorMaterialMode(GL_AMBIENT_AND_DIFFUSE),
- _bColorMaterial(false),
- _vecFogColor(Vec4f::ZERO),
- _eFogMode(GL_EXP),
- _bFog(false),
- _eDepthFunc(GL_LESS),
- _bDepthMask(true),
- _bDepthTest(true),
- _eAlphaFunc(GL_ALWAYS),
- _rAlphaRef(0),
- _bAlphaTest(false),
- _eBlendSrcFactor(GL_ONE),
- _eBlendDstFactor(GL_ZERO),
- _bBlending(false),
- _bFaceCulling(false),
- _eFaceCullingMode(GL_BACK),
- _eTextureEnvMode(GL_MODULATE)
-{
- _rFogParams[SKY_FOG_DENSITY] = 1;
- _rFogParams[SKY_FOG_START] = 0;
- _rFogParams[SKY_FOG_END] = 1;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMaterial::~SkyMaterial
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMaterial::~SkyMaterial()
- * @brief Destructor.
- */
-SkyMaterial::~SkyMaterial()
-{
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMaterial::SetFogParameter
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMaterial::SetFogParameter(GLenum eParameter, float rValue)
- */
-SKYRESULT SkyMaterial::SetFogParameter(GLenum eParameter, float rValue)
-{
- switch (eParameter)
- {
- case GL_FOG_DENSITY:
- _rFogParams[SKY_FOG_DENSITY] = rValue;
- break;
- case GL_FOG_START:
- _rFogParams[SKY_FOG_START] = rValue;
- break;
- case GL_FOG_END:
- _rFogParams[SKY_FOG_END] = rValue;
- break;
- default:
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyMaterial::SetFogParameter(): Invalid parameter.");
- break;
- }
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMaterial::GetFogParameter
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMaterial::GetFogParameter(GLenum eParameter) const
- */
-float SkyMaterial::GetFogParameter(GLenum eParameter) const
-{
- switch (eParameter)
- {
- case GL_FOG_DENSITY:
- return _rFogParams[SKY_FOG_DENSITY];
- break;
- case GL_FOG_START:
- return _rFogParams[SKY_FOG_START];
- break;
- case GL_FOG_END:
- return _rFogParams[SKY_FOG_END];
- break;
- default:
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyMaterial::GetFogParameter(): Invalid parameter.");
- break;
- }
-
- return -1;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMaterial::Activate
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMaterial::Activate()
- * @brief @todo <WRITE BRIEF SkyMaterial::SetMaterialPropertiesForDisplay DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyMaterial::SetMaterialPropertiesForDisplay FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyMaterial::Activate()
-{
- // Update the cached current material, and only pass values that have changed to the GL.
-
- SkyMaterial *pCurrentMaterial = GraphicsContext::InstancePtr()->GetCurrentMaterial();
- assert(NULL != pCurrentMaterial);
-
- // basic material properties
- if (pCurrentMaterial->GetDiffuse() != GetDiffuse())
- {
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &(GetDiffuse().x));
- pCurrentMaterial->SetDiffuse(GetDiffuse());
- }
- if (pCurrentMaterial->GetSpecular() != GetSpecular())
- {
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &(GetSpecular().x));
- pCurrentMaterial->SetSpecular(GetSpecular());
- }
- if (pCurrentMaterial->GetAmbient() != GetAmbient())
- {
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &(GetAmbient().x));
- pCurrentMaterial->SetAmbient(GetAmbient());
- }
- if (pCurrentMaterial->GetEmissive() != GetEmissive())
- {
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &(GetEmissive().x));
- pCurrentMaterial->SetEmissive(GetEmissive());
- }
- if (pCurrentMaterial->GetSpecularPower() != GetSpecularPower())
- {
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GetSpecularPower());
- pCurrentMaterial->SetSpecularPower(GetSpecularPower());
- }
-
- // lighting
- if (pCurrentMaterial->IsLightingEnabled() != IsLightingEnabled())
- {
- if (IsLightingEnabled())
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
- pCurrentMaterial->EnableLighting(IsLightingEnabled());
- }
-
- // color material (which material property tracks color calls)
- if (pCurrentMaterial->GetColorMaterialFace() != GetColorMaterialFace() ||
- pCurrentMaterial->GetColorMaterialMode() != GetColorMaterialMode())
- {
- glColorMaterial(GetColorMaterialFace(), GetColorMaterialMode());
- pCurrentMaterial->SetColorMaterialFace(GetColorMaterialFace());
- pCurrentMaterial->SetColorMaterialMode(GetColorMaterialMode());
- }
- if (pCurrentMaterial->IsColorMaterialEnabled() != IsColorMaterialEnabled())
- {
- if (IsColorMaterialEnabled())
- glEnable(GL_COLOR_MATERIAL);
- else
- glDisable(GL_COLOR_MATERIAL);
- pCurrentMaterial->EnableColorMaterial(IsColorMaterialEnabled());
- }
-
- // fog
- if (pCurrentMaterial->GetFogMode() != GetFogMode())
- {
- glFogf(GL_FOG_MODE, GetFogMode());
- pCurrentMaterial->SetFogMode(GetFogMode());
- }
- if (pCurrentMaterial->GetFogColor() != GetFogColor())
- {
- glFogfv(GL_FOG_COLOR, GetFogColor());
- pCurrentMaterial->SetFogColor(GetFogColor());
- }
- if (pCurrentMaterial->GetFogParameter(GL_FOG_DENSITY) != GetFogParameter(GL_FOG_DENSITY))
- {
- glFogf(GL_FOG_DENSITY, GetFogParameter(GL_FOG_DENSITY));
- pCurrentMaterial->SetFogParameter(GL_FOG_DENSITY, GetFogParameter(GL_FOG_DENSITY));
- }
- if (pCurrentMaterial->GetFogParameter(GL_FOG_START) != GetFogParameter(GL_FOG_START))
- {
- glFogf(GL_FOG_START, GetFogParameter(GL_FOG_START));
- pCurrentMaterial->SetFogParameter(GL_FOG_START, GetFogParameter(GL_FOG_START));
- }
- if (pCurrentMaterial->GetFogParameter(GL_FOG_END) != GetFogParameter(GL_FOG_END))
- {
- glFogf(GL_FOG_END, GetFogParameter(GL_FOG_END));
- pCurrentMaterial->SetFogParameter(GL_FOG_END, GetFogParameter(GL_FOG_END));
- }
- if (pCurrentMaterial->IsFogEnabled() != IsFogEnabled())
- {
- if (IsFogEnabled())
- glEnable(GL_FOG);
- else
- glDisable(GL_FOG);
- pCurrentMaterial->EnableFog(IsFogEnabled());
- }
-
- // depth test
- if (pCurrentMaterial->GetDepthFunc() != GetDepthFunc())
- {
- glDepthFunc(GetDepthFunc());
- pCurrentMaterial->SetDepthFunc(GetDepthFunc());
- }
- if (pCurrentMaterial->GetDepthMask() != GetDepthMask())
- {
- glDepthMask(GetDepthMask());
- pCurrentMaterial->SetDepthMask(GetDepthMask());
- }
- if (pCurrentMaterial->IsDepthTestEnabled() != IsDepthTestEnabled())
- {
- if (IsDepthTestEnabled())
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- pCurrentMaterial->EnableDepthTest(IsDepthTestEnabled());
- }
-
- // alpha test
- if (pCurrentMaterial->GetAlphaFunc() != GetAlphaFunc() ||
- pCurrentMaterial->GetAlphaRef() != GetAlphaRef())
- {
- glAlphaFunc(GetAlphaFunc(), GetAlphaRef());
- pCurrentMaterial->SetAlphaFunc(GetAlphaFunc());
- pCurrentMaterial->SetAlphaRef(GetAlphaRef());
- }
- if (pCurrentMaterial->IsAlphaTestEnabled() != IsAlphaTestEnabled())
- {
- if (IsAlphaTestEnabled())
- glEnable(GL_ALPHA_TEST);
- else
- glDisable(GL_ALPHA_TEST);
- pCurrentMaterial->EnableAlphaTest(IsAlphaTestEnabled());
- }
-
- // blending
- if (pCurrentMaterial->GetBlendingSourceFactor() != GetBlendingSourceFactor() ||
- pCurrentMaterial->GetBlendingDestFactor() != GetBlendingDestFactor())
- {
- glBlendFunc(GetBlendingSourceFactor(), GetBlendingDestFactor());
- pCurrentMaterial->SetBlendFunc(GetBlendingSourceFactor(), GetBlendingDestFactor());
- }
- if (pCurrentMaterial->IsBlendingEnabled() != IsBlendingEnabled())
- {
- if (IsBlendingEnabled())
- glEnable(GL_BLEND);
- else
- glDisable(GL_BLEND);
- pCurrentMaterial->EnableBlending(IsBlendingEnabled());
- }
-
- if (pCurrentMaterial->GetFaceCullingMode() != GetFaceCullingMode())
- {
- glCullFace(GetFaceCullingMode());
- pCurrentMaterial->SetFaceCullingMode(GetFaceCullingMode());
- }
- if (pCurrentMaterial->IsFaceCullingEnabled() != IsFaceCullingEnabled())
- {
- if (IsFaceCullingEnabled())
- glEnable(GL_CULL_FACE);
- else
- glDisable(GL_CULL_FACE);
- pCurrentMaterial->EnableFaceCulling(IsFaceCullingEnabled());
- }
-
- // texturing
- FAIL_RETURN(_textureState.Activate());
- if (pCurrentMaterial->GetTextureApplicationMode() != GetTextureApplicationMode())
- {
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GetTextureApplicationMode());
- pCurrentMaterial->SetTextureApplicationMode(GetTextureApplicationMode());
- }
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMaterial::Force
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMaterial::Force()
- * @brief @todo <WRITE BRIEF SkyMaterial::SetMaterialPropertiesForDisplay DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyMaterial::SetMaterialPropertiesForDisplay FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyMaterial::Force()
-{
- // Update the cached current material, and only pass values that have changed to the GL.
-
- SkyMaterial *pCurrentMaterial = GraphicsContext::InstancePtr()->GetCurrentMaterial();
- assert(NULL != pCurrentMaterial);
-
- // basic material properties
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &(GetDiffuse().x));
- pCurrentMaterial->SetDiffuse(GetDiffuse());
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &(GetSpecular().x));
- pCurrentMaterial->SetSpecular(GetSpecular());
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &(GetAmbient().x));
- pCurrentMaterial->SetAmbient(GetAmbient());
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &(GetEmissive().x));
- pCurrentMaterial->SetEmissive(GetEmissive());
-
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GetSpecularPower());
- pCurrentMaterial->SetSpecularPower(GetSpecularPower());
-
- // lighting
- if (IsLightingEnabled())
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
- pCurrentMaterial->EnableLighting(IsLightingEnabled());
-
- // color material (which material property tracks color calls)
- glColorMaterial(GetColorMaterialFace(), GetColorMaterialMode());
- pCurrentMaterial->SetColorMaterialFace(GetColorMaterialFace());
- pCurrentMaterial->SetColorMaterialMode(GetColorMaterialMode());
-
- if (IsColorMaterialEnabled())
- glEnable(GL_COLOR_MATERIAL);
- else
- glDisable(GL_COLOR_MATERIAL);
- pCurrentMaterial->EnableColorMaterial(IsColorMaterialEnabled());
-
- // fog
- glFogf(GL_FOG_MODE, GetFogMode());
- pCurrentMaterial->SetFogMode(GetFogMode());
-
- glFogfv(GL_FOG_COLOR, GetFogColor());
- pCurrentMaterial->SetFogColor(GetFogColor());
-
- glFogf(GL_FOG_DENSITY, GetFogParameter(GL_FOG_DENSITY));
- pCurrentMaterial->SetFogParameter(GL_FOG_DENSITY, GetFogParameter(GL_FOG_DENSITY));
-
- glFogf(GL_FOG_START, GetFogParameter(GL_FOG_START));
- pCurrentMaterial->SetFogParameter(GL_FOG_START, GetFogParameter(GL_FOG_START));
- glFogf(GL_FOG_END, GetFogParameter(GL_FOG_END));
- pCurrentMaterial->SetFogParameter(GL_FOG_END, GetFogParameter(GL_FOG_END));
-
- if (IsFogEnabled())
- glEnable(GL_FOG);
- else
- glDisable(GL_FOG);
- pCurrentMaterial->EnableFog(IsFogEnabled());
-
- // depth test
- glDepthFunc(GetDepthFunc());
- pCurrentMaterial->SetDepthFunc(GetDepthFunc());
-
- glDepthMask(GetDepthMask());
- pCurrentMaterial->SetDepthMask(GetDepthMask());
-
- if (IsDepthTestEnabled())
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- pCurrentMaterial->EnableDepthTest(IsDepthTestEnabled());
-
- // alpha test
- glAlphaFunc(GetAlphaFunc(), GetAlphaRef());
- pCurrentMaterial->SetAlphaFunc(GetAlphaFunc());
- pCurrentMaterial->SetAlphaRef(GetAlphaRef());
-
- if (IsAlphaTestEnabled())
- glEnable(GL_ALPHA_TEST);
- else
- glDisable(GL_ALPHA_TEST);
-
- // blending
- glBlendFunc(GetBlendingSourceFactor(), GetBlendingDestFactor());
- pCurrentMaterial->SetBlendFunc(GetBlendingSourceFactor(), GetBlendingDestFactor());
-
- if (IsBlendingEnabled())
- glEnable(GL_BLEND);
- else
- glDisable(GL_BLEND);
- pCurrentMaterial->EnableBlending(IsBlendingEnabled());
-
- glCullFace(GetFaceCullingMode());
- pCurrentMaterial->SetFaceCullingMode(GetFaceCullingMode());
-
- if (IsFaceCullingEnabled())
- glEnable(GL_CULL_FACE);
- else
- glDisable(GL_CULL_FACE);
- pCurrentMaterial->EnableFaceCulling(IsFaceCullingEnabled());
-
- // texturing
- FAIL_RETURN(_textureState.Force());
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GetTextureApplicationMode());
- pCurrentMaterial->SetTextureApplicationMode(GetTextureApplicationMode());
-
- return SKYRESULT_OK;
-}
-
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyMaterial.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyMaterial.hpp
- *
- * Interface definition for class SkyMaterial, a meterial property object.
- */
-#ifndef __SKYMATERIAL_HPP__
-#define __SKYMATERIAL_HPP__
-
-// #pragma warning( disable : 4786)
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GL_H
-
-#include "vec4f.hpp"
-#include "SkyUtil.hpp"
-#include "SkyTextureManager.hpp"
-#include "SkyTextureState.hpp"
-
-// forward
-class SkyRenderable;
-
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyMaterial
- * @brief A class for organizing and caching material state.
- *
- * This class handles setting and querying material state. By calling the Activate()
- * method, the material's state can be made current in OpenGL. The material will not
- * set states that are currently active in the current OpenGL context.
- */
-class SkyMaterial
-{
-public:
- SkyMaterial();
- ~SkyMaterial();
-
- SKYRESULT Activate();
- SKYRESULT Force();
-
- // Getters for basic material properties
-
- //! Returns the material identifier.
- int GetMaterialID() const { return _iMaterialID; }
- //! Returns the material diffuse color.
- const Vec4f& GetDiffuse() const { return _vecDiffuse; }
- //! Returns the material specular color.
- const Vec4f& GetSpecular() const { return _vecSpecular; }
- //! Returns the material ambient color.
- const Vec4f& GetAmbient() const { return _vecAmbient; }
- //! Returns the material emissive color.
- const Vec4f& GetEmissive() const { return _vecEmissive; }
- //! Returns the material specular power (shininess).
- const float GetSpecularPower() const { return _rSpecularPower; }
-
- // lighting
- //! Returns true if lighting is enabled for this material.
- bool IsLightingEnabled() const { return _bLighting; }
-
- // color material (which material property tracks color calls)
- //! Returns the face for which color material tracking is enabled.
- GLenum GetColorMaterialFace() const { return _eColorMaterialFace; }
- //! Returns the color material tracking mode.
- GLenum GetColorMaterialMode() const { return _eColorMaterialMode; }
- //! Returns true if color material tracking is enabled.
- bool IsColorMaterialEnabled() const { return _bColorMaterial; }
-
- //! Returns the fog density or start / end distance.
- float GetFogParameter(GLenum eParameter) const;
- //! Returns the fog mode (exponential, linear, etc.)
- GLenum GetFogMode() const { return _eFogMode; }
- //! Returns the fog color.
- const Vec4f& GetFogColor() const { return _vecFogColor; }
- //! Returns true if fog is enabled for this material.
- bool IsFogEnabled() const { return _bFog; }
-
- // texturing
- //! Returns the active texture target for texture unit @a iTextureUnit.
- GLenum GetActiveTarget(unsigned int iTextureUnit) const
- { return _textureState.GetActiveTarget(iTextureUnit); }
- //! Returns the bound texture ID for texture unit @a iTextureUnit.
- unsigned int GetTextureID(unsigned int iTextureUnit) const
- { return _textureState.GetTextureID(iTextureUnit); }
- //! Returns true if texturing is enabled for texture unit @a iTextureUnit.
- bool IsTextureEnabled(unsigned int iTextureUnit) const
- { return _textureState.IsTextureEnabled(iTextureUnit); }
- //! Returns the value of the texture parameter @a eParameter for texture unit @a iTextureUnit.
- GLenum GetTextureParameter(unsigned int iTextureUnit, GLenum eParameter) const
- { return _textureState.GetTextureParameter(iTextureUnit, eParameter); }
- //! Returns the texture application mode of the texture environment.
- GLenum GetTextureApplicationMode() const { return _eTextureEnvMode; }
-
- //! Returns a reference to the texture state object owned by this materal.
- SkyTextureState& GetTextureState() { return _textureState; }
-
- // depth test
- //! Returns true if depth testing is enabled for this material.
- bool IsDepthTestEnabled() const { return _bDepthTest; }
- //! Returns the depth test function for this material.
- GLenum GetDepthFunc() const { return _eDepthFunc; }
- //! Returns true if depth writes are enabled for this material, false if not.
- bool GetDepthMask() const { return _bDepthMask; }
-
- // alpha test
- //! Returns true if alpha testing is enabled for this material.
- bool IsAlphaTestEnabled() const { return _bAlphaTest; }
- //! Returns the alpha test function for this material.
- GLenum GetAlphaFunc() const { return _eAlphaFunc; }
- //! Returns the reference value for alpha comparison.
- float GetAlphaRef() const { return _rAlphaRef; }
-
- // blending
- //! Returns true if blending is enabled for this material.
- bool IsBlendingEnabled() const { return _bBlending; }
- //! Returns the source blending factor for this material.
- GLenum GetBlendingSourceFactor() const { return _eBlendSrcFactor; }
- //! Returns the destination blending factor for this material.
- GLenum GetBlendingDestFactor() const { return _eBlendDstFactor; }
-
- //! Returns true if face culling enabled for this material.
- bool IsFaceCullingEnabled() const { return _bFaceCulling; }
- //! Returns which faces are culled -- front-facing or back-facing.
- GLenum GetFaceCullingMode() const { return _eFaceCullingMode; }
-
- // Setters for basic material properties
-
- //! Sets the material identifier.
- void SetMaterialID(int ID) { _iMaterialID = ID; }
- //! Sets the diffuse material color.
- void SetDiffuse( const Vec4f& d) { _vecDiffuse = d; }
- //! Sets the specular material color.
- void SetSpecular(const Vec4f& d) { _vecSpecular = d; }
- //! Sets the ambient material color.
- void SetAmbient( const Vec4f& d) { _vecAmbient = d; }
- //! Sets the emissive material color.
- void SetEmissive(const Vec4f& d) { _vecEmissive = d; }
- //! Sets the material specular power (shininess).
- void SetSpecularPower(float power) { _rSpecularPower = power; }
-
- // lighting
- //! Enables / Disables lighting for this material.
- void EnableLighting(bool bEnable) { _bLighting = bEnable; }
-
- // color material (which material property tracks color calls)
- //! Sets which faces (front or back) track color calls.
- void SetColorMaterialFace(GLenum eFace) { _eColorMaterialFace = eFace; }
- //! Sets which material property tracks color calls.
- void SetColorMaterialMode(GLenum eMode) { _eColorMaterialMode = eMode; }
- //! Enables / Disables material color tracking for this material.
- void EnableColorMaterial(bool bEnable) { _bColorMaterial = bEnable; }
-
- //! Sets the fog density or start / end distance.
- SKYRESULT SetFogParameter(GLenum eParameter, float rValue);
- //! Sets the fog mode (exponential, linear, etc.)
- void SetFogMode(GLenum eMode) { _eFogMode = eMode; }
- //! Sets the fog color.
- void SetFogColor(const Vec4f& color) { _vecFogColor = color; }
- //! Enables / Disables fog for this material.
- void EnableFog(bool bEnable) { _bFog = bEnable; }
-
- // texturing
- //! Sets the bound texture and texture target for texture unit @a iTextureUnit.
- SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, SkyTexture& texture)
- { return _textureState.SetTexture(iTextureUnit, eTarget, texture); }
- //! Sets the bound texture and texture target for texture unit @a iTextureUnit.
- SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, unsigned int iTextureID)
- { return _textureState.SetTexture(iTextureUnit, eTarget, iTextureID); }
- //! Enables / Disables texture unit @a iTextureUnit for this material.
- SKYRESULT EnableTexture(unsigned int iTextureUnit, bool bEnable)
- { return _textureState.EnableTexture(iTextureUnit, bEnable); }
- //! Sets the value of the texture parameter @a eParameter for texture unit @a iTextureUnit.
- SKYRESULT SetTextureParameter(unsigned int iTextureUnit, GLenum eParameter, GLenum eMode)
- { return _textureState.SetTextureParameter(iTextureUnit, eParameter, eMode); }
-
- //! Sets the texture application mode of the texture environment.
- void SetTextureApplicationMode(GLenum eMode){ _eTextureEnvMode = eMode;}
-
- // depth test
- //! Enables / Disables depth test for this material.
- void EnableDepthTest(bool bEnable) { _bDepthTest = bEnable; }
- //! Sets the depth test function (greater, less than, equal, etc.).
- void SetDepthFunc(GLenum eDepthFunc) { _eDepthFunc = eDepthFunc;}
- //! If @a bDepthMask is true, then depth writes are enabled, otherwise they are not.
- void SetDepthMask(bool bDepthMask) { _bDepthMask = bDepthMask;}
-
- // alpha test
- //! Enables / Disables alpha test for this material.
- void EnableAlphaTest(bool bEnable) { _bAlphaTest = bEnable; }
- //! Sets the alpha test function (greater, less than, equal, etc.).
- void SetAlphaFunc(GLenum eAlphaFunc) { _eAlphaFunc = eAlphaFunc;}
- //! Sets the reference value against which fragment alpha values are compared.
- void SetAlphaRef(float rAlphaRef) { _rAlphaRef = rAlphaRef; }
-
- // blending
- //! Enables / Disables blending for this material.
- void EnableBlending(bool bEnable) { _bBlending = bEnable; }
- //! Sets the source and destination blending factors for this material.
- void SetBlendFunc(GLenum eSrcFactor, GLenum eDstFactor)
- { _eBlendSrcFactor = eSrcFactor; _eBlendDstFactor = eDstFactor; }
-
- //! Enables / Disables face culling for this material.
- void EnableFaceCulling(bool bEnable) { _bFaceCulling = bEnable; }
- //! Sets which faces will be culled -- front facing or back facing.
- void SetFaceCullingMode(GLenum eMode) { _eFaceCullingMode = eMode; }
-
-protected:
- int _iMaterialID;
-
- Vec4f _vecDiffuse;
- Vec4f _vecSpecular;
- Vec4f _vecAmbient;
- Vec4f _vecEmissive;
-
- float _rSpecularPower;
-
- bool _bLighting;
-
- GLenum _eColorMaterialFace;
- GLenum _eColorMaterialMode;
- bool _bColorMaterial;
-
- enum SkyFogParams
- {
- SKY_FOG_DENSITY,
- SKY_FOG_START,
- SKY_FOG_END,
- SKY_FOG_NUM_PARAMS
- };
-
- Vec4f _vecFogColor;
- GLenum _eFogMode;
- float _rFogParams[SKY_FOG_NUM_PARAMS];
- bool _bFog;
-
- GLenum _eDepthFunc;
- bool _bDepthMask;
- bool _bDepthTest;
-
- GLenum _eAlphaFunc;
- float _rAlphaRef;
- bool _bAlphaTest;
-
- GLenum _eBlendSrcFactor;
- GLenum _eBlendDstFactor;
- bool _bBlending;
-
- bool _bFaceCulling;
- GLenum _eFaceCullingMode;
-
- SkyTextureState _textureState;
- GLenum _eTextureEnvMode;
-};
-
-#endif //__SKYMATERIAL_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyMinMaxBox.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyMinMaxBox.cpp
- *
- * Implementation of a bounding box class. Modified from Wes Hunt's BoundingBox.
- */
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GL_H
-
-#include "SkyMinMaxBox.hpp"
-#include "camutils.hpp"
-#include <float.h>
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::SkyMinMaxBox
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::SkyMinMaxBox()
- * @brief Constructor
- */
-SkyMinMaxBox::SkyMinMaxBox()
-{
- Clear();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::Clear
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::Clear()
- * @brief Reset the min and max to floating point extremes.
- *
- */
-void SkyMinMaxBox::Clear()
-{
- _min.x = FLT_MAX;
- _min.y = FLT_MAX;
- _min.z = FLT_MAX;
- _max.x = -FLT_MAX;
- _max.y = -FLT_MAX;
- _max.z = -FLT_MAX;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::PointInBBox
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::PointInBBox( const Vec3f &pt ) const
- * @brief Queries pt to see if it is inside the SkyMinMaxBox.
- *
- */
-bool SkyMinMaxBox::PointInBBox( const Vec3f &pt ) const
-{
- if( (pt.x >= _min.x) && ( pt.x <= _max.x ) )
- {
- if( (pt.y >= _min.y) && ( pt.y <= _max.y ) )
- {
- if( (pt.z >= _min.z) && ( pt.z <= _max.z ) )
- return true;
- }
- }
-
- return false;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::AddPoint
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::AddPoint( float x , float y , float z )
- * @brief Adds a point and adjusts bounds if necessary.
- */
-void SkyMinMaxBox::AddPoint( float x , float y , float z )
-{
- if( x > _max.x )
- _max.x = x;
- if( x < _min.x )
- _min.x = x;
-
- if( y > _max.y )
- _max.y = y;
- if( y < _min.y )
- _min.y = y;
-
- if( z > _max.z )
- _max.z = z;
- if( z < _min.z )
- _min.z = z;
-
- // update the center and radius
- _UpdateSphere();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::AddPoint
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::AddPoint( const Vec3f &pt )
- * @brief Adds a point and adjusts bounds if necessary.
- */
-void SkyMinMaxBox::AddPoint( const Vec3f &pt )
-{
- if( pt.x > _max.x )
- _max.x = pt.x;
- if( pt.x < _min.x )
- _min.x = pt.x;
-
- if( pt.y > _max.y )
- _max.y = pt.y;
- if( pt.y < _min.y )
- _min.y = pt.y;
-
- if( pt.z > _max.z )
- _max.z = pt.z;
- if( pt.z < _min.z )
- _min.z = pt.z;
-
- // update the center and radius
- _UpdateSphere();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::ViewFrustumCull
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::ViewFrustumCull( const Camera &cam, const Mat44f &mat )
- * @brief Returns true if bounding volume culled against cam.
- *
- * This function must transform the object space min and max then adjust the new
- * min and max box by expanding it. Each of the 8 points must be tested. This
- * is faster then doing an xform of all the geometry points and finding a tight
- * fitting min max box, however this will be enlarged.
- */
-bool SkyMinMaxBox::ViewFrustumCull( const Camera &cam, const Mat44f &mat )
-{
- SkyMinMaxBox xBV; // Xformed Bounding Volume
- Vec3f xMin = mat * _min; // Xformed _min
- Vec3f xMax = mat * _max; // Xformed _max
- Vec3f offset = _max - _min; // Offset for sides of MinMaxBox
- Vec3f tmp;
-
- xBV.Clear(); // Clear the values first
-
- // First find the new minimum x,y,z
- // Find min + x
- tmp.Set(mat.M[0], mat.M[4], mat.M[8]);
- tmp *= offset.x;
- tmp += xMin;
- xBV.AddPoint(tmp);
-
- // Find min + y
- tmp.Set(mat.M[1], mat.M[5], mat.M[9]);
- tmp *= offset.y;
- tmp += xMin;
- xBV.AddPoint(tmp);
-
- // Find min + z
- tmp.Set(mat.M[3], mat.M[6], mat.M[10]);
- tmp *= offset.z;
- tmp += xMin;
- xBV.AddPoint(tmp);
-
- // Second find the new maximum x,y,z
- // Find max - x
- tmp.Set(mat.M[0], mat.M[4], mat.M[8]);
- tmp *= -offset.x;
- tmp += xMax;
- xBV.AddPoint(tmp);
-
- // Find max - y
- tmp.Set(mat.M[1], mat.M[5], mat.M[9]);
- tmp *= -offset.y;
- tmp += xMax;
- xBV.AddPoint(tmp);
-
- // Find max - z
- tmp.Set(mat.M[3], mat.M[6], mat.M[10]);
- tmp *= -offset.z;
- tmp += xMax;
- xBV.AddPoint(tmp);
-
- // Use the camera utility function that already exists for minmax boxes
- return VFC(&cam, xBV.GetMin(), xBV.GetMax());
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::Transform
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::Transform(const Mat44f& mat)
- * @brief @todo <WRITE BRIEF SkyMinMaxBox::Transform DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyMinMaxBox::Transform FUNCTION DOCUMENTATION>
- */
-void SkyMinMaxBox::Transform(const Mat44f& mat)
-{
- Vec3f verts[8];
- _CalcVerts(verts);
- Clear();
- for (int i = 0; i < 8; ++i)
- {
- AddPoint(mat * verts[i]);
- }
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::_UpdateSphere
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyMinMaxBox::_UpdateSphere()
-* @brief Updates the bounding sphere based on min and max.
-*/
-void SkyMinMaxBox::_UpdateSphere()
-{
- _vecCenter = _min;
- _vecCenter += _max;
- _vecCenter *= 0.5f;
-
- Vec3f rad = _max;
- rad -= _vecCenter;
- _rRadius = rad.Length();
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::Display
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::Display() const
- * @brief @todo <WRITE BRIEF SkyMinMaxBox::Display DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyMinMaxBox::Display FUNCTION DOCUMENTATION>
- */
-void SkyMinMaxBox::Display() const
-{
- Vec3f V[8];
- _CalcVerts(V);
-
- glPushAttrib(GL_LINE_BIT);
- glLineWidth(1.0);
-
- glBegin(GL_LINE_LOOP); // TOP FACE
- glVertex3fv(V[4]); glVertex3fv(V[5]); glVertex3fv(V[1]); glVertex3fv(V[0]);
- glEnd();
- glBegin(GL_LINE_LOOP); // BOTTOM FACE
- glVertex3fv(V[3]); glVertex3fv(V[2]); glVertex3fv(V[6]); glVertex3fv(V[7]);
- glEnd();
- glBegin(GL_LINE_LOOP); // LEFT FACE
- glVertex3fv(V[1]); glVertex3fv(V[5]); glVertex3fv(V[6]); glVertex3fv(V[2]);
- glEnd();
- glBegin(GL_LINE_LOOP); // RIGHT FACE
- glVertex3fv(V[0]); glVertex3fv(V[3]); glVertex3fv(V[7]); glVertex3fv(V[4]);
- glEnd();
- glBegin(GL_LINE_LOOP); // NEAR FACE
- glVertex3fv(V[1]); glVertex3fv(V[2]); glVertex3fv(V[3]); glVertex3fv(V[0]);
- glEnd();
- glBegin(GL_LINE_LOOP); // FAR FACE
- glVertex3fv(V[4]); glVertex3fv(V[7]); glVertex3fv(V[6]); glVertex3fv(V[5]);
- glEnd();
-
- glPopAttrib();
-}
-
-//-----------------------------------------------------------------------------
-// Calculates the eight corner vertices of the MinMaxBox.
-// V must be prealloced.
-// 5---4
-// / /|
-// 1---0 | VERTS : 0=RTN,1=LTN,2=LBN,3=RBN,4=RTF,5=LTF,6=LBF,7=RBF
-// | | 7 (L,R, B,T, N,F) = (Left,Right, Bottom,Top, Near,Far)
-// | |/
-// 2---3
-//-----------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// Function : SkyMinMaxBox::_CalcVerts
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyMinMaxBox::_CalcVerts(Vec3f pVerts[8]) const
- * @brief @todo <WRITE BRIEF SkyMinMaxBox::_CalcVerts DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyMinMaxBox::_CalcVerts FUNCTION DOCUMENTATION>
- */
-void SkyMinMaxBox::_CalcVerts(Vec3f pVerts[8]) const
-{
- pVerts[0].Set(_max); pVerts[4].Set(_max.x, _max.y, _min.z);
- pVerts[1].Set(_min.x, _max.y, _max.z); pVerts[5].Set(_min.x, _max.y, _min.z);
- pVerts[2].Set(_min.x, _min.y, _max.z); pVerts[6].Set(_min);
- pVerts[3].Set(_max.x, _min.y, _max.z); pVerts[7].Set(_max.x, _min.y, _min.z);
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyMinMaxBox.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
-* @file SkyMinMaxBox.hpp
-*
-* Interface definition for a min-max bounding box class for bounding volume hierarchies.
-*/
-#ifndef __SKYMINMAXBOX_HPP__
-#define __SKYMINMAXBOX_HPP__
-
-#include "SkyBoundingVolume.hpp"
-
-//------------------------------------------------------------------------------
-/**
-* @class SkyMinMaxBox
-* @brief An AABB class that can be used in bounding volume hierarchies.
-*
-* @todo <WRITE EXTENDED CLASS DESCRIPTION>
-*/
-class SkyMinMaxBox : public SkyBoundingVolume
-{
-public:
- SkyMinMaxBox();
- //! Destructor
- virtual ~SkyMinMaxBox() {}
-
- void AddPoint( const Vec3f &pt );
- void AddPoint( float x , float y , float z );
-
- //! Expand this box to contain @a box.
- void Union(const SkyMinMaxBox& box) { AddPoint(box.GetMin()); AddPoint(box.GetMax()); }
-
- //! Returns the minimum corner of the bounding box.
- const Vec3f &GetMin() const { return _min; }
- //! Returns the maximum corner of the bounding box.
- const Vec3f &GetMax() const { return _max; }
-
- //! Sets the minimum corner of the bounding box.
- void SetMin(const Vec3f &min) { _min = min; _UpdateSphere(); }
- //! Sets the maximum corner of the bounding box.
- void SetMax(const Vec3f &max) { _max = max; _UpdateSphere(); }
-
- //! Returns the X width of the bounding box.
- float GetWidthInX() const { return _max.x - _min.x;}
- //! Returns the Y width of the bounding box.
- float GetWidthInY() const { return _max.y - _min.y;}
- //! Returns the Z width of the bounding box.
- float GetWidthInZ() const { return _max.z - _min.z;}
-
- bool PointInBBox( const Vec3f &pt ) const;
-
- bool ViewFrustumCull( const Camera &cam, const Mat44f &mat );
-
- void Transform(const Mat44f& mat);
-
- // Reset the bounding box
- void Clear();
-
- void Display() const;
-
-protected:
- void _UpdateSphere();
- void _CalcVerts(Vec3f pVerts[8]) const;
-
-private:
- Vec3f _min; // Original object space BV
- Vec3f _max;
-};
-
-#endif //__SKYMINMAXBOX_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyRenderable.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-//------------------------------------------------------------------------------
-// File : SkyRenderable.hpp
-//------------------------------------------------------------------------------
-// Sky : Copyright 2002 Mark J. Harris and Andrew Zaferakis
-//------------------------------------------------------------------------------
-/**
- * @file SkyRenderable.hpp
- *
- * Abstract base class definition for SkyRenderable, a renderable object class.
- */
-#ifndef __SKYRENDERABLE_HPP__
-#define __SKYRENDERABLE_HPP__
-
-#pragma warning( disable : 4786)
-
-#include <string>
-
-#include "SkyUtil.hpp"
-
-// forward to reduce unnecessary dependencies
-class SkyMinMaxBox;
-class SkyRenderableInstance;
-class Camera;
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyRenderable
- * @brief An base class for renderable objects.
- *
- * Each SkyRenderable object should know how to Display itself, however some
- * objects may not have a bounding volume that is useful (skybox, etc.)
- */
-class SkyRenderable
-{
-public:
- //! Constructor
- SkyRenderable() {}
- //! Destructor
- virtual ~SkyRenderable() { }
-
- //------------------------------------------------------------------------------
- // Function : SetName
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn SetName(const std::string &name)
- * @brief Set a name for this renderable.
- */
- void SetName(const std::string &name) { _name = name; }
-
- //------------------------------------------------------------------------------
- // Function : GetName
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn GetName() const
- * @brief Get the name of this renderable.
- */
- const std::string& GetName() const { return _name; }
-
- //------------------------------------------------------------------------------
- // Function : Update
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Update(const Camera &cam, SkyRenderableInstance *pInstance)
- * @brief Update the state of the renderable.
- *
- * This method is optional, as some renderables will need periodic updates
- * (i.e. for animation) and others will not.
- */
- virtual SKYRESULT Update(const Camera &cam, SkyRenderableInstance *pInstance = NULL)
- { return SKYRESULT_OK; }
-
- //------------------------------------------------------------------------------
- // Function : Display
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Display(const Camera &cam, SkyRenderableInstance *pInstance)
- * @brief Display the object.
- */
- virtual SKYRESULT Display(const Camera &cam, SkyRenderableInstance *pInstance = NULL) = 0;
-
- //------------------------------------------------------------------------------
- // Function : CopyBoundingVolume
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn CopyBoundingVolume() const
- * @brief Create a copy of the object's bounding volume, useful for collision, VFC, etc.
- */
- virtual SkyMinMaxBox* CopyBoundingVolume() const = 0;// { return 0; }
-
-protected:
- std::string _name; // the name of this renderable.
-};
-
-#endif //__SKYRENDERABLE_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyRenderableInstance.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyRenderableInstance.hpp
- *
- * Interface definition for SkyRenderableInstance, an instance of a renderable object.
- */
-#ifndef __SKYRENDERABLEINSTANCE_HPP__
-#define __SKYRENDERABLEINSTANCE_HPP__
-
-#include <vector>
-#include "mat33.hpp"
-#include "mat44.hpp"
-#include "SkyUtil.hpp"
-
-// forward to reduce unnecessary dependencies
-class Camera;
-class SkyMinMaxBox;
-
-// forward so we can make the following typedefs easily visible in the header.
-// rather than buried under the class definition.
-class SkyRenderableInstance;
-
-//! A dynamic array of SkyRenderableInstance pointers.
-typedef std::vector<SkyRenderableInstance*> InstanceArray;
-//! An instance array iterator.
-typedef InstanceArray::iterator InstanceIterator;
-
-//------------------------------------------------------------------------------
-/**
-* @class SkyRenderableInstance
-* @brief An instance of a SkyRenderable object.
-*
-* An instance contains a pointer to a SkyRenderable object. The
-* instance contains attributes such as position, orientation,
-* scale, etc. that vary between instances.
-*/
-class SkyRenderableInstance
-{
-public:
- //! Constructor.
- SkyRenderableInstance()
- : _bCulled(false), _bAlive(true), _vecPosition(0, 0, 0), _rScale(1), _rSquareSortDistance(0)
- {
- _matRotation.Identity(); _matInvRotation.Identity();
- }
-
- //! Constructor.
- SkyRenderableInstance(const Vec3f &position,
- const Mat33f &rotation,
- const float scale)
- : _bCulled(false), _bAlive(true), _vecPosition(position),
- _matRotation(rotation), _rScale(scale), _rSquareSortDistance(0)
- {
- _matInvRotation = _matRotation;
- _matInvRotation.Transpose();
- }
-
- //! Destructor
- virtual ~SkyRenderableInstance() {}
-
- // Setters / Getters
- //! Set the world space position of the instance.
- virtual void SetPosition(const Vec3f &position) { _vecPosition = position; }
- //! Set the world space rotation of the instance.
- virtual void SetRotation(const Mat33f &rotation) { _matRotation = rotation;
- _matInvRotation = rotation;
- _matInvRotation.Transpose(); }
- //! Set the world space scale of the instance.
- virtual void SetScale( const float &scale) { _rScale = scale; }
-
- //! Returns the world space position of the instance.
- virtual const Vec3f& GetPosition() const { return _vecPosition; }
- //! Returns the world space rotation matrix of the instance.
- virtual const Mat33f& GetRotation() const { return _matRotation; }
- //! Returns the inverse of the world space rotation matrix of the instance.
- virtual const Mat33f& GetInverseRotation() const { return _matInvRotation; }
- //! Returns the world space scale of the instance.
- virtual float GetScale() const { return _rScale; }
-
- //! Update the instance based on the given camera, @a cam.
- virtual SKYRESULT Update(const Camera &cam) { return SKYRESULT_OK; }
- //! Render the instance.
- virtual SKYRESULT Display() { return SKYRESULT_OK; }
-
- //! Returns the transform matrix from model space to world space.
- inline virtual void GetModelToWorldTransform(Mat44f &mat) const;
-
- //! Returns the transform matrix from world space to model space.
-
- inline virtual void GetWorldToModelTransform(Mat44f &mat) const;
-
- //! Returns the object-space bounding volume for this instance, or NULL if none is available.
- virtual SkyMinMaxBox* GetBoundingVolume() const { return NULL; }
-
- //! Returns true if and only if the bounding volume of this instance lies entirely outside @a cam.
- virtual bool ViewFrustumCull(const Camera &cam) { return false; }
- //! Returns true if the instance was culled.
- virtual bool IsCulled() { return _bCulled; }
- //! Sets the culled state of the instance.
- virtual void SetCulled(bool bCulled) { _bCulled = bCulled; }
-
- //! Returns true if the instance is currently active.
- virtual bool IsAlive() { return _bAlive; }
- //! Activates or deactivates the instance.
- virtual void SetIsAlive(bool bAlive) { _bAlive = bAlive; }
-
- //! Sets the distance of this object from the sort position. Used to sort instances.
- virtual void SetSquareSortDistance(float rSqrDist) { _rSquareSortDistance = rSqrDist; }
- //! Returns the distance of this object from the sort position. (Set with SetSquareSortDistance())
- virtual float GetSquareSortDistace() const { return _rSquareSortDistance; }
-
- //! This operator is used to sort instance arrays.
- bool operator<(const SkyRenderableInstance& instance) const
- {
- return (_rSquareSortDistance > instance._rSquareSortDistance);
- }
-
-protected:
- bool _bCulled; // Culled flag
- bool _bAlive; // Alive object flag
-
- Vec3f _vecPosition; // Position
- Mat33f _matRotation; // Rotation
- Mat33f _matInvRotation; // inverse rotation
- float _rScale; // Scale
-
- // for sorting particles during shading
- float _rSquareSortDistance;
-};
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstance::GetModelToWorldTransform
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstance::GetModelToWorldTransform(Mat44f &mat) const
- * @brief Returns the 4x4 transformation matrix from world to model space.
- */
-inline void SkyRenderableInstance::GetModelToWorldTransform(Mat44f &mat) const
-{
- mat[0] = _matRotation.M[0]; mat[4] = _matRotation.M[3];
- mat[8] = _matRotation.M[6]; mat[12] = 0;
- mat[1] = _matRotation.M[1]; mat[5] = _matRotation.M[4];
- mat[9] = _matRotation.M[7]; mat[13] = 0;
- mat[2] = _matRotation.M[2]; mat[6] = _matRotation.M[5];
- mat[10] = _matRotation.M[8]; mat[14] = 0;
- mat[3] = 0; mat[7] = 0; mat[11] = 0; mat[15] = 0;
-
- // Scale the matrix (we don't want to scale translation or mat[15] which is 1)
- if (_rScale != 1)
- mat *= _rScale;
-
- // Set the translation and w coordinate after the potential scaling
- mat[12] = _vecPosition.x; mat[13] = _vecPosition.y; mat[14] = _vecPosition.z;
- mat[15] = 1;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : Mat44f& SkyRenderableInstance::GetWorldToModelTransform
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstance::GetWorldToModelTransform(Mat44f &mat) const
- * @brief Returns the 4x4 transformation matrix from world to model space.
- */
-inline void SkyRenderableInstance::GetWorldToModelTransform(Mat44f &mat) const
-{
- mat[0] = _matRotation.M[0]; mat[4] = _matRotation.M[1];
- mat[8] = _matRotation.M[2]; mat[12] = 0;
- mat[1] = _matRotation.M[3]; mat[5] = _matRotation.M[4];
- mat[9] = _matRotation.M[5]; mat[13] = 0;
- mat[2] = _matRotation.M[6]; mat[6] = _matRotation.M[7];
- mat[10] = _matRotation.M[8]; mat[14] = 0;
- mat[3] = 0; mat[7] = 0; mat[11] = 0; mat[15] = 0;
-
- // Scale the matrix (we don't want to scale translation or mat[15] which is 1)
- if (_rScale != 1)
- mat *= (1 / _rScale);
-
- // Set the translation and w coordinate after the potential scaling
- mat[12] = -_vecPosition.x; mat[13] = -_vecPosition.y; mat[14] = -_vecPosition.z;
- mat[15] = 1;
-}
-
-#endif //__SKYRENDERABLEINSTANCE_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyRenderableInstanceCloud.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyRenderableInstanceCloud.cpp
- *
- * Implementation of class SkyRenderableInstanceCloud.
- */
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GLU_H
-
-#include "SkyUtil.hpp"
-#include "SkyCloud.hpp"
-#include "SkyMaterial.hpp"
-#include "SkyBoundingVolume.hpp"
-#include "SkyRenderableInstanceCloud.hpp"
-#include "SkyDynamicTextureManager.hpp"
-
-//! Set this to 1 to see verbose messages about impostor updates.
-#define SKYCLOUD_VERBOSE 0
-
-//! Set this to control the number of frames a cloud has to be culled before its textures are released.
-#define SKYCLOUD_CULL_RELEASE_COUNT 100
-
-//------------------------------------------------------------------------------
-// Static declarations.
-//------------------------------------------------------------------------------
-unsigned int SkyRenderableInstanceCloud::s_iCount = 0;
-float SkyRenderableInstanceCloud::s_rErrorToleranceAngle = SKYDEGREESTORADS * 0.125f;
-SkyMaterial* SkyRenderableInstanceCloud::s_pMaterial = NULL;
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::SkyRenderableInstanceCloud
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud, bool bUseOffScreenBuffer)
- * @brief Constructor.
- */
-SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud,
- bool bUseOffScreenBuffer /* = true */)
-: SkyRenderableInstance(),
- _iCloudID(-1),
- _pCloud(pCloud),
- _pWorldSpaceBV(NULL),
- _rRadius(0),
- _bScreenImpostor(false),
- _bImageExists(false),
- _bEnabled(true),
- _bUseOffScreenBuffer(bUseOffScreenBuffer),
- _bSplit(false),
- _vecSplit(0, 0, 0),
- _vecNearPoint(0, 0, 0),
- _vecFarPoint(0, 0, 0),
- _iLogResolution(0),
- _pBackTexture(NULL),
- _pFrontTexture(NULL),
- _iCulledCount(0)
-{
- _Initialize();
-// cout << "Cloud Instance created" << endl;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::SkyRenderableInstanceCloud
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud, const Vec3f &position, const Mat33f &rotation, const float scale, bool bUseOffScreenBuffer)
- * @brief Constructor.
- */
-SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud,
- const Vec3f &position,
- const Mat33f &rotation,
- const float scale,
- bool bUseOffScreenBuffer /* = true */)
-: SkyRenderableInstance(position, rotation, scale),
- _iCloudID(-1),
- _pCloud(pCloud),
- _pWorldSpaceBV(NULL),
- _rRadius(0),
- _bScreenImpostor(false),
- _bImageExists(false),
- _bEnabled(true),
- _bUseOffScreenBuffer(false),
- _bSplit(false),
- _vecSplit(0, 0, 0),
- _vecNearPoint(0, 0, 0),
- _vecFarPoint(0, 0, 0),
- _iLogResolution(0),
- _pBackTexture(NULL),
- _pFrontTexture(NULL)
-{
- _Initialize();
-}
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::~SkyRenderableInstanceCloud
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::~SkyRenderableInstanceCloud()
- * @brief Destructor
- */
-SkyRenderableInstanceCloud::~SkyRenderableInstanceCloud()
-{
- _pCloud = NULL;
- SAFE_DELETE(_pWorldSpaceBV);
-
- s_iCount--;
- // delete the offscreen buffer when no one else is using it.
- if (0 == s_iCount)
- {
-//JW?? SAFE_DELETE(s_pRenderBuffer);
- SAFE_DELETE(s_pMaterial);
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::SetPosition
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::SetPosition(const Vec3f &position)
- * @brief Set the world space position of the instance.
- *
- * @todo <WRITE EXTENDED SkyRenderableInstanceCloud::SetPosition FUNCTION DOCUMENTATION>
- */
-void SkyRenderableInstanceCloud::SetPosition(const Vec3f &position)
-{
- if (_pCloud)
- {
- _pCloud->Translate(position - _vecPosition);
- }
- _vecPosition = position;
-
- _UpdateWorldSpaceBounds();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::SetRotation
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::SetRotation(const Mat33f &rotation)
- * @brief Set the world space rotation of the instance.
- *
- * @todo <WRITE EXTENDED SkyRenderableInstanceCloud::SetRotation FUNCTION DOCUMENTATION>
- */
-void SkyRenderableInstanceCloud::SetRotation(const Mat33f &rotation)
-{
- if (_pCloud)
- {
- _pCloud->Translate(-_vecPosition);
- _pCloud->Rotate(_matInvRotation * rotation);
- _pCloud->Translate(_vecPosition);
- }
- _matRotation = rotation;
- _matInvRotation = rotation;
- _matInvRotation.Transpose();
- _UpdateWorldSpaceBounds();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::SetScale
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::SetScale(const float &scale)
- * @brief Set the world space scale of the instance.
- */
-void SkyRenderableInstanceCloud::SetScale(const float &scale)
-{
- if (_pCloud)
- {
- _pCloud->Translate(-_vecPosition);
- _pCloud->Scale(scale);
- _pCloud->Translate(_vecPosition);
- }
- _rScale = scale;
- _UpdateWorldSpaceBounds();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : DrawQuad
-// Description :
-//------------------------------------------------------------------------------
-/**
- * DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
- * @brief Simply draws an OpenGL quad at @a pos.
- *
- * The quad's size and orientation are determined by the (non-unit) vectors @a x
- * and @a y. Its color is given by @a color.
- */
-inline void DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
-{
- glColor4fv(&(color.x));
- Vec3f left = pos; left -= y;
- Vec3f right = left; right += x;
- left -= x;
- glTexCoord2f(0, 0); glVertex3fv(&(left.x));
- glTexCoord2f(1, 0); glVertex3fv(&(right.x));
- left += y; left += y;
- right += y; right += y;
- glTexCoord2f(1, 1); glVertex3fv(&(right.x));
- glTexCoord2f(0, 1); glVertex3fv(&(left.x));
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::Display
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::Display(bool bDisplayFrontOfSplit)
- * @brief Display the instance of the cloud using the impostor image.
- */
-SKYRESULT SkyRenderableInstanceCloud::Display(bool bDisplayFrontOfSplit /* = false */)
-{
-
- if (!_bImageExists || !_bEnabled)
- {
- //FAIL_RETURN(DisplayWithoutImpostor(*(GLVU::GetCurrent()->GetCurrentCam())));
- FAIL_RETURN(DisplayWithoutImpostor(Camera()));
- }
- else
- {//cout << "Using impostor image\n";
- if (!_pBackTexture || (bDisplayFrontOfSplit && !_pFrontTexture)) {
- // cout << "texture id failure" << endl;
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyRenderableInstanceCloud::Display(): missing texture!");
- }
-
- s_pMaterial->SetTexture(0, GL_TEXTURE_2D, bDisplayFrontOfSplit ? *_pFrontTexture : *_pBackTexture);
- if (_bScreenImpostor)
- {
- s_pMaterial->EnableDepthTest(false);
- }
- else if (_bSplit)
- {
- if (!bDisplayFrontOfSplit)
- {
- s_pMaterial->EnableDepthTest(true);
- s_pMaterial->SetDepthMask(false);
- }
- else
- s_pMaterial->EnableDepthTest(false);
- }
- else
- {
- s_pMaterial->EnableDepthTest(true);
- s_pMaterial->SetDepthMask(true);
- }
-
- s_pMaterial->Activate();
- // s_pMaterial->Force();
-
- Vec3f x, y, z;
-
- if (!_bScreenImpostor)
- {//cout << "Outside the cloud\n";
- z = _vecPosition;
- z -= _impostorCam.Orig;
- z.Normalize();
- x = (z ^ _impostorCam.Y);
- x.Normalize();
- x *= _rRadius;
- y = (x ^ z);
- y.Normalize();
- y *= _rRadius;
-
- glBegin(GL_QUADS);
- DrawQuad(_vecPosition, x, y, Vec4f(1, 1, 1, 1));
- glEnd();
- }
- else
- { //cout << "Drawing a polygon - must be inside a cloud\n";
- x = _impostorCam.X;
- x *= 0.5f * (_impostorCam.wR - _impostorCam.wL);
- y = _impostorCam.Y;
- y *= 0.5f * (_impostorCam.wT - _impostorCam.wB);
- z = -_impostorCam.Z;
- z *= _impostorCam.Near;
-
- // draw a polygon with this texture...
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluOrtho2D(-1, 1, -1, 1);
-
- glColor4f(1, 1, 1, 1);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(-1, -1);
- glTexCoord2f(1, 0); glVertex2f(1, -1);
- glTexCoord2f(1, 1); glVertex2f(1, 1);
- glTexCoord2f(0, 1); glVertex2f(-1, 1);
- glEnd();
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
- }
- return SKYRESULT_OK;
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::DisplayWithoutImpostor
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::DisplayWithoutImpostor(const Camera &cam)
- * @brief Displays the cloud directly -- without an impotor.
- *
- * This is used both when the impostor is disabled and to create the impostor image
- * when it needs to be updated.
- */
-SKYRESULT SkyRenderableInstanceCloud::DisplayWithoutImpostor(const Camera &cam)
-{
- // Get and set the world space transformation
- /*Mat44f mat;
- GetModelToWorldTransform(mat);
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glMultMatrixf(mat.M);*/
-
- FAIL_RETURN_MSG(_pCloud->Display(cam, this), "SkyRenderableInstanceCloud:Display(): Cloud's display failed.");
-
- //glMatrixMode(GL_MODELVIEW);
- //glPopMatrix();
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::ViewFrustumCull
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::ViewFrustumCull(const Camera &cam)
- * @brief View frustum cull the object given its world position
- */
-bool SkyRenderableInstanceCloud::ViewFrustumCull(const Camera &cam)
-{
- Mat44f xform;
- //GetModelToWorldTransform(xform);
- xform.Identity();
- _bCulled = (_pWorldSpaceBV == NULL) ? false : _pWorldSpaceBV->ViewFrustumCull(cam, xform);
- return _bCulled;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::ReleaseImpostorTextures
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::ReleaseImpostorTextures()
- * @brief Causes the instance to release its impostor textures for use by other impostors.
- *
- * This method is called when the cloud is view frustum culled.
- */
-void SkyRenderableInstanceCloud::ReleaseImpostorTextures()
-{
- _iCulledCount++;
-
- if (_iCulledCount > SKYCLOUD_CULL_RELEASE_COUNT)
- {
- _iCulledCount = 0;
-
- if (_pBackTexture)
- {
- DynamicTextureManager::InstancePtr()->CheckInTexture(_pBackTexture);
- _pBackTexture = NULL;
- }
-
- if (_pFrontTexture)
- {
- DynamicTextureManager::InstancePtr()->CheckInTexture(_pFrontTexture);
- _pFrontTexture = NULL;
- }
- _bImageExists = false;
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::Update
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::Update(const Camera &cam)
- * @brief Updates the impostor image to be valid for the current viewpoint.
- *
- * If the image is already valid, exits early.
- *
- * @see SetErrorToleranceAngle, IsValid
- */
-SKYRESULT SkyRenderableInstanceCloud::Update(const Camera &cam)
-{
- if (!_bEnabled || IsImpostorValid(cam))
- return SKYRESULT_OK;
-
- // since we are going to update it anyway, let's make sure we don't try to use it if something
- // goes wrong. This will be set to true on the successful completion of this Update() method.
- _bImageExists = false;
-//cout << "updating impostor\n";
- Mat44f M;
-
- _impostorCam = cam;
- float rDistance = (_vecPosition - cam.Orig).Length();
-
- float rRadius = _pWorldSpaceBV->GetRadius();
- float rCamRadius = sqrt(cam.wR*cam.wR + cam.Near*cam.Near);
-
- float rWidth = cam.wR - cam.wL;
- float rHeight = cam.wT - cam.wB;
- float rMaxdim = (rWidth > rHeight) ? rWidth : rHeight;
-
- if (rRadius * cam.Near / rDistance < 0.5 * rMaxdim && (rDistance - rRadius > rCamRadius))
- { // outside cloud
- _impostorCam.TightlyFitToSphere(cam.Orig, cam.Y, _vecPosition, rRadius);
- _rRadius = 0.5f * (_impostorCam.wR - _impostorCam.wL) * rDistance / _impostorCam.Near;
- _rRadius *= GetScale();
- _bScreenImpostor = false;
- // store points used in later error estimation
- _vecNearPoint = -_impostorCam.Z;
- _vecNearPoint *= _impostorCam.Near;
- _vecNearPoint += _impostorCam.Orig;
- _vecFarPoint = -_impostorCam.Z;
- _vecFarPoint *= _impostorCam.Far;
- _vecFarPoint += _impostorCam.Orig;
- }
- else // inside cloud
- {
- _impostorCam.Far = _impostorCam.Near + 3 * rRadius;
- _bScreenImpostor = true;
- }
-
- // resolution based on screensize, distance, and object size.
- // Cam radius is used to heuristically reduce resolution for clouds very close to the camera.
- _iLogResolution = _GetRequiredLogResolution(rDistance, rRadius, rCamRadius);
-
- int iRes = 1 << _iLogResolution;
-
- int iOldVP[4];
-
- glGetIntegerv(GL_VIEWPORT, iOldVP);
-
- _impostorCam.GetProjectionMatrix(M);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(M);
-
- _impostorCam.GetModelviewMatrix(M);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixf(M);
-
- glViewport(0, 0, iRes, iRes);
-
- s_pMaterial->SetDepthMask(true); // so that the depth buffer gets cleared!
- s_pMaterial->Activate();
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (!_bSplit)
- {
- FAIL_RETURN(DisplayWithoutImpostor(_impostorCam));
-
- if (_pBackTexture && _pBackTexture->GetWidth() != iRes)
- {
- DynamicTextureManager::InstancePtr()->CheckInTexture(_pBackTexture);
- _pBackTexture = NULL;
- }
-
- if (!_pBackTexture)
- {
- _pBackTexture = DynamicTextureManager::InstancePtr()->CheckOutTexture(iRes, iRes);
- }
-
- s_pMaterial->SetTexture(0, GL_TEXTURE_2D, *_pBackTexture); // shared material for clouds.
- s_pMaterial->Activate();
-
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, iRes, iRes);
- }
- else
- {
- FAIL_RETURN_MSG(_pCloud->DisplaySplit(cam, _vecSplit, true, this),
- "SkyRenderableInstanceCloud:Display(): Cloud's display failed.");
-
- if (_pBackTexture && _pBackTexture->GetWidth() != iRes)
- {
- DynamicTextureManager::InstancePtr()->CheckInTexture(_pBackTexture);
- _pBackTexture = NULL;
- }
- if (_pFrontTexture && _pFrontTexture->GetWidth() != iRes)
- {
- DynamicTextureManager::InstancePtr()->CheckInTexture(_pFrontTexture);
- _pFrontTexture = NULL;
- }
-
- if (!_pBackTexture)
- {
- _pBackTexture = DynamicTextureManager::InstancePtr()->CheckOutTexture(iRes, iRes);
- }
-
- s_pMaterial->SetTexture(0, GL_TEXTURE_2D, *_pBackTexture); // shared material for clouds.
- FAIL_RETURN(s_pMaterial->Activate());
-
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, iRes, iRes);
-
- // now clear and draw the front.
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- FAIL_RETURN_MSG(_pCloud->DisplaySplit(cam, _vecSplit, false, this),
- "SkyRenderableInstanceCloud:Display(): Cloud's display failed.");
-
- if (!_pFrontTexture)
- {
- _pFrontTexture = DynamicTextureManager::InstancePtr()->CheckOutTexture(iRes, iRes);
- }
-
- s_pMaterial->GetTextureState().SetTexture(0, GL_TEXTURE_2D, *_pFrontTexture);
- FAIL_RETURN(s_pMaterial->GetTextureState().Activate());
-
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, iRes, iRes);
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
-
- //GLVU::CheckForGLError("Cloud Impostor Update");
-
- glViewport(iOldVP[0], iOldVP[1], iOldVP[2], iOldVP[3]);
-
- _bImageExists = true;
-
- // the textures should now exist.
- assert(_pBackTexture);
- assert(!_bSplit || (_bSplit && _pFrontTexture));
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::IsImpostorValid
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::IsImpostorValid(const Camera& cam)
- * @brief Returns true if the impostor image is valid for the given camera.
- *
- * Will return false if this is a screen impostor, or if there is error in either
- * the translation of the camera from the capture point or the impostor image resolution.
- *
- * @see SetErrorToleranceAngle
- */
-bool SkyRenderableInstanceCloud::IsImpostorValid(const Camera& cam)
-{
- // first make sure there is a current image.
- if (!_bImageExists)
- return false;
-
- // screen impostors should always be updated
- if (_bScreenImpostor)
- {
- _vecFarPoint = Vec3f::ZERO;
- _vecNearPoint = Vec3f::ZERO;
-#if SKYCLOUD_VERBOSE
- SkyTrace("Screen Impostor Update");
-#endif
- return false;
- }
- // impostors are valid from the viewpoint from which they were captured
- if (cam.Orig == _impostorCam.Orig)
- return true;
-
- if (_bSplit)
- {
- #if SKYCLOUD_VERBOSE
- SkyTrace("Split Impostor Update");
- #endif
- return false;
- }
-
- Vec3f vecX = _vecNearPoint - cam.Orig;
- Vec3f vecY = _vecFarPoint - cam.Orig;
- float rXLength = vecX.Length();
- float rYLength = vecY.Length();
- if (rXLength > rYLength)
- {
-#if SKYCLOUD_VERBOSE
- SkyTrace("Backwards Impostor Update");
-#endif
- return false;
- }
-
- vecX /= rXLength;
- vecY /= rYLength;
- float rCosAlpha = vecX * vecY; // dot product of normalized vectors = cosine
-
- if (fabs(rCosAlpha) < 1.0)
- {
- float rAlpha = acos(rCosAlpha);
- if (rAlpha >= s_rErrorToleranceAngle)
- {
-#if SKYCLOUD_VERBOSE
- SkyTrace("Angle Error Update %f", SKYRADSTODEGREES * rAlpha);
-#endif
- return false;
- }
- }
-
- float rDistance = (_vecPosition - cam.Orig).Length();
- float rCamRadius = sqrt(cam.wR*cam.wR + cam.Near*cam.Near);
-
- int iRes = _GetRequiredLogResolution(rDistance, _pWorldSpaceBV->GetRadius(), rCamRadius);
-
- if (iRes > _iLogResolution)
- {
-#if SKYCLOUD_VERBOSE
- SkyTrace("Resolution Error Update: Required: %d Actual: %d", iRes, _iLogResolution);
-#endif
- return false;
- }
-
- return true;
-}
-
-
-//------------------------------------------------------------------------------
- // Function : SetErrorToleranceAngle
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn SkyRenderableInstanceCloud::SetErrorToleranceAngle(float rDegrees)
- * @brief Set the global error tolerance angle for all impostors.
- */
-void SkyRenderableInstanceCloud::SetErrorToleranceAngle(float rDegrees)
-{
- s_rErrorToleranceAngle = SKYDEGREESTORADS * rDegrees;
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::_Initialize
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::_Initialize()
- * @brief Initializer used by the constructors.
- */
-void SkyRenderableInstanceCloud::_Initialize()
-{
- _UpdateWorldSpaceBounds();
-
-// if (!s_pRenderBuffer && _bUseOffScreenBuffer)
-// {
-//JW?? s_pRenderBuffer = new SkyOffScreenBuffer(GLUT_SINGLE | GLUT_DEPTH | GLUT_STENCIL);
-//JW?? s_pRenderBuffer->Initialize(true);
-
-//JW?? s_pRenderBuffer->MakeCurrent();
- // set some GL state:
-// glClearColor(0, 0, 0, 0);
-//JW?? GLVU::GetCurrent()->MakeCurrent();
-// }
- if (!s_pMaterial)
- {
- s_pMaterial = new SkyMaterial;
- s_pMaterial->EnableBlending(true);
- s_pMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- s_pMaterial->SetAlphaFunc(GL_GREATER);
- s_pMaterial->EnableDepthTest(false);
- s_pMaterial->SetDepthMask(true);
- s_pMaterial->EnableAlphaTest(true);
- s_pMaterial->EnableLighting(false);
- s_pMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- s_pMaterial->EnableTexture(0, true);
- }
- s_iCount++;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyRenderableInstanceCloud.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyRenderableInstanceCloud.hpp
- *
- * Interface for class SkyRenderableInstanceCloud, an instance of a SkyCloud object.
- */
-#ifndef __SKYRENDERABLEINSTANCECLOUD_HPP__
-#define __SKYRENDERABLEINSTANCECLOUD_HPP__
-
-class SkyCloud;
-class SkyTexture;
-//class SkyOffScreenBuffer;
-
-#include <vector>
-#include "camera.hpp"
-#include "SkyContext.hpp"
-#include "SkyRenderableInstance.hpp"
-#include "SkyRenderableInstanceGeneric.hpp"
-#include "SkyCloud.hpp"
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyRenderableInstanceCloud
- * @brief An instance of a cloud. Renders using an impostor.
- *
- * @todo <WRITE EXTENDED CLASS DESCRIPTION>
- */
-class SkyRenderableInstanceCloud : public SkyRenderableInstance
-{
-public:
- SkyRenderableInstanceCloud( SkyCloud *pCloud, bool bUseOffScreenBuffer = false);
- SkyRenderableInstanceCloud( SkyCloud *pCloud,
- const Vec3f &position,
- const Mat33f &rotation,
- const float scale,
- bool bUseOffScreenBuffer = false);
- virtual ~SkyRenderableInstanceCloud();
-
- // Setters / Getters
- //! Sets the identifier for this cloud (used by SkySceneManager.)
- void SetID(int id) { _iCloudID = id; }
-
- virtual void SetPosition(const Vec3f &position);
-
- virtual void SetRotation(const Mat33f &rotation);
-
- virtual void SetScale(const float &scale);
-
- //! Returns SkySceneManager's id for this cloud.
- int GetID() const { return _iCloudID; }
- //! Returns a pointer to the renderable that this instance represents.
- virtual SkyCloud* GetCloud() const { return _pCloud; }
-
- //! Returns the world space bounding box of the cloud instance.
- const SkyMinMaxBox& GetWorldSpaceBounds() { return *_pWorldSpaceBV; }
-
- //! Make this into a split impostor. Will be rendered as two halves, around the split point.
- void SetSplit(bool bSplit) { _bSplit = bSplit; }
-
- //! Set the distance at which the cloud will be split (from the camera position).
- void SetSplitPoint(const Vec3f& vecSplit) { _vecSplit = vecSplit; }
-
- //! Returns true if this is a split impostor (cloud contains objects)
- bool IsSplit() const { return _bSplit; }
-
- //! Returns true if the camera is inside this clouds bounding volume.
- bool IsScreenImpostor() const { return _bScreenImpostor; }
-
- virtual SKYRESULT Update(const Camera& cam);
- virtual SKYRESULT Display(bool bDisplayFrontOfSplit = false);
- SKYRESULT DisplayWithoutImpostor(const Camera& cam);
-
- virtual bool ViewFrustumCull( const Camera &cam );
-
- void ReleaseImpostorTextures();
-
-
- virtual SkyMinMaxBox* GetBoundingVolume() const { return _pWorldSpaceBV; }
-
- //----------------------------------------------------------------------------
- // Determine if the current impostor image is valid for the given viewpoint
- //----------------------------------------------------------------------------
- bool IsImpostorValid(const Camera &cam);
-
- //------------------------------------------------------------------------------
- // Function : Enable
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Enable(bool bEnable)
- * @brief Enable / Disable the use of impostor images (if disabled, displays geometry).
- */
- void Enable(bool bEnable) { _bEnabled = bEnable; }
-
- static void SetErrorToleranceAngle(float rDegrees);
-
-protected: // methods
- void _Initialize();
- inline int _GetRequiredLogResolution(float rObjectDistance, float rObjectRadius, float rCamRadius);
-
- inline void _UpdateWorldSpaceBounds();
-
-protected: // data
- int _iCloudID; // used by the scene manager to identify clouds.
-
- SkyCloud *_pCloud; // Pointer to the cloud object
- SkyMinMaxBox *_pWorldSpaceBV; // Pointer to bounding volume in object space
-
- float _rRadius; // Radius of the impostor.
- bool _bScreenImpostor; // Is this a screen space or world space impostor?
- bool _bImageExists; // The impostor image exists and is ready to use.
- bool _bEnabled; // if disabled, draw geometry -- otherwise, draw impostor.
- bool _bUseOffScreenBuffer; // if enabled, uses off-screen rendering to create impostor images.
-
- bool _bSplit; // true if the cloud contains other object instances.
- Vec3f _vecSplit; // the point about which this cloud is split.
-
- Vec3f _vecNearPoint; // Nearest point on bounding sphere to viewpoint.
- Vec3f _vecFarPoint; // Farthest point on bounding sphere from viewpoint.
-
- Camera _impostorCam; // camera used to generate this impostor
-
- unsigned int _iLogResolution; // Log base 2 of current impostor image resolution.
-
- SkyTexture *_pBackTexture; // Back texture for split clouds or main texture for unsplit.
- SkyTexture *_pFrontTexture; // Front texture for split clouds.
-
- unsigned int _iCulledCount; // used to determine when to release textures
-
- static unsigned int s_iCount; // keep track of number of impostors using the render buffer.
-//JW?? static SkyOffScreenBuffer* s_pRenderBuffer;
- static float s_rErrorToleranceAngle;
- static SkyMaterial *s_pMaterial; // shared material for cloud impostors.
-};
-
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyContainerCloud
- * @brief A class used to organize the rendering order of cloud impostors and the objects in the clouds
- *
- * @todo <WRITE EXTENDED CLASS DESCRIPTION>
- */
-class SkyContainerCloud : public SkyRenderableInstance
-{
-public: // methods
- //! Constructor.
- SkyContainerCloud(SkyRenderableInstanceCloud *cloud) : SkyRenderableInstance(), pCloud(cloud) {}
- //! Destructor.
- ~SkyContainerCloud()
- { pCloud = NULL; containedOpaqueInstances.clear(); containedTransparentInstances.clear(); }
-
- virtual SKYRESULT Display()
- {
- // display the back half of the split impostor.
- FAIL_RETURN_MSG(pCloud->Display(false),
- "SkySceneManager::Display(): cloud instance display failed.");
-
- if (pCloud->IsSplit())
- {
- // display contained instances -- first opaque, then transparent.
- InstanceIterator ii;
- for (ii = containedOpaqueInstances.begin(); ii != containedOpaqueInstances.end(); ++ii)
- FAIL_RETURN((*ii)->Display());
- for (ii = containedTransparentInstances.begin(); ii != containedTransparentInstances.end(); ++ii)
- FAIL_RETURN((*ii)->Display());
-
- // now display the front half of the split impostor.
- FAIL_RETURN_MSG(pCloud->Display(true),
- "SkySceneManager::Display(): cloud instance display failed.");
- }
-
- return SKYRESULT_OK;
- }
-
- virtual const Vec3f& GetPosition() const { return pCloud->GetPosition(); }
-
-public: //data -- here the data are public because the interface is minimal.
- SkyRenderableInstanceCloud *pCloud;
-
- InstanceArray containedOpaqueInstances;
- InstanceArray containedTransparentInstances;
-
- // This operator is used to sort ContainerCloud arrays.
- bool operator<(const SkyContainerCloud& container) const
- {
- return (*((SkyRenderableInstance*)pCloud) < *((SkyRenderableInstance*)container.pCloud));
- }
-};
-
-
-//------------------------------------------------------------------------------
-// Function : _GetRequiredLogResolution
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::_GetRequiredLogResolution(float rObjectDistance, float rObjectRadius, float rCamRadius)
- * @brief Returns the integer logarithm base two of the expected impostor resolution.
- *
- * Impostor resolution is based on object size, distance, and the FOV of the camera (stored as the
- * radius of a sphere centered at the camera position and passing through the corners of the
- * projection plane.
- */
-inline int SkyRenderableInstanceCloud::_GetRequiredLogResolution(float rObjectDistance,
- float rObjectRadius,
- float rCamRadius)
-{
- int iScreenWidth, iScreenHeight;
- GraphicsContext::InstancePtr()->GetWindowSize(iScreenWidth, iScreenHeight);
- //cout << "SkyRes: w=" << iScreenWidth << "h=" << iScreenHeight << endl; char ff; cin >> ff;
- int iScreenResolution = (iScreenWidth > iScreenHeight) ? iScreenWidth : iScreenHeight;
- int iLogMinScreenResolution = (iScreenWidth > iScreenHeight) ? iScreenHeight : iScreenWidth;
- iLogMinScreenResolution = SkyGetLogBaseTwo(iLogMinScreenResolution) - 1;
-
- int iRes = 2 * iScreenResolution * _pWorldSpaceBV->GetRadius() / rObjectDistance;
- int iLogResolution;
-
- if (rObjectDistance - (0.5f * rObjectRadius) < rCamRadius)
- {
- iLogResolution = SkyGetLogBaseTwo(iScreenResolution / 8);
- }
- else if (rObjectDistance - rObjectRadius < rCamRadius)
- {
- iLogResolution = SkyGetLogBaseTwo(iScreenResolution / 4);
- }
- else if (iRes > iScreenResolution)
- {
- iLogResolution = SkyGetLogBaseTwo(iScreenResolution / 2);
- }
- else
- {
- iLogResolution = SkyGetLogBaseTwo(iRes);
- }
-
- // if not rendering to an off screen buffer, make sure the resolution fits in the window!
- if (!_bUseOffScreenBuffer && (iLogMinScreenResolution < iLogResolution))
- iLogResolution = iLogMinScreenResolution;
-
- return iLogResolution;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceCloud::_UpdateWorldSpaceBounds
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceCloud::_UpdateWorldSpaceBounds()
- * @brief Updates the world space bounding box of the cloud.
- */
-inline void SkyRenderableInstanceCloud::_UpdateWorldSpaceBounds()
-{
- SAFE_DELETE(_pWorldSpaceBV);
- _pWorldSpaceBV = _pCloud->CopyBoundingVolume();
- _vecPosition = _pCloud->CopyBoundingVolume()->GetCenter();
-}
-
-#endif //__SKYRENDERABLEINSTANCECLOUD_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyRenderableInstanceGeneric.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyRenderableInstanceGeneric.hpp
- *
- * Interface for a basic implementation of SkyRenderableInstance
- */
-#ifndef __SKYRENDERABLEINSTANCEGENERIC_HPP__
-#define __SKYRENDERABLEINSTANCEGENERIC_HPP__
-
-#include "SkyRenderableInstance.hpp"
-
-// forward to reduce unnecessary dependencies
-class SkyRenderable;
-class SkyMinMaxBox;
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyRenderableInstanceGeneric
- * @brief A generic renderable instance
- *
- * The SkyRenderableInstanceGeneric is a basic implementation of the base class.
- * For view frustum culling, the function ViewFrustumCull should be called once
- * per frame, at which point a flag is set if the object is culled or not. It
- * is possible that the object is then queried multiple times if it is culled or
- * not by various other objects before being displayed, that is why the flag is
- * stored.
- */
-class SkyRenderableInstanceGeneric : public SkyRenderableInstance
-{
-public:
- SkyRenderableInstanceGeneric(SkyRenderable *pObject);
- SkyRenderableInstanceGeneric(SkyRenderable *pObject,
- const Vec3f &position,
- const Mat33f &rotation,
- const float scale);
- virtual ~SkyRenderableInstanceGeneric();
-
- // Setters / Getters
-
- virtual void SetRenderable(SkyRenderable *pRenderable );
-
- //! Returns a pointer to the renderable that this instance represents.
- virtual SkyRenderable* GetRenderable() const { return _pObj; }
-
- virtual SKYRESULT Display();
-
- // Test / Set / Get
- virtual bool ViewFrustumCull( const Camera &cam );
-
-
- virtual SkyMinMaxBox* GetBoundingVolume() const { return _pBV; }
-
-protected:
-
-protected:
- SkyRenderable *_pObj; // Pointer to the renderable object
- SkyMinMaxBox *_pBV; // Pointer to bounding volume
-};
-
-#endif //__SKYRENDERABLEINSTANCEGENERIC_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyRenderableInstanceGroup.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyRenderableInstanceGroup.cpp
- *
- * Implementation of class SkyRenderableInstanceGroup, an instance that groups
- * other instances.
- */
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GL_H
-
-#include "SkyRenderableInstanceGroup.hpp"
-#include "SkySceneManager.hpp"
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceGroup::SkyRenderableInstanceGroup
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceGroup::SkyRenderableInstanceGroup()
- * @brief Constructor.
- */
-SkyRenderableInstanceGroup::SkyRenderableInstanceGroup()
-: SkyRenderableInstance(),
- _pObjectSpaceBV(NULL)
-{
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceGroup::~SkyRenderableInstanceGroup
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceGroup::~SkyRenderableInstanceGroup()
- * @brief Destructor.
- */
-SkyRenderableInstanceGroup::~SkyRenderableInstanceGroup()
-{
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceGroup::Update
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceGroup::Update(const Camera &cam)
- * @brief Processes any per frame updates the instance requires.
- *
- * This method simply calls the SkyRenderableInstance::Update() method of each of
- * its sub-instances.
- */
-SKYRESULT SkyRenderableInstanceGroup::Update(const Camera &cam)
-{
- InstanceIterator ii;
- for (ii = _opaqueSubInstances.begin(); ii != _opaqueSubInstances.end(); ++ii)
- {
- FAIL_RETURN((*ii)->Update(cam));
- }
- for (ii = _transparentSubInstances.begin(); ii != _transparentSubInstances.end(); ++ii)
- {
- FAIL_RETURN((*ii)->Update(cam));
- }
-
- SkySceneManager::SortInstances(_transparentSubInstances, cam.Orig);
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceGroup::Display
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceGroup::Display()
- * @brief Displays all sub-instances of this instance.
- *
- * The object-to-world transform of this instance group will be applied to all sub-instances before
- * their own object-to-world transforms are applied.
- */
-SKYRESULT SkyRenderableInstanceGroup::Display()
-{
- // Get and set the world space transformation
- Mat44f mat;
- GetModelToWorldTransform(mat);
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glMultMatrixf(mat.M);
-
- InstanceIterator ii;
- /***
- for (ii = _opaqueSubInstances.begin(); ii != _opaqueSubInstances.end(); ++ii)
- {
- FAIL_RETURN((*ii)->Display());
- }
-
- for (ii = _transparentSubInstances.begin(); ii != _transparentSubInstances.end(); ++ii)
- {
- FAIL_RETURN((*ii)->Display());
- }
-***/
- _pObjectSpaceBV->Display();
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceGroup::ViewFrustumCull
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceGroup::ViewFrustumCull(const Camera& cam)
- * @brief @todo <WRITE BRIEF SkyRenderableInstanceGroup::ViewFrustumCull DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyRenderableInstanceGroup::ViewFrustumCull FUNCTION DOCUMENTATION>
- */
-bool SkyRenderableInstanceGroup::ViewFrustumCull(const Camera& cam)
-{
- Mat44f xform;
- GetModelToWorldTransform(xform);
- _bCulled = (_pObjectSpaceBV == NULL) ? false : _pObjectSpaceBV->ViewFrustumCull(cam, xform);
- return _bCulled;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyRenderableInstanceGroup::AddSubInstance
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyRenderableInstanceGroup::AddSubInstance(SkyRenderableInstance *pInstance, bool bTransparent)
- * @brief Adds a sub-instance to the group.
- */
-void SkyRenderableInstanceGroup::AddSubInstance(SkyRenderableInstance *pInstance, bool bTransparent)
-{
- if (!bTransparent)
- _opaqueSubInstances.push_back(pInstance);
- else
- _transparentSubInstances.push_back(pInstance);
-
- // update the bounds...
- Mat44f xform;
- pInstance->GetModelToWorldTransform(xform);
-
- SkyMinMaxBox *pBV = pInstance->GetBoundingVolume();
- if (pBV)
- {
- Vec3f min = pInstance->GetBoundingVolume()->GetMin();
- Vec3f max = pInstance->GetBoundingVolume()->GetMax();
-
- if (!_pObjectSpaceBV)
- _pObjectSpaceBV = new SkyMinMaxBox;
-
- _pObjectSpaceBV->AddPoint(xform * min);
- _pObjectSpaceBV->AddPoint(xform * max);
- }
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyRenderableInstanceGroup.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyRenderableInstanceGroup.hpp
- *
- * Interface definition for class SkyRenderableInstanceGroup, an instance that groups
- * other instances.
- */
-#ifndef __SKYRENDERABLEINSTANCEGROUP_HPP__
-#define __SKYRENDERABLEINSTANCEGROUP_HPP__
-
-#include "SkyRenderableInstance.hpp"
-#include "SkyMinMaxBox.hpp"
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyRenderableInstanceGroup
- * @brief A renderable instance that groups other instances.
- *
- * This class provides a very basic way to implement static hierarchies of objects.
- * It is not meant to be a full scene graph --
- */
-class SkyRenderableInstanceGroup : public SkyRenderableInstance
-{
-public:
- SkyRenderableInstanceGroup();
- virtual ~SkyRenderableInstanceGroup();
-
- //! Update all sub-instances.
- virtual SKYRESULT Update(const Camera &cam);
- //! Render all sub-instances.
- virtual SKYRESULT Display();
-
- //! Returns true if and only if the bounding volume of this instance lies entirely outside @a cam.
- virtual bool ViewFrustumCull(const Camera &cam);
-
- //! Adds an instance to the group that this instance represents.
- void AddSubInstance(SkyRenderableInstance *pInstance, bool bTransparent);
-
-protected:
- InstanceArray _opaqueSubInstances;
- InstanceArray _transparentSubInstances;
-
- SkyMinMaxBox *_pObjectSpaceBV; // Pointer to bounding volume in object space
-};
-
-
-#endif //__SKYRENDERABLEINSTANCEGROUP_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkySceneLoader.cpp
-//------------------------------------------------------------------------------
-// Adapted from SkyWorks for FlightGear by J. Wojnaroski -- castle@mminternet.com
-// Copywrite July 2002
-//
-// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-/**
- * @file SkySceneLoader.cpp
- *
- * Implementation of class SkySceneLoader.
- */
-
-#include <plib/ssg.h>
-#include <plib/sg.h>
-
-#include <simgear/misc/sg_path.hxx>
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
-#include <simgear/math/vector.hxx>
-
-#include "SkySceneLoader.hpp"
-#include "SkySceneManager.hpp"
-#include "SkyTextureManager.hpp"
-#include "SkySceneManager.hpp"
-#include "SkyDynamicTextureManager.hpp"
-#include "SkyContext.hpp"
-#include "SkyLight.hpp"
-#include "camera.hpp"
-
-ssgLight _sky_ssgLights [ 8 ] ;
-
-sgdVec3 cam_pos;
-static sgdVec3 delta;
-Point3D origin;
-
-Camera *pCam = new Camera();
-// Need to add a light here until we figure out how to use the sun position and color
-SkyLight::SkyLightType eType = SkyLight::SKY_LIGHT_DIRECTIONAL;
-SkyLight *pLight = 0;
-
-// hack
-sgMat4 my_copy_of_ssgOpenGLAxisSwapMatrix =
-{
- { 1.0f, 0.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.0f, 1.0f }
-};
-//------------------------------------------------------------------------------
-// Function : SkySceneLoader::SkySceneLoader
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneLoader::SkySceneLoader()
- * @brief Constructor.
- */
-SkySceneLoader::SkySceneLoader()
-{
-
-}
-
-//------------------------------------------------------------------------------
-// Function : SkySceneLoader::~SkySceneLoader
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneLoader::~SkySceneLoader()
- * @brief Destructor.
- */
-SkySceneLoader::~SkySceneLoader()
-{
- SceneManager::Destroy();
- DynamicTextureManager::Destroy();
- TextureManager::Destroy();
- GraphicsContext::Destroy();
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneLoader::Load
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneLoader::Load(std::string filename)
- * @brief Loads a SkyWorks scene.
- *
- * This is a temporary fix, as it loads only limited scenes
- * It can however, load any number of Cloud
- +
- */
-//bool SkySceneLoader::Load(std::string filepath)
-bool SkySceneLoader::Load( unsigned char *data, unsigned int size, double latitude, double longitude )
-{
- if( !pLight)
- pLight = new SkyLight(eType);
-
- // Need to create the managers
- cout << "GraphicsContext::Instantiate();" << endl;
- GraphicsContext::Instantiate();
- cout << " TextureManager::Instantiate();" << endl;
- TextureManager::Instantiate();
- cout << " DynamicTextureManager::Instantiate();" << endl;
- DynamicTextureManager::Instantiate();
- cout << " SceneManager::Instantiate();" << endl;
- SceneManager::Instantiate();
-
- float rScale = 40.0;
- FAIL_RETURN(SceneManager::InstancePtr()->LoadClouds(data, size, rScale, latitude, longitude));
-
- Vec3f dir(0, 0, 1);
- pLight->SetPosition(Vec3f(0, 0, 17000));
- pLight->SetDirection(dir);
- pLight->SetAmbient(Vec4f( 0.0f, 0.0f, 0.0f, 0.0f));
- pLight->SetDiffuse(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
- //pLight->SetDiffuse(Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
- //pLight->SetSpecular(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
-
- // No attenuation
- pLight->SetAttenuation(1.0f, 0.0f, 0.0f);
- SceneManager::InstancePtr()->AddLight(pLight);
-
- SceneManager::InstancePtr()->ShadeClouds();
-
- return true;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkySceneLoader::Load
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneLoader::Load(std::string filename)
- * @brief Loads a SkyWorks scene.
- *
- * This is a temporary fix, as it loads only limited scenes
- * It can however, load any number of Cloud
- +
- */
-//bool SkySceneLoader::Load(std::string filepath)
-bool SkySceneLoader::Load( SGPath filename, double latitude, double longitude )
-{
- SkyArchive archive;
-
- SGPath base = filename.dir();
-
- if (SKYFAILED(archive.Load(filename.c_str()))) {
- cout << "Archive file not found\n" << filename.c_str();
- return false;
- }
-
- char *pFilename;
-
- // Need to create the managers
- cout << "GraphicsContext::Instantiate();" << endl;
- GraphicsContext::Instantiate();
- cout << " TextureManager::Instantiate();" << endl;
- TextureManager::Instantiate();
- cout << " DynamicTextureManager::Instantiate();" << endl;
- DynamicTextureManager::Instantiate();
- cout << " SceneManager::Instantiate();" << endl;
- SceneManager::Instantiate();
-
- unsigned int iNumFiles;
- if (!SKYFAILED(archive.GetInfo("CloudFile", STRING_TYPE, &iNumFiles)))
- {
- iNumFiles = ulEndianLittle32(iNumFiles);
- for (unsigned int i = 0; i < iNumFiles; ++i)
- {
- FAIL_RETURN(archive.FindString("CloudFile", &pFilename, i));
- // this is where we have to append the $fg_root string to the filename
- base.append( pFilename );
- const char *FilePath = base.c_str();
-
- //float rScale = 1.0;
- //FAIL_RETURN(archive.FindFloat32("CloudScale", &rScale, i));
- float rScale = 40.0;
- SkyArchive cloudArchive;
- cout << "Calling cloudArchive.Load(FilePath)" << endl;
- FAIL_RETURN(cloudArchive.Load(FilePath));
- cout << "Calling SceneManager::InstancePtr()->LoadClouds" << endl;
- FAIL_RETURN(SceneManager::InstancePtr()->LoadClouds(cloudArchive, rScale, latitude, longitude));
- }
- }
- cout << "After Load Clouds" << endl;
-
- Vec3f dir(0, 0, 1);
- if( !pLight)
- pLight = new SkyLight(eType);
-
- pLight->SetPosition(Vec3f(0, 0, 17000));
- pLight->SetDirection(dir);
- pLight->SetAmbient(Vec4f( 0.0f, 0.0f, 0.0f, 0.0f));
- pLight->SetDiffuse(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
- //pLight->SetDiffuse(Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
- //pLight->SetSpecular(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
-
- // No attenuation
- pLight->SetAttenuation(1.0f, 0.0f, 0.0f);
- cout << "Before SceneManager::InstancePtr()->AddLight(pLight)" << endl;
- SceneManager::InstancePtr()->AddLight(pLight);
-
- cout << "Before SceneManager::InstancePtr()->ShadeClouds()" << endl;
- SceneManager::InstancePtr()->ShadeClouds();
- cout << "After SceneManager::InstancePtr()->ShadeClouds()" << endl;
-
- return true;
-}
-
-void SkySceneLoader::Set_Cloud_Orig( Point3D *posit )
-{
- // set origin for cloud coordinates to initial tile center
- origin = *posit;
- sgdSetVec3( delta, origin[0], origin[1], origin[2]);
- //printf("Cloud marker %f %f %f\n", origin[0], origin[1], origin[2] );
-
-}
-
-void SkySceneLoader::Update( double *view_pos )
-{
-
- double wind_x, wind_y, wind_z;
- wind_x = 0.0; wind_z = 0.0;
- // just a dumb test to see what happens if we can move the clouds en masse via the camera
- delta[0] += wind_x; delta[2] += wind_z;
-
- sgdSubVec3( cam_pos, view_pos, delta );
- //cout << "ORIGIN: " << delta[0] << " " << delta[1] << " " << delta[2] << endl;
- //cout << "CAM : " << cam_pos[0] << " " << cam_pos[1] << " " << cam_pos[2] << endl;
-
- SceneManager::InstancePtr()->Update(*pCam);
-
- // need some scheme to reshade selected clouds a few at a time to save frame rate cycles
- // SceneManager::InstancePtr()->ShadeClouds();
-
-}
-
-void SkySceneLoader::Resize( double w, double h )
-{
-
- pCam->Perspective( (float) h, (float) (w / h), 0.5, 120000.0 );
-
-}
-
-void SkySceneLoader::Draw( sgMat4 mat )
-{
- sgMat4 cameraMatrix;
-
- // sgCopyMat4(cameraMatrix,mat);
- // or just
- ssgGetModelviewMatrix(cameraMatrix);
-
- glMatrixMode ( GL_MODELVIEW ) ;
- glLoadIdentity () ;
- glLoadMatrixf( (float *) cameraMatrix );
-
- pCam->SetModelviewMatrix( (float *) cameraMatrix );
-
- SceneManager::InstancePtr()->Display(*pCam);
-
- //pLight->Display(); // draw the light position to debug with sun position
-
- glMatrixMode ( GL_MODELVIEW ) ;
- glLoadIdentity () ;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkySceneLoader.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkySceneLoader.hpp
- *
- * Definition of a simple class for loading scenes into SkyWorks.
- */
-#ifndef __SKYSCENELOADER_HPP__
-#define __SKYSCENELOADER_HPP__
-
-#ifdef HAVE_CONFIG
-# include <config.h>
-#endif
-
-#include <simgear/compiler.h>
-#include <simgear/misc/sg_path.hxx>
-#include <simgear/math/point3d.hxx>
-
-#include "SkyUtil.hpp"
-
-
-//------------------------------------------------------------------------------
-/**
- * @class SkySceneLoader
- * @brief A simple scene loader for SkyWorks scenes.
- *
- * Loads a scene using the Load() method, which is passed the filename of a
- * file containing a SkyArchive describing the scene.
- */
-class SkySceneLoader
-{
-public:
- SkySceneLoader();
- ~SkySceneLoader();
-
- bool Load( unsigned char *data, unsigned int size, double latitude, double longitude );
- bool Load( SGPath fileroot, double latitude, double longitude );
-
- void Set_Cloud_Orig( Point3D *posit );
-
- void Update( double *view_pos );
-
- void Resize( double w, double h);
-
- void Draw( sgMat4 mat );
-
-};
-
-#endif //__SKYSCENELOADER_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkySceneManager.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-
-/**
- * @file SkySceneManager.cpp
- *
- * Implementation of the singleton class SkySceneManager, which manages objects,
- * instances, scene update, visibility, culling, and rendering.
- */
-
-// warning for truncation of template name for browse info
-#pragma warning( disable : 4786)
-
-#include "SkySceneManager.hpp"
-#include "SkyMaterial.hpp"
-#include "SkyLight.hpp"
-#include "SkyCloud.hpp"
-#include "SkyRenderable.hpp"
-#include "SkyRenderableInstance.hpp"
-#include "SkyRenderableInstanceCloud.hpp"
-
-#include "camutils.hpp"
-#include <algorithm>
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::SkySceneManager
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::SkySceneManager()
- * @brief Constructor
- */
-SkySceneManager::SkySceneManager()
-: /*_pSkyBox(NULL),
- _pTerrain(NULL),*/
- _bDrawLights(false),
- _bDrawTree(false),
- _bReshadeClouds(true)
-{
- _wireframeMaterial.SetColorMaterialMode(GL_DIFFUSE);
- _wireframeMaterial.EnableColorMaterial(true);
- _wireframeMaterial.EnableLighting(false);
-
- // add the default material with ID -1
- // this should avoid errors caused by models without materials exported from MAX
- // (because flexporter gives them the ID -1).
- SkyMaterial *pDefaultMaterial = new SkyMaterial;
- pDefaultMaterial->SetMaterialID(-1);
- AddMaterial(pDefaultMaterial);
-}
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::~SkySceneManager
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::~SkySceneManager()
- * @brief Destructor.
- *
- * This destructor deletes all renderables, instances (renderable instances, cloud instances,
- * and otherwise), materials, and lights that were added to the scene using the Add*() functions.
- * In other words, the scene manager owns all entities added to the scene. This eases cleanup
- * and shutdown.
- */
-SkySceneManager::~SkySceneManager()
-{
- ObjectIterator oi;
- for (oi = _objects.begin(); oi != _objects.end(); ++oi)
- SAFE_DELETE(*oi);
- _objects.clear();
-
- CloudIterator ci;
- for (ci = _clouds.begin(); ci != _clouds.end(); ++ci)
- SAFE_DELETE(*ci);
- _clouds.clear();
-
- InstanceIterator ii;
- for (ii = _instances.begin(); ii != _instances.end(); ++ii)
- SAFE_DELETE(*ii);
- _instances.clear();
-
- CloudInstanceIterator cii;
- for (cii = _cloudInstances.begin(); cii != _cloudInstances.end(); ++cii)
- SAFE_DELETE(*cii);
- _cloudInstances.clear();
-
- ContainerSetIterator cni;
- for (cni = _containerClouds.begin(); cni != _containerClouds.end(); ++cni)
- SAFE_DELETE(cni->second);
- _containerClouds.clear();
-
- MaterialIterator mi;
- for (mi = _materials.begin(); mi != _materials.end(); ++mi)
- SAFE_DELETE(mi->second);
- _materials.clear();
-
- LightIterator li;
- for (li = _lights.begin(); li!= _lights.end(); ++li)
- SAFE_DELETE(li->second);
- _lights.clear();
-
- //SAFE_DELETE(_pSkyBox);
- //SAFE_DELETE(_pTerrain);
-}
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::AddObject
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::AddObject(SkyRenderable *pObject)
- * @brief Add a new SkyRenderable object to the manager.
- */
-SKYRESULT SkySceneManager::AddObject(SkyRenderable *pObject)
-{
- // Check for null object
- if (NULL == pObject)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkySceneManager::AddObject(): Attempting to add NULL Renderable Object.");
- }
-
- _objects.push_back(pObject);
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::AddInstance
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkySceneManager::AddInstance(SkyRenderableInstance *pInstance, bool bTransparent)
-* @brief Add a new SkyRenderableInstance to the manager.
-*/
-SKYRESULT SkySceneManager::AddInstance(SkyRenderableInstance *pInstance, bool bTransparent /* = false */)
-{
- // Check for null instance
- if (NULL == pInstance)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkySceneManager::AddObject(): Attempting to add NULL Renderable Instance.");
- }
-
- if (!bTransparent)
- _instances.push_back(pInstance);
- else
- _transparentInstances.push_back(pInstance);
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::AddCloud
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::AddCloud(SkyCloud *pCloud)
- * @brief Add a new cloud object to the manager.
- *
- * @todo <WRITE EXTENDED SkySceneManager::AddCloud FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkySceneManager::AddCloud(SkyCloud *pCloud)
-{
- if (NULL == pCloud)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkySceneManager::AddObject(): Attempting to add NULL SkyCloud Object.");
- }
-
- _clouds.push_back(pCloud);
-
- return SKYRESULT_OK;
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::AddCloudInstance
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::AddCloudInstance(SkyRenderableInstanceCloud *pInstance)
- * @brief Add a new instance of a cloud to the manager.
- *
- * @todo Note that since cloud instances share shading information, if two instances
- * of a cloud have different orientations, one of the instances will have incorrect
- * lighting for the scene. For this reason, I recommend that the number of clouds and
- * cloud instances is equal.
- */
-SKYRESULT SkySceneManager::AddCloudInstance(SkyRenderableInstanceCloud *pInstance)
-{
- // Check for null instance
- if (NULL == pInstance)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkySceneManager::AddObject(): Attempting to add NULL SkyCloud Instance.");
- }
-
- pInstance->SetID(_cloudInstances.size());
-
- _cloudInstances.push_back(pInstance);
-
- SkyContainerCloud *pContainer = new SkyContainerCloud(pInstance);
- _containerClouds.insert(std::make_pair(pInstance->GetID(), pContainer));
-
- RebuildCloudBVTree();
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::AddMaterial
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkySceneManager::AddMaterial(SkyMaterial *pMaterial)
-* @brief Adds a material to the scene.
-*
-* Materials are kept in a map with their ID as key. A material can be retrieved
-* from the scene manager by passing its ID to GetMaterial.
-*
-* @see GetMaterial, SkyMaterial
-*/
-SKYRESULT SkySceneManager::AddMaterial(SkyMaterial *pMaterial)
-{
- // Check for null instance
- if (NULL == pMaterial)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkySceneMananger::AddMaterial(): Attempting to add NULL Material to Scene Manager");
- }
-
- _materials.insert(std::make_pair(pMaterial->GetMaterialID(), pMaterial));
- return SKYRESULT_OK;
-}
-
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::GetMaterial
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::GetMaterial(int iMaterialID)
- * @brief Returns the material with ID @a iMaterialID.
- *
- * If the material is not found, returns NULL.
- *
- * @see AddMaterial, SkyMaterial
- */
-SkyMaterial* SkySceneManager::GetMaterial(int iMaterialID)
-{
- MaterialIterator mi = _materials.find(iMaterialID);
- if (_materials.end() == mi)
- {
- SkyTrace("SkySceneManager::GetMaterial: Error: invalid material ID");
- return NULL;
- }
- else
- return mi->second;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::ActivateMaterial
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::ActivateMaterial(int iMaterialID)
- * @brief Makes the specified material active, setting the appropriate rendering state.
- *
- * @todo <WRITE EXTENDED SkySceneManager::ActivateMaterial FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkySceneManager::ActivateMaterial(int iMaterialID)
-{
-// cout << "Activating material\n"; char mm; cin >> mm;
- MaterialIterator mi = _materials.find(iMaterialID);
- if (_materials.end() == mi)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkySceneManager::ActivateMaterial: Error: invalid material ID.");
- }
- else
- {
- FAIL_RETURN_MSG(mi->second->Activate(),
- "SkySceneManager::ActivateMaterial: Error: failed to activate.");
- }
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::AddLight
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::AddLight(SkyLight *pLight)
- * @brief @todo <WRITE BRIEF SkySceneManager::AddLight DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::AddLight FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkySceneManager::AddLight(SkyLight *pLight)
-{
- // Check for null instance
- if (NULL == pLight)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkySceneMananger::AddLight(): Attempting to add NULL Light to Scene Manager");
- }
-
- _lights.insert(std::make_pair(_lights.size(), pLight));
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::GetLight
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::GetLight(int iLightID)
- * @brief @todo <WRITE BRIEF SkySceneManager::GetLight DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::GetLight FUNCTION DOCUMENTATION>
- */
-SkyLight* SkySceneManager::GetLight(int iLightID)
-{
- LightIterator li = _lights.find(iLightID);
- if (_lights.end() == li)
- {
- SkyTrace("SkySceneManager::GetLight: Error: Invalid light ID");
- return NULL;
- }
- else
- return li->second;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : Alive
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn Alive(SkyRenderableInstance* pInstance)
- * @brief A predicate to determine if an object is dead or not.
- */
-bool Alive(SkyRenderableInstance* pInstance)
-{
- return (pInstance->IsAlive());
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::Update
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkySceneManager::Update(const Camera &cam)
-* @brief Iterate through all SkyRenderableInstances and update them.
-*/
-SKYRESULT SkySceneManager::Update(const Camera &cam)
-{
- _ResolveVisibility(cam);
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::Display
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkySceneManager::Display(const Camera &cam)
-* @brief Iterate through all SkyRenderableInstances and display them.
-*/
-SKYRESULT SkySceneManager::Display( const Camera &cam )
-
-{
- // _clearMaterial.Force();
- _clearMaterial.Activate();
- //glClear(GL_DEPTH_BUFFER_BIT);
-
- // set lights (only lights that have changed will be passed to GL).
- for (LightIterator li = _lights.begin(); li != _lights.end(); ++li)
- {
- li->second->Activate(li->first);
- //if (_bDrawLights)
- //li->second->Display();
- }
-
- //if (_bDrawTree)// force the issue and draw
- //_VisualizeCloudBVTree(cam, _cloudBVTree.GetRoot());
-/*
- glLineWidth(2.0);
- glBegin(GL_LINES);
- // red is Cartesian y-axis
- glColor3ub( 255, 0, 0 );
- glVertex3f( 0.0,0.0,0.0 );
- glVertex3f( 0.0, -104000.0, 0.0);
- // yellow is Cartesian z-axis
- glColor3ub( 255, 255, 0 );
- glVertex3f( 0.0, 0.0, 0.0);
- glVertex3f( 0.0, 0.0, 104000.0);
- // blue is Cartesian x-axis
- glColor3ub( 0, 0, 255 );
- glVertex3f( 0.0, 0.0, 0.0);
- glVertex3f( -104000.0, 0.0, 0.0);
- glEnd();
-*/
- // draw all container clouds and "free" objects not in clouds.
- //int i = 0;
- for (InstanceIterator iter = _visibleInstances.begin(); iter != _visibleInstances.end(); ++iter)
- {
- FAIL_RETURN_MSG((*iter)->Display(),
- "SkySceneManager::Display(): instance display failed.");
- //i++;
- }
- //cout << "There are " << i << " visible clouds\n";
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::RebuildCloudBVTree
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::RebuildCloudBVTree()
- * @brief Builds an AABB tree of the cloud bounding volumes.
- */
-SKYRESULT SkySceneManager::RebuildCloudBVTree()
-{
- CloudInstanceIterator cii;
- SkyMinMaxBox bbox;
-
- _cloudBVTree.BeginTree();
- for (cii = _cloudInstances.begin(); cii != _cloudInstances.end(); ++cii)
- {
- bbox = (*cii)->GetWorldSpaceBounds();
- _cloudBVTree.AddObject(*cii, bbox);
- }
- _cloudBVTree.EndTree();
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::ShadeClouds
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::ShadeClouds()
- * @brief @todo <WRITE BRIEF SkySceneManager::ShadeClouds DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::ShadeClouds FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkySceneManager::ShadeClouds()
-{
-// cout << "SkySceneManager::ShadeClouds()\n";
- int i=0;
-
- for (CloudInstanceIterator cii = _cloudInstances.begin(); cii != _cloudInstances.end(); ++cii)
- {
- for (LightIterator li = _lights.begin(); li != _lights.end(); ++li)
- {
-
- if (SkyLight::SKY_LIGHT_DIRECTIONAL == li->second->GetType())
- {
- (*cii)->GetCloud()->Illuminate(li->second, *cii, li == _lights.begin());
-// printf("Shading Cloud %d of %d with light %d \n", i++, _cloudInstances.size(), *li );
- }
- }
- }
- _bReshadeClouds = false;
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::LoadClouds
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::LoadClouds(SkyArchive& cloudArchive, float rScale)
- * @brief @todo <WRITE BRIEF SkySceneManager::LoadClouds DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::LoadClouds FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkySceneManager::LoadClouds(unsigned char *data, unsigned int size, float rScale, double latitude, double longitude)
-{
- SkyCloud *pCloud = new SkyCloud();
- pCloud->Load(data, size, rScale, latitude, longitude);
- SkyRenderableInstanceCloud *pInstance = new SkyRenderableInstanceCloud(pCloud, false);
- AddCloud(pCloud);
- AddCloudInstance(pInstance);
-
- RebuildCloudBVTree();
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::LoadClouds
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::LoadClouds(SkyArchive& cloudArchive, float rScale)
- * @brief @todo <WRITE BRIEF SkySceneManager::LoadClouds DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::LoadClouds FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkySceneManager::LoadClouds(SkyArchive& cloudArchive, float rScale, double latitude, double longitude)
-{
- unsigned int iNumClouds = 0;
- cloudArchive.FindUInt32("CldNumClouds", &iNumClouds);
- iNumClouds = ulEndianLittle32(iNumClouds);
-
- SkyArchive subArchive;
- //iNumClouds = 5; //set this value to reduce cloud field for debugging
- for (int i = 0; i < iNumClouds; ++i)
- {printf("Loading # %d of %d clouds\n", i+1, iNumClouds);
- cloudArchive.FindArchive("Cloud", &subArchive, i);
- SkyCloud *pCloud = new SkyCloud();
- pCloud->Load(subArchive, rScale, latitude, longitude);
- SkyRenderableInstanceCloud *pInstance = new SkyRenderableInstanceCloud(pCloud, false);
- AddCloud(pCloud);
- AddCloudInstance(pInstance);
- }
- RebuildCloudBVTree();
- return SKYRESULT_OK;
-}
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::_SortClouds
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::_SortClouds(CloudInstanceArray& clouds, const Vec3f& vecSortPoint)
- * @brief @todo <WRITE BRIEF SkySceneManager::_SortClouds DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::_SortClouds FUNCTION DOCUMENTATION>
- */
-void SkySceneManager::_SortClouds(CloudInstanceArray& clouds, const Vec3f& vecSortPoint)
-{
- static InstanceComparator comparator;
-
- for (CloudInstanceIterator cii = clouds.begin(); cii != clouds.end(); ++cii)
- {
- Vec3f vecPos = (*cii)->GetPosition();
- vecPos -= vecSortPoint;
- (*cii)->SetSquareSortDistance(vecPos.LengthSqr());
- }
-
- std::sort(clouds.begin(), clouds.end(), comparator);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::_SortInstances
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::SortInstances(InstanceArray& instances, const Vec3f& vecSortPoint)
- * @brief @todo <WRITE BRIEF SkySceneManager::_SortInstances DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::_SortInstances FUNCTION DOCUMENTATION>
- */
-void SkySceneManager::SortInstances(InstanceArray& instances, const Vec3f& vecSortPoint)
-{
- static InstanceComparator comparator;
-
- for (InstanceIterator ii = instances.begin(); ii != instances.end(); ++ii)
- {
- Vec3f vecPos = (*ii)->GetPosition();
- vecPos -= vecSortPoint;
- (*ii)->SetSquareSortDistance(vecPos.LengthSqr());
- }
-
- std::sort(instances.begin(), instances.end(), comparator);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::_ViewFrustumCullClouds
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::_ViewFrustumCullClouds(const Camera& cam, const CloudBVTree::Node *pNode)
- * @brief @todo <WRITE BRIEF SkySceneManager::_ViewFrustumCullClouds DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::_ViewFrustumCullClouds FUNCTION DOCUMENTATION>
- */
-void SkySceneManager::_ViewFrustumCullClouds(const Camera& cam, const CloudBVTree::Node *pNode)
-{
- if (!pNode)
- return;
-
- int i;
- int iResult = CamMinMaxBoxOverlap(&cam, pNode->GetNodeBV().GetMin(), pNode->GetNodeBV().GetMax());
-
- //iResult = COMPLETEIN; // just a hack to force the issue
- if (COMPLETEIN == iResult)
- {
- // trivially add all instances
- for (i = 0; i < pNode->GetNumObjs(); ++i)
- {
- SkyRenderableInstanceCloud* pInstance =
- const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
- _visibleCloudInstances.push_back(pInstance);
- }
- }
- else if ((PARTIAL == iResult) && pNode->IsLeaf())
- {
- SkyMinMaxBox bbox;
-
- // check each instance in this node against camera
- for (i = 0; i < pNode->GetNumObjs(); ++i)
- {
- SkyRenderableInstanceCloud* pInstance =
- const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
- bbox = pInstance->GetWorldSpaceBounds();
- iResult = CamMinMaxBoxOverlap(&cam, bbox.GetMin(), bbox.GetMax());
- if (COMPLETEOUT != iResult)
- _visibleCloudInstances.push_back(pInstance);
- else
- pInstance->ReleaseImpostorTextures();
- }
- }
- else if (PARTIAL == iResult)
- {
- _ViewFrustumCullClouds(cam, pNode->GetLeftChild());
- _ViewFrustumCullClouds(cam, pNode->GetRightChild());
- }
- else // the node is completely out. All of its child clouds should release their textures.
- {
- for (i = 0; i < pNode->GetNumObjs(); ++i)
- {
- SkyRenderableInstanceCloud* pInstance =
- const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
- pInstance->ReleaseImpostorTextures();
- }
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::_VisualizeCloudBVTree
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::_VisualizeCloudBVTree(const Camera& cam, const CloudBVTree::Node *pNode)
- * @brief @todo <WRITE BRIEF SkySceneManager::_VisualizeCloudBVTree DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::_VisualizeCloudBVTree FUNCTION DOCUMENTATION>
- */
-void SkySceneManager::_VisualizeCloudBVTree(const Camera& cam, const CloudBVTree::Node *pNode)
-{
- // set display state.
- _wireframeMaterial.Activate();
-
- int iResult = CamMinMaxBoxOverlap(&cam, pNode->GetNodeBV().GetMin(), pNode->GetNodeBV().GetMax());
-
- if (COMPLETEIN == iResult)
- {
- // draw this node's bounding box in green.
- glColor3f(0, 1, 0);
- pNode->GetNodeBV().Display();
- }
- else if (PARTIAL == iResult)
- {
- SkyMinMaxBox bbox;
-
- if (pNode->IsLeaf())
- {
- // draw this node's bounding box and the boxes of all of its objects that are visible.
- // draw this node's bbox in orange.
- glColor3f(1, 0.5, 0);
- pNode->GetNodeBV().Display();
-
- int i;
- for (i = 0; i < pNode->GetNumObjs(); ++i)
- {
- SkyRenderableInstanceCloud* pInstance =
- const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
- bbox = pInstance->GetWorldSpaceBounds();
- iResult = CamMinMaxBoxOverlap(&cam, bbox.GetMin(), bbox.GetMax());
-
- if (COMPLETEIN == iResult)
- {
- // draw the box in green
- glColor3f(0, 1, 0);
- bbox.Display();
- }
- else if (PARTIAL == iResult)
- {
- // draw the box in yellow
- glColor3f(1, 1, 0);
- bbox.Display();
- }
- }
- }
- else
- {
- _VisualizeCloudBVTree(cam, pNode->GetLeftChild());
- _VisualizeCloudBVTree(cam, pNode->GetRightChild());
- }
- }
- else
- {
- // draw the node's bbox in red.
- // This should NEVER be visible from the camera from which it was culled!
- glColor3f(1, 0, 0);
- pNode->GetNodeBV().Display();
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::_ResolveVisibility
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::_ResolveVisibility(const Camera &cam)
- * @brief @todo <WRITE BRIEF SkySceneManager::_ResolveRenderingOrder DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::_ResolveRenderingOrder FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkySceneManager::_ResolveVisibility(const Camera &cam)
-{
- InstanceIterator ii;
-
- // clear the free instance array
- _visibleInstances.clear();
-
- // clear the contained instance arrays
- ContainerSetIterator csi;
- for (csi = _containerClouds.begin(); csi != _containerClouds.end(); ++csi)
- {
- csi->second->containedOpaqueInstances.clear();
- csi->second->containedTransparentInstances.clear();
- }
-
- // clear the visible cloud array.
- _visibleCloudInstances.clear();
-
- // Test each instance for containment inside a cloud's bounding volume.
- // If the instance is inside a cloud, it is considered a "contained" instance, and will be
- // rendered with the cloud in which it is contained for correct visibility. If the instance is
- // not inside any cloud, then it is a "free" instance, and will be rendered after all contained
- // instances. Transparent instances of each type are rendered after opaque instances of each
- // type.
-
- // opaque instances
- for (ii = _instances.begin(); ii != _instances.end(); ++ii)
- {
-// cout << "Opague instance\n"; char zz; cin >> zz;
- (*ii)->ViewFrustumCull(cam); // First VFC then check if culled, some instances may
- // manually set the culled flag, instead of using VFC
- if (!(*ii)->IsCulled())
- {
- // first update this instance.
- FAIL_RETURN_MSG((*ii)->Update(cam), "SkySceneManager::_ResolveVisibility(): instance update failed.");
-
- if (!_TestInsertInstanceIntoClouds(cam, _cloudBVTree.GetRoot(), *ii, false))
- _visibleInstances.push_back(*ii);
- }
- }
-
- // transparent instances
- for (ii = _transparentInstances.begin(); ii != _transparentInstances.end(); ++ii)
- {
-// cout << "Transparent instance\n"; char tt; cin >> tt;
- (*ii)->ViewFrustumCull(cam); // First VFC then check if culled, some instances may
- // manually set the culled flag, instead of using VFC
- if (!(*ii)->IsCulled())
- {
- // first update this instance.
- FAIL_RETURN_MSG((*ii)->Update(cam), "SkySceneManager::Update(): instance update failed.");
-
- if (!_TestInsertInstanceIntoClouds(cam, _cloudBVTree.GetRoot(), *ii, true))
- _visibleInstances.push_back(*ii);
- }
- }
-
- // view frustum cull the clouds
- _ViewFrustumCullClouds(cam, _cloudBVTree.GetRoot());
-
- // Clouds must be rendered in sorted order.
- //_SortClouds(_visibleCloudInstances, cam.Orig);
-
- // reshade the clouds if necessary.
- if (_bReshadeClouds)
- {
- printf("ReShading clouds\n");
- FAIL_RETURN(ShadeClouds());
- }
-
- // Now process the visible clouds. First, go through the container clouds corresponding to the
- // clouds, calculate their split points, and update their impostors.
- for (CloudInstanceIterator cii = _visibleCloudInstances.begin();
- cii != _visibleCloudInstances.end();
- ++cii)
- {
- // get the container corresponding to this cloud
- ContainerSetIterator csi = _containerClouds.find((*cii)->GetID());
-
- if (csi == _containerClouds.end())
- {
- SkyTrace("Error: SkySceneManager::_ResolveVisibility(): Invalid cloud instance %d.",
- (*cii)->GetID());
- return SKYRESULT_FAIL;
- }
-
- if (csi->second->containedOpaqueInstances.size() > 0 ||
- csi->second->containedTransparentInstances.size() > 0)
- {
- SortInstances(csi->second->containedOpaqueInstances, cam.Orig);
- SortInstances(csi->second->containedTransparentInstances, cam.Orig);
-
-
- SkyRenderableInstance *pOpaque = (csi->second->containedOpaqueInstances.size() > 0) ?
- csi->second->containedOpaqueInstances.back() : NULL;
- SkyRenderableInstance *pTransparent = (csi->second->containedTransparentInstances.size() > 0) ?
- csi->second->containedTransparentInstances.back() : NULL;
-
- // find the closest contained instance to the camera
- if (pOpaque && pTransparent)
- {
- if (*pOpaque < *pTransparent)
- (*cii)->SetSplitPoint(pOpaque->GetPosition());
- else
- (*cii)->SetSplitPoint(pTransparent->GetPosition());
- }
- else if (pOpaque)
- (*cii)->SetSplitPoint(pOpaque->GetPosition());
- else if (pTransparent)
- (*cii)->SetSplitPoint(pTransparent->GetPosition());
- else
- (*cii)->SetSplit(false);
- }
- else
- (*cii)->SetSplit(false);
-
- // add the container to the list of visiblie clouds to be rendered this frame.
- _visibleInstances.push_back(csi->second);
-
- // now update the impostors
- FAIL_RETURN_MSG((*cii)->Update(cam),
- "SkySceneManager::_ResolveVisibility(): cloud instance update failed.");
- }
-
- SortInstances(_visibleInstances, cam.Orig);
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkySceneManager::_TestInsertInstanceIntoClouds
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkySceneManager::_TestInsertInstanceIntoClouds(const Camera &cam, const CloudBVTree::Node *pNode, SkyRenderableInstance *pInstanceToInsert, bool bTransparent)
- * @brief @todo <WRITE BRIEF SkySceneManager::_TestInsertInstanceIntoClouds DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkySceneManager::_TestInsertInstanceIntoClouds FUNCTION DOCUMENTATION>
- */
-bool SkySceneManager::_TestInsertInstanceIntoClouds(const Camera &cam,
- const CloudBVTree::Node *pNode,
- SkyRenderableInstance *pInstanceToInsert,
- bool bTransparent)
-{
- if (_clouds.size() <= 0)
- return false;
-
- if (pNode->GetNodeBV().PointInBBox(pInstanceToInsert->GetPosition()))
- {
- if (pNode->IsLeaf())
- {
- SkyMinMaxBox bbox;
- int i;
-
- // check the instance against each cloud in this leaf node.
- for (i = 0; i < pNode->GetNumObjs(); ++i)
- {
- SkyRenderableInstanceCloud* pCloud =
- const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
- bbox = pCloud->GetWorldSpaceBounds();
- if (bbox.PointInBBox(pInstanceToInsert->GetPosition()))
- {
- // get the container cloud struct for this cloud instance, and add this instance.
- ContainerSetIterator csi = _containerClouds.find(pCloud->GetID());
- if (csi == _containerClouds.end())
- {
- SkyTrace(
- "Error: SkySceneManager::_TestInsertInstanceIntoClouds(): Invalid cloud instance %d.",
- pCloud->GetID());
- return false;
- }
- else // this instance is inside a cloud. Set up for split cloud rendering.
- {
- if (!bTransparent)
- csi->second->containedOpaqueInstances.push_back(pInstanceToInsert);
- else
- csi->second->containedTransparentInstances.push_back(pInstanceToInsert);
- csi->second->pCloud->SetSplit(true);
- return true;
- }
- }
- }
- return false;
- }
- else
- {
- if (!_TestInsertInstanceIntoClouds(cam, pNode->GetLeftChild(), pInstanceToInsert, bTransparent))
- return _TestInsertInstanceIntoClouds(cam, pNode->GetRightChild(), pInstanceToInsert, bTransparent);
- else
- return true;
- }
- }
- else
- return false;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkySceneManager.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkySceneManager.hpp
- *
- * The SkySceneManager class manages all of the renderable objects and
- * instances. This class maintains lists of each object and instance.
- * The scene manager decides what to display, it can make use of various
- * techniques such as view frustum culling, material grouping, etc.
- */
-#ifndef __SKYSCENEMANAGER_HPP__
-#define __SKYSCENEMANAGER_HPP__
-
-// warning for truncation of template name for browse info
-#pragma warning( disable : 4786)
-
-#include "vec3f.hpp"
-#include <vector>
-#include <map>
-
-#include "SkyUtil.hpp"
-#include "SkySingleton.hpp"
-#include "SkyRenderableInstance.hpp"
-#include "SkyMaterial.hpp"
-#include "SkyAABBTree.hpp"
-#include "SkyRenderableInstanceCloud.hpp"
-
-// forward to reduce unnecessary dependencies
-class Camera;
-class SkyRenderable;
-class SkyRenderableInstance;
-class SkyMaterial;
-class SkyLight;
-class SkyCloud;
-//class SkyHeavens;
-//class SkyHeightField;
-
-//------------------------------------------------------------------------------
-/**
-* @class SkySceneManager
-* @brief Manages all of the renderable objects and instances.
-*/
-class SkySceneManager; // Forward declaration
-
-//! A singleton of the SkySceneManager. Can only create the SceneManager with SceneManager::Instantiate();
-typedef SkySingleton<SkySceneManager> SceneManager;
-
-class SkySceneManager
-{
-public:
- SKYRESULT AddObject( SkyRenderable *pObject);
- SKYRESULT AddInstance( SkyRenderableInstance *pInstance, bool bTransparent = false);
-
- SKYRESULT AddCloud( SkyCloud *pCloud);
- SKYRESULT AddCloudInstance(SkyRenderableInstanceCloud *pInstance);
-
- SKYRESULT AddMaterial( SkyMaterial *pMaterial);
- SkyMaterial* GetMaterial( int iMaterialID);
- SKYRESULT ActivateMaterial(int iMaterialID);
-
- SKYRESULT AddLight( SkyLight *pLight);
- SkyLight* GetLight( int iLightID);
-
- //! Set the sky box for this scene.
- // void SetSkyBox( SkyHeavens *pSkyBox) { _pSkyBox = pSkyBox; }
- //! Set the terrain for this scene.
- //void SetTerrain( SkyHeightField *pTerrain) { _pTerrain = pTerrain; }
-
- //! Enable wireframe display of lights (for debugging).
- void EnableDrawLights(bool bEnable) { _bDrawLights = bEnable; }
- //! Enable wireframe display of bounding volume tree of clouds.
- void EnableDrawBVTree(bool bEnable) { _bDrawTree = bEnable; }
-
- //! Returns true if wireframe display of lights is enabled.
- bool IsDrawLightsEnabled() const { return _bDrawLights; }
- //! Returns true if wireframe display of the cloud bounding volume tree is enabled.
- bool IsDrawBVTreeEnabled() const { return _bDrawTree; }
-
- SKYRESULT Update( const Camera &cam);
- SKYRESULT Display( const Camera &cam);
-
- SKYRESULT RebuildCloudBVTree();
- SKYRESULT ShadeClouds();
-
- //! Force the illumination of all clouds to be recomputed in the next update.
- void ForceReshadeClouds() { _bReshadeClouds = true; }
-
- // sort instances in @a instances from back to front.
- static void SortInstances(InstanceArray& instances, const Vec3f& vecSortPoint);
-
- // load a set of clouds from an archive file.
- SKYRESULT LoadClouds(unsigned char *data, unsigned int size, float rScale = 1.0f, double latitude=0.0, double longitude=0.0);
- SKYRESULT LoadClouds(SkyArchive& cloudArchive, float rScale = 1.0f, double latitude=0.0, double longitude=0.0);
-
-protected: // datatypes
- // Typedef the vectors into cleaner names
- typedef std::vector<SkyRenderable*> ObjectArray;
-
- typedef std::map<int, SkyMaterial*> MaterialSet;
- typedef std::map<int, SkyLight*> LightSet;
-
- typedef std::vector<SkyRenderableInstanceCloud*> CloudInstanceArray;
- typedef std::vector<SkyCloud*> CloudArray;
- typedef std::map<int, SkyContainerCloud*> ContainerCloudSet;
-
- typedef SkyAABBTree<SkyRenderableInstanceCloud*> CloudBVTree;
-
- typedef ObjectArray::iterator ObjectIterator;
- typedef CloudArray::iterator CloudIterator;
- typedef CloudInstanceArray::iterator CloudInstanceIterator;
- typedef MaterialSet::iterator MaterialIterator;
- typedef LightSet::iterator LightIterator;
- typedef ContainerCloudSet::iterator ContainerSetIterator;
-
- class InstanceComparator
- {
- public:
- bool operator()(SkyRenderableInstance* pA, SkyRenderableInstance *pB)
- {
- return ((*pA) < (*pB));
- }
- };
-
- class ContainerComparator
- {
- public:
- bool operator()(SkyContainerCloud* pA, SkyContainerCloud *pB)
- {
- return ((*pA) < (*pB));
- }
- };
-
-
-protected: // methods
- SkySceneManager();
- ~SkySceneManager();
-
- void _SortClouds(CloudInstanceArray& clouds, const Vec3f& vecSortPoint);
-
- void _ViewFrustumCullClouds(const Camera& cam, const CloudBVTree::Node *pNode);
- void _VisualizeCloudBVTree(const Camera& cam, const CloudBVTree::Node *pNode);
-
- SKYRESULT _ResolveVisibility(const Camera &cam);
- bool _TestInsertInstanceIntoClouds(const Camera &cam,
- const CloudBVTree::Node *pNode,
- SkyRenderableInstance *pInstanceToInsert,
- bool bTransparent);
-
-private: // data
- ObjectArray _objects;
- CloudArray _clouds;
- InstanceArray _instances;
- InstanceArray _transparentInstances;
- InstanceArray _visibleInstances; //! @TODO: change this to "_freeInstances"
- CloudInstanceArray _cloudInstances;
- CloudInstanceArray _visibleCloudInstances;
- ContainerCloudSet _containerClouds;
-
- MaterialSet _materials;
- LightSet _lights;
-
- SkyMaterial _wireframeMaterial; // used for rendering the wireframes for debugging
- SkyMaterial _clearMaterial; // used to maintain state consistency when clearing.
- CloudBVTree _cloudBVTree;
-
- //SkyHeavens *_pSkyBox;
- //SkyHeightField *_pTerrain;
-
- bool _bDrawLights;
- bool _bDrawTree;
- bool _bReshadeClouds;
-};
-
-#endif //__SKYSCENEMANAGER_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkySingleton.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkySingleton.hpp
- *
- * A generic singleton template wrapper to make classes into singletons
- */
-#ifndef __SKYSINGLETON_HPP__
-#define __SKYSINGLETON_HPP__
-
-#include "SkyUtil.hpp"
-#include <assert.h>
-#include <stdlib.h>
-
-//------------------------------------------------------------------------------
-/**
- * @class SkySingleton
- * @brief A singleton template class.
- *
- * Usage : Use this template container class to make any class into a
- * singleton. I usually do this:
- *
- * @code
- * class MyClass
- * {
- * public:
- * // normal class stuff, but don't put ctor/dtor here.
- * int GetData() { return _someData; }
- * protected:
- * // Make the ctor(s)/dtor protected, so this can only be
- * // instantiated as a singleton. Note: singleton will still
- * // work on classes that do not follow this (public ctors)
- * // but violation of the singleton is possible then, since non-
- * // singleton versions of the class can be instantiated.
- * MyClass() : _someData(5) {}
- * MyClass(int arg) : _someData(arg) {} // etc...
- * // don't implement the copy constructor, because singletons
- * // shouldn't be copied!
- * MyClass(const MyClass& mc) {}
- * ~MyClass() {}
- * private:
- * int _someData;
- * };
- *
- * // now create a singleton of MyClass
- * typedef SkySingleton<MyClass> MyClassSingleton;
- *
- * @endcode
- * Later, in your program code, you can instantiate the singleton and access
- * its members like so:
- *
- * @code
- * void somefunc()
- * {
- * // instantiate the MyClassSingleton
- * MyClassSingleton::Instantiate();
- * // could also call MyClassSingleton::Instantiate(10);
- * // since we have a constructor of that form in MyClass.
- *
- * // access the methods in MyClass:
- * int data1 = MyClassSingleton::InstancePtr()->GetData();
- * // or...
- * int data2 = MyClassSingleton::InstanceRef().GetData();
- *
- * // now destroy the singleton
- * MyClassSingleton::Destroy();
- * }
- * @endcode
- */
-template <class T>
-class SkySingleton : protected T
-{
-public:
-
- //------------------------------------------------------------------------------
- // Function : Instantiate
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Instantiate()
- * @brief Creates the singleton instance for class T.
- *
- * Assures (by assertion) that the instance will only be created once.
- * This works for default constructors.
- */
- static void Instantiate()
- {
- assert(!s_pInstance);
- s_pInstance = new SkySingleton();
- }
-
- //------------------------------------------------------------------------------
- // Function : Destroy
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Destroy() { SAFE_DELETE(s_pInstance); }
- * @brief Destructor, deletes the instance
- */
- static void Destroy() { SAFE_DELETE(s_pInstance); }
-
- //------------------------------------------------------------------------------
- // Function : InstancePtr
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn InstancePtr() { assert(s_pInstance); return s_pInstance; }
- * @brief Returns a pointer to the instance
- */
- static T* InstancePtr() { assert(s_pInstance); return s_pInstance; }
-
- //------------------------------------------------------------------------------
- // Function : InstanceRef
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn InstanceRef() { assert(s_pInstance); return *s_pInstance; }
- * @brief Returns a reference to the instance
- */
- static T& InstanceRef() { assert(s_pInstance); return *s_pInstance; }
-
- //------------------------------------------------------------------------------
- // Function : static void Instantiate
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn static void Instantiate(const A& a)
- * @brief Instantiates class of type T that have constructors with an argument
- *
- * This might be a source of confusion. These templatized
- * functions are used to instantiate classes of type T that
- * have constructors with arguments. For n arguments, you
- * to add a function below with n arguments. Note, these will
- * only be created if they are used, since they are templates.
- * I've added 4 below, for 1-4 arguments. If you get a
- * compilation error, add one for the number of arguments you
- * need. Also need a SkySingleton protected constructor with
- * the same number of arguments.
- */
- template<class A>
- static void Instantiate(const A& a)
- {
- assert(!s_pInstance);
- s_pInstance = new SkySingleton(a);
- }
-
- //------------------------------------------------------------------------------
- // Function : Instantiate
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Instantiate(const A& a, const B& b)
- * @brief Instantiates class of type T that have constructors with 2 args
- */
- template<class A, class B>
- static void Instantiate(const A& a, const B& b)
- {
- assert(!s_pInstance);
- s_pInstance = new SkySingleton(a, b);
- }
-
- //------------------------------------------------------------------------------
- // Function : Instantiate
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Instantiate(const A& a, const B& b, const C& c)
- * @brief Instantiates class of type T that have constructors with 3 args
- */
- template<class A, class B, class C>
- static void Instantiate(const A& a, const B& b, const C& c)
- {
- assert(!s_pInstance);
- s_pInstance = new SkySingleton(a, b, c);
- }
-
- //------------------------------------------------------------------------------
- // Function : Instantiate
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Instantiate(const A& a, const B& b, const C& c, const D& d)
- * @brief Instantiates class of type T that have constructors with 4 args
- */
- template<class A, class B, class C, class D>
- static void Instantiate(const A& a, const B& b, const C& c, const D& d)
- {
- assert(!s_pInstance);
- s_pInstance = new SkySingleton(a, b, c, d);
- }
-
-protected:
- // although the instance is of type SkySingleton<T>, the Instance***() funcs
- // above implicitly cast it to type T.
- static SkySingleton* s_pInstance;
-
-private:
-
- //------------------------------------------------------------------------------
- // Function : SkySingleton
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn SkySingleton()
- * @brief Hidden so that the singleton can only be instantiated via public static Instantiate function.
- */
- SkySingleton() : T() {}
-
- //------------------------------------------------------------------------------
- // Function : Singleton
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Singleton(const A& a)
- * @brief Used by the templatized public Instantiate() functions.
- */
- template<class A>
- SkySingleton(const A& a) : T(a) {}
-
- //------------------------------------------------------------------------------
- // Function : Singleton
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Singleton(const A& a, const B& b)
- * @brief Used by the templatized public Instantiate() functions.
- */
- template<class A, class B>
- SkySingleton(const A& a, const B& b) : T(a, b) {}
-
- //------------------------------------------------------------------------------
- // Function : Singleton
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Singleton(const A& a, const B& b, const C& c)
- * @brief Used by the templatized public Instantiate() functions.
- */
- template<class A, class B, class C>
- SkySingleton(const A& a, const B& b, const C& c) : T(a, b, c) {}
-
- //------------------------------------------------------------------------------
- // Function : Singleton
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn Singleton(const A& a, const B& b, const C &c, const D& d)
- * @brief Used by the templatized public Instantiate() functions.
- */
- template<class A, class B, class C, class D>
- SkySingleton(const A& a, const B& b, const C &c, const D& d) : T(a, b, c, d) {}
-
- //------------------------------------------------------------------------------
- // Function : SkySingleton
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn SkySingleton(const SkySingleton&)
- * @brief Hidden because you can't copy a singleton!
- */
- SkySingleton(const SkySingleton&) {} // hide the copy ctor: singletons can'
-
- //------------------------------------------------------------------------------
- // Function : ~SkySingleton
- // Description :
- //------------------------------------------------------------------------------
- /**
- * @fn ~SkySingleton()
- * @brief Destructor, hidden, destroy via the public static Destroy() method.
- */
- ~SkySingleton() {} // hide the dtor:
-};
-
-// declare the static instance pointer
-template<class T> SkySingleton<T>* SkySingleton<T>::s_pInstance = NULL;
-
-#endif //__SKYSINGLETON_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyTexture.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyTexture.hpp
- *
- * Interface definition for class SkyTexture, a texture class.
- */
-#ifndef __SKYTEXTURE_HPP__
-#define __SKYTEXTURE_HPP__
-
-// #pragma warning( disable : 4786 )
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GL_H
-
-#define __glext_h_
-#define __GLEXT_H_
-#define __glext_h_
-#define __GLEXT_H_
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyTexture
- * @brief A basic texture class.
- *
- * @todo <WRITE EXTENDED CLASS DESCRIPTION>
- */
-class SkyTexture
-{
-public:
- //! Default Constructor.
- SkyTexture() : _iID(0), _iWidth(0), _iHeight(0) {}
- //! Constructor.
- SkyTexture(unsigned int iWidth, unsigned int iHeight, unsigned int iTextureID)
- : _iID(iTextureID), _iWidth(iWidth), _iHeight(iHeight) {}
- //! Destructor.
- ~SkyTexture() {}
-
- //! Sets the texture width in texels.
- void SetWidth(unsigned int iWidth) { _iWidth = iWidth; }
- //! Sets the texture height in texels.
- void SetHeight(unsigned int iHeight) { _iHeight = iHeight; }
- //! Sets the texture ID as created by OpenGL.
- void SetID(unsigned int iTextureID) { _iID = iTextureID; }
-
- //! Returns the texture width in texels.
- unsigned int GetWidth() const { return _iWidth; }
- //! Returns the texture height in texels.
- unsigned int GetHeight() const { return _iHeight; }
- //! Returns the texture ID as created by OpenGL.
- unsigned int GetID() const { return _iID; }
-
- inline SKYRESULT Destroy();
-
-protected:
- unsigned int _iID;
- unsigned int _iWidth;
- unsigned int _iHeight;
-};
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTexture::Destroy
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTexture::Destroy()
- * @brief Destroys the OpenGL texture object represented by this SkyTexture object.
- *
- * Fails if the GL texture has not been created (i.e. its ID is zero).
- */
-inline SKYRESULT SkyTexture::Destroy()
-{
- if (0 == _iID)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL,
- "SkyTexture::Destroy(): Error: attempt to destroy unallocated texture.");
- }
- else
- {
- glDeleteTextures(1, &_iID);
- _iID = 0;
- }
- return SKYRESULT_OK;
-}
-
-#endif //__SKYTEXTURE_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyTextureManager.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyTextureManager.cpp
- *
- * Implementation of a manager that keeps track of texture resource locations and sharing.
- */
-
-#pragma warning( disable : 4786)
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GLU_H
-
-#include "SkyTextureManager.hpp"
-#include "SkyContext.hpp"
-//#include "glvu.hpp"
-//#include "ppm.hpp"
-//#include "tga.hpp"
-//#include "fileutils.hpp"
-
-bool SkyTextureManager::s_bSlice3DTextures = false;
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::SkyTextureManager
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::SkyTextureManager(bool bSlice3DTextures)
- * @brief Constructor.
- *
- */
-SkyTextureManager::SkyTextureManager(bool bSlice3DTextures /* = false */)
-{
- s_bSlice3DTextures = bSlice3DTextures;
-
- // this should be put somewhere more safe -- like done once in the functions that actually
- // use these extensions.
- /*GraphicsContext::InstancePtr()->InitializeExtensions("GL_ARB_texture_cube_map "
- "GL_VERSION_1_2");*/
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::~SkyTextureManager
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::~SkyTextureManager()
- * @brief destructor.
- *
- * @todo <WRITE EXTENDED SkyTextureManager::~SkyTextureManager FUNCTION DOCUMENTATION>
- */
-SkyTextureManager::~SkyTextureManager()
-{
- _texturePaths.clear();
- for ( TextureIterator iter = _textures.begin();
- iter != _textures.end();
- ++iter)
- {
- DestroyTextureObject(iter->second);
- }
- _textures.clear();
-
- for ( TextureList::iterator uncachedIter = _uncachedTextures.begin();
- uncachedIter != _uncachedTextures.end();
- ++uncachedIter)
- {
- DestroyTextureObject(*uncachedIter);
- }
- _uncachedTextures.clear();
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::AddPath
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::AddPath(const string &path)
- * @brief Adds a texture path to the list of active search paths.
- *
- */
-void SkyTextureManager::AddPath(const string &path)
-{
- _texturePaths.push_back(path);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::Get2DTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::Get2DTexture(const string& filename, SkyTexture& texture, bool bMipmap)
- * @brief Returns a 2D texture object from the texture set.
- *
- * If the texture is already loaded, it is returned. If it is not, the texture is loaded from
- * file, added to the texture set, and returned.
- *
- * If the image cannot be loaded, returns an error. Otherwise returns success.
- */
-SKYRESULT SkyTextureManager::Get2DTexture(const string& filename,
- SkyTexture& texture,
- bool bMipmap /* = false */)
-{
- TextureIterator iter = _textures.find(filename);
-
- if (iter != _textures.end())
- { // the texture is already loaded, just return it.
- texture = iter->second;
- }
- else
- { // the texture is being requested for the first time, load and return it
- FAIL_RETURN(Clone2DTexture(filename, texture, bMipmap));
-
- _textures.insert(make_pair(filename, texture));
- }
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::Get3DTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::Get3DTexture(const string& filename, SkyTexture& texture, unsigned int iDepth, bool bMipmap, bool bLoadFromSliceFiles)
- * @brief Returns a 3D texture object from the texture set.
- *
- * If the texture is already loaded, it is returned. If it is not, the texture is loaded from
- * file, added to the texture set, and returned. If the image cannot be loaded, returns an error.
- * Otherwise returns success.
- *
- * For 3D textures, this simply loads a 2D image file, and duplicates it across each slice. The
- * parameter iDepth must be set in order to use a 2D texture image for a 3D texture.
- */
-SKYRESULT SkyTextureManager::Get3DTexture(const string& filename,
- SkyTexture& texture,
- unsigned int iDepth,
- bool bMipmap /* = false */,
- bool bLoadFromSliceFiles /* = false */)
-{
- TextureIterator iter = _textures.find(filename);
-
- if (iter != _textures.end())
- { // the texture is already loaded, just return it.
- texture = iter->second;
- }
- else
- { // the texture is being requested for the first time, load and return it
- FAIL_RETURN(Clone3DTexture(filename, texture, iDepth, bMipmap, bLoadFromSliceFiles));
-
- _textures.insert(make_pair(filename, texture));
- }
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : roundPowerOf2
-// Description :
-//------------------------------------------------------------------------------
-static int roundPowerOf2(int n)
-{
- int m;
- for (m = 1; m < n; m *= 2);
-
- // m >= n
- if (m - n <= n - m/2)
- return m;
- else
- return m/2;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::Clone2DTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::Clone2DTexture( const string &filename, SkyTexture& texture, bool bMipmap)
- * @brief Returns a 2D texture object.
- *
- * Ignores texture set. This always loads the file, if it exists, and creates and returns the texture.
- *
- * If the image cannot be loaded, returns an error. Otherwise returns success.
- */
-SKYRESULT SkyTextureManager::Clone2DTexture(const string &filename,
- SkyTexture& texture,
- bool bMipmap /* = false */)
-{
- string pathFilename;
- unsigned char *pImageData = NULL;
- int iWidth = 0;
- int iHeight = 0;
- int iChannels = 0;
-
- enum ImageType
- {
- IMAGE_PPM,
- IMAGE_TGA
- };
- ImageType eType;
-/****
- // first get the image type from its extension.
- if (filename.find(".tga") != string.npos || filename.find(".TGA") != string.npos)
- eType = IMAGE_TGA;
- else if (filename.find(".ppm") != string.npos || filename.find(".PPM") != string.npos)
- eType = IMAGE_PPM;
- else
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureManager error: invalid image format");
- ****/
- // first try the filename sent in in case it includes a path.
- //if (FileUtils::FileExists(filename.c_str()))
- //{
- // printf("Filename is %s\n", filename.c_str() );
- //eType = IMAGE_TGA;
- /* switch (eType)
- {
- case IMAGE_PPM:
- LoadPPM(filename.c_str(), pImageData, iWidth, iHeight);
- iChannels = 3;
- break;
- case IMAGE_TGA:
- LoadTGA(filename.c_str(), pImageData, iWidth, iHeight, iChannels);
- break;
- default:
- break;
- }*/
-
- //}
-
- if (!pImageData) // image not found in current directory. Check the paths...
- {
-
- for ( StringList::iterator iter = _texturePaths.begin();
- iter != _texturePaths.end();
- ++iter)
-
- { // loop over all texture paths, looking for the filename
- // get just the filename without path.
- int iPos = filename.find_last_of("/");
- if (iPos == filename.npos)
- iPos = filename.find_last_of("/");
-
- // tack on the paths from the texture path list.
- if (iPos != filename.npos)
- pathFilename = (*iter) + "/" + filename.substr(iPos+1);
- else
- pathFilename = (*iter) + "/" + filename;
-
- //if (FileUtils::FileExists(pathFilename.c_str()))
- //{
- /* switch (eType)
- {
- case IMAGE_PPM:
- LoadPPM(pathFilename.c_str(), pImageData, iWidth, iHeight);
- break;
- case IMAGE_TGA:
- LoadTGA(pathFilename.c_str(), pImageData, iWidth, iHeight, iChannels);
- break;
- default:
- break;
- }*/
-
- //if (pImageData)
- //break;
- //}
- }
- }
-
- if (!pImageData)
- {
- char buffer[256];
- sprintf(buffer, "SkyTextureManager::Clone2DTexture(): Could not load image. %s.\n", filename.c_str());
- FAIL_RETURN_MSG(SKYRESULT_OK, buffer);
- }
-
- // make sure it is power of 2 resolution.
- int iNewWidth = roundPowerOf2(iWidth);
- int iNewHeight = roundPowerOf2(iHeight);
- int iMaxsize;
- glGetIntegerv( GL_MAX_TEXTURE_SIZE, &iMaxsize );
- if (iNewWidth > iMaxsize)
- {
- iNewWidth = iMaxsize;
- }
- if (iNewHeight> iMaxsize)
- {
- iNewHeight = iMaxsize;
- }
-
- GLenum eFormat = (4 == iChannels) ? GL_RGBA : GL_RGB;
-
- if (iNewWidth != iWidth || iNewHeight != iHeight)
- {
- unsigned char *pScaledImageData = new unsigned char[iChannels * iNewWidth * iNewHeight];
- gluScaleImage(eFormat, iWidth, iHeight, GL_UNSIGNED_BYTE, pImageData,
- iNewWidth, iNewHeight, GL_UNSIGNED_BYTE, pScaledImageData);
- SAFE_DELETE_ARRAY(pImageData);
- pImageData = pScaledImageData;
- }
-
- _Create2DTextureObject( texture, iNewWidth, iNewHeight, eFormat, pImageData);
-
- SAFE_DELETE_ARRAY(pImageData);
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::Clone3DTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::Clone3DTexture( const string &filename, SkyTexture& texture, unsigned int iDepth, bool bMipmap, bool bLoadFromSliceFiles)
- * @brief Returns a 3D texture object.
- *
- * Ignores texture set. This always loads the file, if it exists, and creates and returns the texture.
- * If the image cannot be loaded, returns an error. Otherwise returns success.
- */
-SKYRESULT SkyTextureManager::Clone3DTexture(const string &filename,
- SkyTexture& texture,
- unsigned int iDepth,
- bool bMipmap /* = false */,
- bool bLoadFromSliceFiles /* = false */)
-{
- string pathFilename;
- /*QImage image;
- QDir dir;
- unsigned char *pBits = NULL;
-
- if (!bLoadFromSliceFiles)
- {
- // first try the filename sent in in case it includes a path.
- if (image.load(filename))
- {
- image = QGLWidget::convertToGLFormat(image);
- }
- else
- {
- image.reset();
-
- for ( QStringList::Iterator iter = _texturePaths.begin();
- iter != _texturePaths.end();
- iter++)
- { // loop over all texture paths, looking for the filename
- pathFilename = (*iter) + "\\" + filename;
-
- if (image.load(pathFilename))
- {
- image = QGLWidget::convertToGLFormat(image);
- break;
- }
- else
- image.reset();
- }
- }
-
- if (image.isNull())
- {
- qWarning("SkyTextureManager::GetTexture(): Could not load image "
- "%s.\n", filename);
- return false;
- }
-
- // make sure it is power of 2 resolutions.
- int iWidth = roundPowerOf2(image.width());
- int iHeight = roundPowerOf2(image.height());
- int iMaxsize;
- if (s_bSlice3DTextures)
- glGetIntegerv( GL_MAX_TEXTURE_SIZE, &iMaxsize );
- else
- glGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &iMaxsize );
- if (iWidth > iMaxsize)
- {
- iWidth = iMaxsize;
- }
- if (iHeight> iMaxsize)
- {
- iHeight = iMaxsize;
- }
-
- if (iWidth != image.width() || iHeight != image.height())
- image = image.smoothScale(iWidth, iHeight);
-
- // first build an array of repeated 2D textures...
- QImage inverted(image.mirror());
- pBits = new unsigned char[image.numBytes() * iDepth];
- unsigned int iSliceSize = image.numBytes();
- int bInverted = false;
- int iInvertedCount = 8;
- for (unsigned int iSlice = 0; iSlice < iDepth; ++iSlice)
- {
- memcpy(&(pBits[iSlice * iSliceSize]),
- (bInverted) ? inverted.bits() : image.bits(),
- image.numBytes());
- if (--iInvertedCount <= 0)
- {
- iInvertedCount = 8;
- bInverted = !bInverted;
- }
- }
- }
- else /// Load from a set of files matching the file pattern
- {
- QFileInfo fi(filename);
- fi.refresh();
-
- QString baseFilename = fi.baseName();
- int truncPos = baseFilename.find(QRegExp("[0-9]"));
- if (truncPos >= 0)
- baseFilename.truncate(truncPos);
-
- dir.setFilter(QDir::Files);
- dir.setNameFilter(baseFilename + "*." + fi.extension());
- dir.setSorting(QDir::Name);
- QStringList files = dir.entryList();
-
- bool bFound = true;
- if (files.count() < iDepth)
- {
- bFound = false;
- for ( QStringList::Iterator iter = _texturePaths.begin();
- iter != _texturePaths.end();
- iter++)
- {
- dir.setCurrent(*iter);
- files = dir.entryList();
- if (files.count() >= iDepth)
- {
- bFound = true;
- break;
- }
- }
- }
- if (!bFound)
- {
- qWarning("SkyTextureManager::Clone3DTexture: ERROR: could not find %d files matching "
- "%s", iDepth, filename.latin1());
- return false;
- }
- else
- {
- unsigned int iSlice = 0;
- unsigned int iSliceSize = 0;
- for ( QStringList::Iterator iter = files.begin();
- iter != files.end() && iSlice < iDepth;
- iter++)
- {
- if (image.load(*iter))
- {
- image = QGLWidget::convertToGLFormat(image);
- // make sure it is power of 2 resolution.
- int iWidth = roundPowerOf2(image.width());
- int iHeight = roundPowerOf2(image.height());
- int iMaxsize;
- if (s_bSlice3DTextures)
- glGetIntegerv( GL_MAX_TEXTURE_SIZE, &iMaxsize );
- else
- glGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &iMaxsize );
- if (iWidth > iMaxsize)
- {
- iWidth = iMaxsize;
- }
- if (iHeight> iMaxsize)
- {
- iHeight = iMaxsize;
- }
-
- if (iWidth != image.width() || iHeight != image.height())
- image = image.smoothScale(iWidth, iHeight);
- if (0 == iSlice)
- {
- pBits = new unsigned char[image.numBytes() * iDepth];
- iSliceSize = image.numBytes();
- }
- memcpy(&(pBits[iSlice * iSliceSize]), image.bits(), image.numBytes());
- ++iSlice;
- }
- else
- {
- qWarning("SkyTextureManager::Clone3DTexture: ERROR: could not find %d files matching "
- "%s", iDepth, filename);
- return false;
- }
- }
-
- }
- }
-
- _Create3DTextureObject(texture,
- image.width(),
- image.height(),
- iDepth,
- GL_RGBA,
- pBits);
-*/
- return SKYRESULT_FAIL;
-}
-
-
-
-//!
-/*! */
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::GetCubeMapTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::GetCubeMapTexture(const string& filename, SkyTexture& texture, bool bMipmap)
- * @brief Returns a cube map texture object from the texture set
- *
- * If the texture is already loaded, it is returned. If it is not, the texture is loaded from file,
- * added to the texture set, and returned. If any of the 6 images cannot be loaded, returns an error.
- * Otherwise returns success.
- */
-SKYRESULT SkyTextureManager::GetCubeMapTexture( const string& filename,
- SkyTexture& texture,
- bool bMipmap)
-{
- TextureIterator iter = _textures.find(filename);
-
- if (iter != _textures.end())
- { // the texture is already loaded, just return it.
- texture = iter->second;
- }
- else
- { // the texture is being requested for the first time, load and return it
- if (!CloneCubeMapTexture(filename, texture, bMipmap))
- return false;
-
- _textures.insert(make_pair(filename, texture));
- }
-
- return true;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::CloneCubeMapTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::CloneCubeMapTexture(const string& filename, SkyTexture& texture, bool bMipmap)
- * @brief Returns a cube map texture object.
- *
- * Ignores the texture set. This always loads the cube map texture, if all 6 face images exist,
- * creates the texture, and returns it. If any of the 6 images cannot be loaded, returns an error.
- * Otherwise returns success.
- */
-SKYRESULT SkyTextureManager::CloneCubeMapTexture( const string& filename,
- SkyTexture& texture,
- bool bMipmap)
-{
- string pathFilename;
- /*QImage images[6];
-
- GLenum faces [] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB };
- char* faceNames[] = {"posx", "negx", "posy", "negy", "posz", "negz" };
-
- for ( QStringList::Iterator iter = _texturePaths.begin();
- iter != _texturePaths.end();
- iter++)
- { // loop over all texture paths, looking for the filename
- for (int i = 0; i < 6; i++)
- {
- char buffer[FILENAME_MAX];
- sprintf(buffer, filename.ascii(), faceNames[i]);
- pathFilename = (*iter) + "\\" + buffer;
-
- if (images[i].load(pathFilename))
- {
- images[i] = QGLWidget::convertToGLFormat(images[i]);
- }
- else
- images[i].reset();
- }
- }
-
- for (int i = 0; i < 6; i++)
- {
- if (images[i].isNull())
- {
- char buffer[FILENAME_MAX];
- sprintf(buffer, filename.ascii(), faceNames[i]);
- qWarning("SkyTextureManager::GetTexture(): Could not load image "
- "%s.\n", buffer);
- return false;
- }
- }
-
- glGenTextures(1, &(texture.iTextureID));
- texture.iWidth = images[0].width();
- texture.iHeight = images[0].height();
-
- // create and bind a cubemap texture object
- glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texture.iTextureID);
-
- // enable automipmap generation if needed.
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_GENERATE_MIPMAP_SGIS, bMipmap);
- if (bMipmap)
- glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- else
- glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- for (i = 0; i < 6; i++)
- {
- glTexImage2D(faces[i],
- 0,
- GL_RGBA8,
- images[i].width(),
- images[i].height(),
- 0,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- images[i].bits());
- }*/
-
- return true;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::_Create2DTextureObject
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::_Create2DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iFormat, unsigned char *pData)
- * @brief Creates a 2D texture.
- *
- * Creates an OpenGL texture object and returns its ID and dimensions in a SkyTexture structure.
- */
-SKYRESULT SkyTextureManager::_Create2DTextureObject(SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iFormat,
- unsigned char *pData)
-{
- bool bNew = false;
- unsigned int iTextureID;
- if (!texture.GetID())
- {
- glGenTextures(1, &iTextureID);
- texture.SetID(iTextureID);
- bNew = true;
- }
- texture.SetWidth(iWidth);
- texture.SetHeight(iHeight);
-
- glBindTexture(GL_TEXTURE_2D, texture.GetID());
-
- if (bNew)
- {
- GLenum iInternalFormat;
- switch (iFormat)
- {
- case GL_LUMINANCE:
- iInternalFormat = GL_LUMINANCE;
- break;
- case GL_LUMINANCE_ALPHA:
- iInternalFormat = GL_LUMINANCE_ALPHA;
- break;
- default:
- iInternalFormat = GL_RGBA8;
- break;
- }
-
- glTexImage2D( GL_TEXTURE_2D,
- 0,
- iInternalFormat,
- iWidth, iHeight,
- 0,
- (GLenum) iFormat,
- GL_UNSIGNED_BYTE,
- pData);
- }
- else
- {
- glTexSubImage2D(GL_TEXTURE_2D,
- 0, 0, 0,
- iWidth, iHeight,
- (GLenum) iFormat,
- GL_UNSIGNED_BYTE,
- pData);
- }
- // set default filtering.
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::_Create3DTextureObject
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::_Create3DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iDepth, unsigned int iFormat, unsigned char *pData)
- * @brief Creates a 3D texture
- *
- * Creates an OpenGL 3D texture object (or a set of 2D slices) and returns its ID and dimensions
- * in a SkyTexture structure.
- */
-SKYRESULT SkyTextureManager::_Create3DTextureObject(SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iDepth,
- unsigned int iFormat,
- unsigned char *pData)
-{
-/* bool bNew = false;
- if (s_bSlice3DTextures) // create one 2D texture per slice!
- {
- if (!texture.pSliceIDs)
- {
- texture.pSliceIDs = new unsigned int[iDepth];
- glGenTextures(iDepth, texture.pSliceIDs);
- bNew = true;
- }
- }
- else if (!texture.iTextureID)
- {
- glGenTextures(1, &(texture.iTextureID));
- bNew = true;
- }
-
- texture.iWidth = iWidth;
- texture.iHeight = iHeight;
- texture.iDepth = iDepth;
- texture.bSliced3D = s_bSlice3DTextures;
-
- if (!s_bSlice3DTextures)
- {
- glBindTexture(GL_TEXTURE_3D, texture.iTextureID);
-
- if (bNew)
- {
- unsigned int iInternalFormat;
- switch (iFormat)
- {
- case GL_LUMINANCE:
- iInternalFormat = GL_LUMINANCE;
- break;
- case GL_LUMINANCE_ALPHA:
- iInternalFormat = GL_LUMINANCE_ALPHA;
- break;
- default:
- iInternalFormat = GL_RGBA;
- break;
- }
-
- glTexImage3D( GL_TEXTURE_3D,
- 0,
- iInternalFormat,
- iWidth, iHeight, iDepth,
- 0,
- iFormat,
- GL_UNSIGNED_BYTE,
- pData);
- }
- else
- {
- glTexSubImage3D(GL_TEXTURE_3D,
- 0, 0, 0, 0,
- iWidth, iHeight, iDepth,
- iFormat,
- GL_UNSIGNED_BYTE,
- pData);
- }
- // set default filtering.
- glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- else
- {
- unsigned int iInternalFormat = 0;
- unsigned int iBytesPerPixel = 0;
- switch (iFormat)
- {
- case GL_LUMINANCE:
- iInternalFormat = GL_LUMINANCE;
- iBytesPerPixel = 1;
- break;
- case GL_LUMINANCE_ALPHA:
- iInternalFormat = GL_LUMINANCE_ALPHA;
- iBytesPerPixel = 2;
- break;
- case GL_RGBA:
- default:
- iInternalFormat = GL_RGBA;
- iBytesPerPixel = 4;
- break;
- }
-
- unsigned int iSliceSize = iWidth * iHeight * iBytesPerPixel;
-
- // create iDepth 2D texture slices...
- for (unsigned int iSlice = 0; iSlice < iDepth; ++iSlice)
- {
- glBindTexture(GL_TEXTURE_2D, texture.pSliceIDs[iSlice]);
-
- if (bNew)
- {
- glTexImage2D( GL_TEXTURE_2D,
- 0,
- iInternalFormat,
- iWidth, iHeight,
- 0,
- iFormat,
- GL_UNSIGNED_BYTE,
- (pData + iSlice * iSliceSize));
- }
- else
- {
- glTexSubImage2D(GL_TEXTURE_2D,
- 0, 0, 0,
- iWidth, iHeight,
- iFormat,
- GL_UNSIGNED_BYTE,
- (pData + iSlice * iSliceSize));
- }
- // set default filtering.
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- }
- GLVU::CheckForGLError("SkyTextureManager::_Create3DTextureObject()");
-
- return SKYRESULT_OK;*/
- return SKYRESULT_FAIL;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::DestroyTextureObject
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::DestroyTextureObject(SkyTexture &texture)
- * @brief destroys a SkyTexture object.
- *
- * Deletes the data as well as the OpenGL texture ID(s).
- */
-void SkyTextureManager::DestroyTextureObject(SkyTexture &texture)
-{ /*
- if (texture.GetID)
- glDeleteTextures(1, &(texture.iTextureID));
- if (texture.bSliced3D && texture.pSliceIDs)
- {
- glDeleteTextures(texture.iDepth, texture.pSliceIDs);
- delete [] texture.pSliceIDs;
- } */
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyTextureManager.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or implied warranty.
-/**
- * @file SkyTextureManager.hpp
- *
- * Definition of a manager that keeps track of texture locations and sharing of texture files. |
- */
-#ifndef SKYTEXTUREMANAGER_HPP
-#define SKYTEXTUREMANAGER_HPP
-
-// #pragma warning( disable : 4786)
-
-#include "SkySingleton.hpp"
-#include "SkyTexture.hpp"
-#include <string>
-#include <list>
-#include <map>
-
-using namespace std;
-
-// forward declaration for singleton
-class SkyTextureManager;
-
-//! A singleton of the SkyTextureManager. Can only create the TextureManager with TextureManager::Instantiate();
-typedef SkySingleton<SkyTextureManager> TextureManager;
-
-//------------------------------------------------------------------------------
-/**
- * @class SkyTextureManager
- * @brief A resource manager for textures.
- *
- * This manager allows textures to be shared. It keeps a mapping of
- * filenames to texture objects, and makes it easy to use the same texture
- * for multiple objects without the objects having to be aware of the
- * sharing. Supports cube map textures, and 2D textures. Can also be used
- * to "clone textures", which creates unmanaged texture objects from files
- * that are not kept in the mapping, and thus are not shared.
- */
-class SkyTextureManager
-{
-public: // types
- typedef list<string> StringList;
-
-public: // methods
- //.-------------------------------------------------------------------------.
- //| Paths to texture directories
- //.-------------------------------------------------------------------------.
- void AddPath(const string& path);
- //! Return the list of texture paths that will be searched by Get2DTexture() and Get3DTexture().
- const StringList& GetPaths() const { return _texturePaths; }
- //! Clear the list of texture paths that will be searched by Get2DTexture() and Get3DTexture().
- void ClearPaths() { _texturePaths.clear(); }
-
- //.-------------------------------------------------------------------------.
- //| Texture loading
- //.-------------------------------------------------------------------------.
- SKYRESULT Get2DTexture( const string &filename,
- SkyTexture& texture,
- bool bMipmap = false);
- SKYRESULT Get3DTexture( const string &filename,
- SkyTexture& texture,
- unsigned int iDepth,
- bool bMipmap = false,
- bool bLoadFromSliceFiles = false);
- SKYRESULT GetCubeMapTexture( const string &filename,
- SkyTexture& texture,
- bool bMipmap = false);
-
- //.-------------------------------------------------------------------------.
- //| Texture cloning: create a duplicate texture object: not added to set!
- //.-------------------------------------------------------------------------.
- SKYRESULT Clone2DTexture( const string &filename,
- SkyTexture& texture,
- bool bMipmap = false);
- SKYRESULT Clone3DTexture( const string &filename,
- SkyTexture& texture,
- unsigned int iDepth,
- bool bMipmap = false,
- bool bLoadFromSliceFiles = false );
- SKYRESULT CloneCubeMapTexture( const string &filename,
- SkyTexture& texture,
- bool bMipmap = false);
-
- //.-------------------------------------------------------------------------.
- //| Texture Object Creation: not added to the texture set (no filename!)
- //.-------------------------------------------------------------------------.
- inline SKYRESULT Create2DTextureObject(SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iFormat,
- unsigned char *pData);
- inline SKYRESULT Create3DTextureObject(SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iDepth,
- unsigned int iFormat,
- unsigned char *pData);
-
- //.-------------------------------------------------------------------------.
- //| Texture Object Destruction: use this because texture objects are structs
- //| that use shallow copies!
- //.-------------------------------------------------------------------------.
- static void DestroyTextureObject( SkyTexture &texture);
-
-
-protected:
- SkyTextureManager(bool bSlice3DTextures = false);
- ~SkyTextureManager();
-
- SKYRESULT _Create2DTextureObject( SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iFormat,
- unsigned char *pData);
- SKYRESULT _Create3DTextureObject( SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iDepth,
- unsigned int iFormat,
- unsigned char *pData);
-private:
- typedef list<SkyTexture> TextureList;
- typedef map<string, SkyTexture> TextureSet;
- typedef TextureSet::iterator TextureIterator;
-
- //.-------------------------------------------------------------------------.
- //| Data
- //.-------------------------------------------------------------------------.
-
- // paths searched for textures specified by filename.
- StringList _texturePaths;
-
- // cached textures
- TextureSet _textures; // loaded textures
- // textures created directly, not loaded from file and cached.
- TextureList _uncachedTextures;
-
- // if this is true, then 3D textures will be represented as a set of 2D slices.
- static bool s_bSlice3DTextures;
-};
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::Create2DTextureObject
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::Create2DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iFormat, unsigned char *pData)
- * @brief Creates a 2D texture.
- *
- * Creates an OpenGL texture object and returns its ID and dimensions in a SkyTexture structure.
- * This texture will be deleted by the texture manager at shutdown.
- *
- */
-inline SKYRESULT SkyTextureManager::Create2DTextureObject(SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iFormat,
- unsigned char *pData)
-{
- SKYRESULT retval = _Create2DTextureObject(texture, iWidth, iHeight, iFormat, pData);
- if SKYSUCCEEDED(retval)
- _uncachedTextures.push_back(texture);
- return retval;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureManager::Create3DTextureObject
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureManager::Create3DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iDepth, unsigned int iFormat, unsigned char *pData)
- * @brief Creates a 3D texture.
- *
- * Creates an OpenGL texture object and returns its ID and dimensions in a SkyTexture structure.
- * This texture will be deleted by the texture manager at shutdown, and should not be destroyed
- * by the user.
- *
- */
-inline SKYRESULT SkyTextureManager::Create3DTextureObject(SkyTexture &texture,
- unsigned int iWidth,
- unsigned int iHeight,
- unsigned int iDepth,
- unsigned int iFormat,
- unsigned char *pData)
-{
- SKYRESULT retval = _Create3DTextureObject(texture, iWidth, iHeight, iDepth, iFormat, pData);
- if SKYSUCCEEDED(retval)
- _uncachedTextures.push_back(texture);
- return retval;
-}
-
-#endif //QGLVUTEXTUREMANAGER_HPP
+++ /dev/null
-
-//------------------------------------------------------------------------------
-// File : SkyTextureState.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyTextureState.cpp
- *
- * Implementation of class SkyTextureState, which encapsulates OpenGL texture state.
- */
-#include "SkyTextureState.hpp"
-//#include "glvu.hpp"
-
-#include <simgear/screen/extensions.hxx>
-
-
-glActiveTextureProc glActiveTexturePtr = 0;
-bool glActiveTextureIsSupported = false;
-
-
-
-//------------------------------------------------------------------------------
-// Static initializations.
-//------------------------------------------------------------------------------
-unsigned int SkyTextureState::s_iNumTextureUnits = 0;
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::SkyTextureState
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyTextureState::SkyTextureState()
-* @brief Constructor.
-*/
-SkyTextureState::SkyTextureState()
-{
- if (0 == s_iNumTextureUnits)
- {
- int iNumTextureUnits = 0;
- if (SGIsOpenGLExtensionSupported("GL_ARB_multitexture")) {
- glActiveTextureIsSupported = true;
-
- glActiveTexturePtr = (glActiveTextureProc)
- SGLookupFunction("glActiveTextureARB");
-
- glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &iNumTextureUnits);
- if (iNumTextureUnits > 0)
- s_iNumTextureUnits = iNumTextureUnits;
- else
- s_iNumTextureUnits = 1;
- } else
- s_iNumTextureUnits = 1;
- }
-
- _pTextureUnitState = new TexState[s_iNumTextureUnits];
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::~SkyTextureState
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyTextureState::~SkyTextureState()
-* @brief Destructor.
-*/
-SkyTextureState::~SkyTextureState()
-{
- SAFE_DELETE(_pTextureUnitState);
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::Activate
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::Activate()
- * @brief @todo <WRITE BRIEF SkyTextureState::Activate DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyTextureState::Activate FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyTextureState::Activate()
-{
- SkyTextureState *pCurrent = GraphicsContext::InstancePtr()->GetCurrentTextureState();
- assert(NULL != pCurrent);
- //GLVU::CheckForGLError("SkyTextureState::Activate(8)");
- for (unsigned int i = 0; i < s_iNumTextureUnits; ++i)
- {
- if (glActiveTextureIsSupported && (s_iNumTextureUnits > 1))
- glActiveTexturePtr(GL_TEXTURE0_ARB + i);
-
- bool bEnabled = IsTextureEnabled(i);
- if (pCurrent->IsTextureEnabled(i) != bEnabled)
- {
- FAIL_RETURN(pCurrent->EnableTexture(i, bEnabled));
- //GLVU::CheckForGLError("SkyTextureState::Activate(7)");
- if (bEnabled)
- glEnable(GetActiveTarget(i));
- else
- glDisable(GetActiveTarget(i));
- }
- //GLVU::CheckForGLError("SkyTextureState::Activate(6)");
- if (bEnabled)
- {
- GLenum eTarget = GetActiveTarget(i);
- unsigned int iID = GetTextureID(i);
- // if ((pCurrent->GetActiveTarget(i) != eTarget) ||
- // (pCurrent->GetTextureID(i) != iID))
- // {
- FAIL_RETURN(pCurrent->SetTexture(i, eTarget, iID));
- glBindTexture(eTarget, iID);
- // }
- //GLVU::CheckForGLError("SkyTextureState::Activate(5)");
- GLenum paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_S);
- if (pCurrent->GetTextureParameter(i, GL_TEXTURE_WRAP_S) != paramValue)
- {
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_S, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_WRAP_S, paramValue);
- }
- //GLVU::CheckForGLError("SkyTextureState::Activate(4)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_T);
- if (pCurrent->GetTextureParameter(i, GL_TEXTURE_WRAP_T) != paramValue)
- {
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_T, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_WRAP_T, paramValue);
- }
- //GLVU::CheckForGLError("SkyTextureState::Activate(3)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_R);
- if (pCurrent->GetTextureParameter(i, GL_TEXTURE_WRAP_R) != paramValue)
- {
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_R, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_WRAP_R, paramValue);
- }
- //GLVU::CheckForGLError("SkyTextureState::Activate(2)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_MIN_FILTER);
- if (pCurrent->GetTextureParameter(i, GL_TEXTURE_MIN_FILTER) != paramValue)
- {
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_MIN_FILTER, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_MIN_FILTER, paramValue);
- }
- //GLVU::CheckForGLError("SkyTextureState::Activate(1)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_MAG_FILTER);
- if (pCurrent->GetTextureParameter(i, GL_TEXTURE_MAG_FILTER) != paramValue)
- {
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_MAG_FILTER, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_MAG_FILTER, paramValue);
- }
- //GLVU::CheckForGLError("SkyTextureState::Activate()");
- }
- if (glActiveTextureIsSupported && (s_iNumTextureUnits > 1))
- glActiveTexturePtr(GL_TEXTURE0_ARB);
- }
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::Force
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::Force()
- * @brief @todo <WRITE BRIEF SkyTextureState::Activate DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyTextureState::Activate FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyTextureState::Force()
-{
- SkyTextureState *pCurrent = GraphicsContext::InstancePtr()->GetCurrentTextureState();
- assert(NULL != pCurrent);
- //GLVU::CheckForGLError("SkyTextureState::Activate(8)");
- for (unsigned int i = 0; i < s_iNumTextureUnits; ++i)
- {
- if (glActiveTextureIsSupported && (s_iNumTextureUnits > 1))
- glActiveTexturePtr(GL_TEXTURE0_ARB + i);
-
- bool bEnabled = IsTextureEnabled(i);
- FAIL_RETURN(pCurrent->EnableTexture(i, bEnabled));
- //GLVU::CheckForGLError("SkyTextureState::Activate(7)");
- if (bEnabled)
- glEnable(GetActiveTarget(i));
- else
- glDisable(GetActiveTarget(i));
-
- //GLVU::CheckForGLError("SkyTextureState::Activate(6)");
- GLenum eTarget = GetActiveTarget(i);
- unsigned int iID = GetTextureID(i);
-
- FAIL_RETURN(pCurrent->SetTexture(i, eTarget, iID));
- glBindTexture(eTarget, iID);
-
- //GLVU::CheckForGLError("SkyTextureState::Activate(5)");
- GLenum paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_S);
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_S, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_WRAP_S, paramValue);
-
- //GLVU::CheckForGLError("SkyTextureState::Activate(4)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_T);
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_T, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_WRAP_T, paramValue);
-
- //GLVU::CheckForGLError("SkyTextureState::Activate(3)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_R);
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_R, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_WRAP_R, paramValue);
-
- //GLVU::CheckForGLError("SkyTextureState::Activate(2)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_MIN_FILTER);
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_MIN_FILTER, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_MIN_FILTER, paramValue);
-
- //GLVU::CheckForGLError("SkyTextureState::Activate(1)");
- paramValue = GetTextureParameter(i, GL_TEXTURE_MAG_FILTER);
- FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_MAG_FILTER, paramValue));
- glTexParameteri(eTarget, GL_TEXTURE_MIN_FILTER, paramValue);
-
- if(glActiveTextureIsSupported && (s_iNumTextureUnits > 1))
- glActiveTexturePtr(GL_TEXTURE0_ARB);
- }
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::SetTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::SetTexture(unsigned int iTextureUnit, GLenum eTarget, SkyTexture& texture)
- * @brief @todo <WRITE BRIEF SkyTextureState::BindTexture DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyTextureState::BindTexture FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyTextureState::SetTexture(unsigned int iTextureUnit,
- GLenum eTarget,
- SkyTexture& texture)
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::BindTexture(): Invalid texture unit.");
- }
-
- _pTextureUnitState[iTextureUnit].eActiveTarget = eTarget;
- _pTextureUnitState[iTextureUnit].iBoundTexture = texture.GetID();
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::SetTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::SetTexture(unsigned int iTextureUnit, GLenum eTarget, unsigned int iTextureID)
- * @brief @todo <WRITE BRIEF SkyTextureState::SetTexture DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyTextureState::SetTexture FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyTextureState::SetTexture(unsigned int iTextureUnit,
- GLenum eTarget,
- unsigned int iTextureID)
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::BindTexture(): Invalid texture unit.");
- }
-
- _pTextureUnitState[iTextureUnit].eActiveTarget = eTarget;
- _pTextureUnitState[iTextureUnit].iBoundTexture = iTextureID;
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::EnableTexture
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::EnableTexture(unsigned int iTextureUnit, bool bEnable)
- * @brief @todo <WRITE BRIEF SkyTextureState::EnableTexture DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyTextureState::EnableTexture FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyTextureState::EnableTexture(unsigned int iTextureUnit, bool bEnable)
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::EnableTexture(): Invalid texture unit.");
- }
-
- _pTextureUnitState[iTextureUnit].bEnabled = bEnable;
-
- return SKYRESULT_OK;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::SetTextureParameter
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::SetTextureParameter(unsigned int iTextureUnit, GLenum eParameter, GLenum eMode)
- * @brief @todo <WRITE BRIEF SkyTextureState::SetTextureParameter DOCUMENTATION>
- *
- * @todo <WRITE EXTENDED SkyTextureState::SetTextureParameter FUNCTION DOCUMENTATION>
- */
-SKYRESULT SkyTextureState::SetTextureParameter(unsigned int iTextureUnit,
- GLenum eParameter,
- GLenum eMode)
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::SetTextureParameter(): Invalid texture unit.");
- }
-
- switch (eParameter)
- {
- case GL_TEXTURE_WRAP_S:
- _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_S] = eMode;
- break;
- case GL_TEXTURE_WRAP_T:
- _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_T] = eMode;
- break;
- case GL_TEXTURE_WRAP_R:
- _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_R] = eMode;
- break;
- case GL_TEXTURE_MIN_FILTER:
- _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MIN] = eMode;
- break;
- case GL_TEXTURE_MAG_FILTER:
- _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MAG] = eMode;
- break;
- default:
- FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTExtureState::SetTextureParameter(): Invalid parameter.");
- break;
- }
-
- return SKYRESULT_OK;
-}
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyTextureState.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
-* @file SkyTextureState.hpp
-*
-* Interface Definition for class SkyTextureState, which encapsulates OpenGL texture state.
-*/
-#ifndef __SKYTEXTURESTATE_HPP__
-#define __SKYTEXTURESTATE_HPP__
-
-#include "SkyUtil.hpp"
-#include "SkyTexture.hpp"
-#include "SkyContext.hpp"
-#include <map>
-
-//------------------------------------------------------------------------------
-/**
-* @class SkyTextureState
-* @brief A wrapper for texture unit state.
-*
-* @todo <WRITE EXTENDED CLASS DESCRIPTION>
-*/
-class SkyTextureState
-{
-public: // methods
- SkyTextureState();
- ~SkyTextureState();
-
- SKYRESULT Force();
- SKYRESULT Activate();
-
- SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, SkyTexture& texture);
- SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, unsigned int iTextureID);
- SKYRESULT EnableTexture(unsigned int iTextureUnit, bool bEnable);
- SKYRESULT SetTextureParameter(unsigned int iTextureUnit,
- GLenum eParameter,
- GLenum eMode);
-
- inline GLenum GetActiveTarget(unsigned int iTextureUnit) const;
- inline unsigned int GetTextureID(unsigned int iTextureUnit) const;
- inline bool IsTextureEnabled(unsigned int iTextureUnit) const;
- inline GLenum GetTextureParameter(unsigned int iTextureUnit, GLenum eParameter) const;
-
-protected: // datatypes
- struct TexState
- {
- TexState() : eActiveTarget(GL_TEXTURE_2D), iBoundTexture(0), bEnabled(false)
- {
- // set state to GL defaults.
- int i;
- for (i = 0; i < SKY_TEXCOORD_COUNT; ++i) { eWrapMode[i] = GL_REPEAT; }
- eFilterMode[SKY_FILTER_MIN] = GL_NEAREST_MIPMAP_LINEAR;
- eFilterMode[SKY_FILTER_MAG] = GL_LINEAR;
- }
-
- enum TexCoord
- {
- SKY_TEXCOORD_S,
- SKY_TEXCOORD_T,
- SKY_TEXCOORD_R,
- SKY_TEXCOORD_COUNT
- };
-
- enum TexFilter
- {
- SKY_FILTER_MIN,
- SKY_FILTER_MAG,
- SKY_FILTER_COUNT
- };
-
- GLenum eActiveTarget;
- unsigned int iBoundTexture;
- bool bEnabled;
- GLenum eWrapMode[SKY_TEXCOORD_COUNT];
- GLenum eFilterMode[SKY_FILTER_COUNT];
- };
-
-protected: // data
-
- TexState *_pTextureUnitState; // one per texture unit
-
- static unsigned int s_iNumTextureUnits;
-};
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::GetActiveTarget
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::GetActiveTarget(unsigned int iTextureUnit) const
- * @brief Returns the active texture target for the specified texture unit.
- *
- * If an invalid texture unit is specifed, returns GL_NONE.
- */
-inline GLenum SkyTextureState::GetActiveTarget(unsigned int iTextureUnit) const
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- SkyTrace("SkyTextureState::GetActiveTexture(): Invalid texture unit.");
- return GL_NONE;
- }
- return _pTextureUnitState[iTextureUnit].eActiveTarget;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : int SkyTextureState::GetTextureID
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn int SkyTextureState::GetTextureID(unsigned int iTextureUnit) const
-* @brief Returns the texture ID associated with the specified texture unit.
-*
-* If an invalid texture unit is specifed, returns GL_NONE.
-*/
-inline unsigned int SkyTextureState::GetTextureID(unsigned int iTextureUnit) const
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- SkyTrace("SkyTextureState::GetTextureID(): Invalid texture unit.");
- return GL_NONE;
- }
- return _pTextureUnitState[iTextureUnit].iBoundTexture;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::IsTextureEnabled
-// Description :
-//------------------------------------------------------------------------------
-/**
-* @fn SkyTextureState::IsTextureEnabled(unsigned int iTextureUnit) const
-* @brief Returns the status (enabled or disabled) of the specified texture unit.
-*
-* If an invalid texture unit is specifed, returns false.
-*/
-inline bool SkyTextureState::IsTextureEnabled(unsigned int iTextureUnit) const
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- SkyTrace("SkyTextureState::IsTextureEnabled(): Invalid texture unit.");
- return false;
- }
- return _pTextureUnitState[iTextureUnit].bEnabled;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTextureState::GetTextureParameter
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyTextureState::GetTextureParameter(unsigned int iTextureUnit, GLenum eParamter) const
- * @brief Returns the current value of @eParameter on the specified texture unit.
- *
- * If an invalid texture unit or parameter is specified, returns GL_NONE.
- */
-inline GLenum SkyTextureState::GetTextureParameter(unsigned int iTextureUnit, GLenum eParameter) const
-{
- if (iTextureUnit >= s_iNumTextureUnits)
- {
- SkyTrace("SkyTextureState::GetTextureParamter(): Invalid texture unit.");
- return GL_NONE;
- }
-
- switch (eParameter)
- {
- case GL_TEXTURE_WRAP_S:
- return _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_S];
- break;
- case GL_TEXTURE_WRAP_T:
- return _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_T];
- break;
- case GL_TEXTURE_WRAP_R:
- return _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_R];
- break;
- case GL_TEXTURE_MIN_FILTER:
- return _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MIN];
- break;
- case GL_TEXTURE_MAG_FILTER:
- return _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MAG];
- break;
- default:
- SkyTrace("SkyTExtureState::SetTextureParameter(): Invalid parameter.");
- break;
- }
- return GL_NONE;
-}
-
-#endif //__SKYTEXTURESTATE_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyUtil.cpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyUtil.cpp
- *
- * Implemtation of global utility functions.
- */
-#include "SkyUtil.hpp"
-
-//------------------------------------------------------------------------------
-// Function : SkyTrace
-// Description :
-//------------------------------------------------------------------------------
-/**
- * SkyTrace( char* strMsg, ... )
- * @brief Prints formatted output, debug only.
- *
- * Includes file and line number information automatically.
- */
-void SkyTrace( char* strMsg, ... )
-{
-#if defined(DEBUG) | defined(_DEBUG)
-
- char strBuffer[512];
-
- va_list args;
- va_start(args, strMsg);
- _vsnprintf( strBuffer, 512, strMsg, args );
- va_end(args);
-
- fprintf(stderr, "[SkyTrace] %s(%d): %s\n",__FILE__, __LINE__, strBuffer);
-#endif
-}
-
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : SkyUtil.hpp
-//------------------------------------------------------------------------------
-// SkyWorks : Copyright 2002 Mark J. Harris and
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The author(s) and The University of North Carolina at Chapel Hill make no
-// representations about the suitability of this software for any purpose.
-// It is provided "as is" without express or
-// implied warranty.
-/**
- * @file SkyUtil.hpp
- * @brief Safe deallocation functions, result codes, trace functions, and macros.
- */
-#ifndef __SKYUTIL_HPP__
-#define __SKYUTIL_HPP__
-
-#include <stdio.h>
-#include <stdarg.h>
-#include <math.h>
-
-//-----------------------------------------------------------------------------
-// Useful constants
-//-----------------------------------------------------------------------------
-//! Pi.
-const float SKY_PI = 4.0f * (float) atan(1.0f);
-//! 1.0 / Pi
-const float SKY_INV_PI = 1.0f / SKY_PI;
-//! 1.0 / (4.0 * Pi)
-const float SKY_INV_4PI = 1.0f / (4.0f * SKY_PI);
-
-//-----------------------------------------------------------------------------
-// Safe deallocation
-//-----------------------------------------------------------------------------
-//! Delete and set pointer to NULL.
-#define SAFE_DELETE(p) { delete (p); (p)=NULL; }
-//! Delete an array and set pointer to NULL.
-#define SAFE_DELETE_ARRAY(p) { delete[] (p); (p)=NULL; }
-//#define SAFE_RELEASE(p) { (p) = NULL; }
-//{ if(p) { (p)->Release(); (p)=NULL; } }
-
-//------------------------------------------------------------------------------
-// Useful Macros
-//------------------------------------------------------------------------------
-//! Convert Degrees to Radians
-#define SKYDEGREESTORADS 0.01745329252f
-//! Convert Radians to Degrees
-#define SKYRADSTODEGREES 57.2957795131f
-
-//------------------------------------------------------------------------------
-// Function : SkyGetLogBaseTwo
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn SkyGetLogBaseTwo(int iNum)
- * @brief Returns the integer base two logarithm of the integer input.
- */
-inline int SkyGetLogBaseTwo(int iNum)
-{
- int i, n;
- for(i = iNum-1, n = 0; i > 0; i >>= 1, n++ );
- return n;
-}
-
-
-//------------------------------------------------------------------------------
-// Function : SkyTrace
-// Description :
-//------------------------------------------------------------------------------
-void SkyTrace( char* strMsg, ... );
-
-
-//.----------------------------------------------------------------------------.
-//| Result Codes |
-//.----------------------------------------------------------------------------.
-//! SKYRESULTs are used for returning error information that can be used to trace bugs.
-typedef int SKYRESULT;
-
-//! Returns true if the SKYRESULT is a success result.
-#define SKYSUCCEEDED(Status) ((SKYRESULT)(Status) >= 0)
-//! Returns true if the SKYRESULT is a failure result.
-#define SKYFAILED(Status) ((SKYRESULT)(Status) < 0)
-
-//! SKYRESULTs are used for returning error information that can be used to trace bugs.
-enum SKYRESULT_CODES
-{
- // SUCCESS CODES: non-negative
- SKYRESULT_OK = 1,
- // FAILURE CODES: negative
- SKYRESULT_FAIL = -1
-};
-
-
-//-----------------------------------------------------------------------------
-// FAIL_RETURN
-//-----------------------------------------------------------------------------
-// Print debug messages to the WIN32 debug window
-//-----------------------------------------------------------------------------
-
-//------------------------------------------------------------------------------
-// Function : FAIL_RETURN
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn FAIL_RETURN(p)
- * @brief Prints a trace message if @a p failed, and returns the failure code.
- *
- * Outputs in a format that can be double-clicked in DevStudio to open the
- * appropriate file and location.
- */
-#if defined(DEBUG) | defined(_DEBUG)
- #define FAIL_RETURN(p) \
- { \
- SKYRESULT __SKYUTIL__result__; \
- if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
- fprintf(stderr, "!!!! FAIL_RETURN TRAP !!!! %s: %d: %d\n",__FILE__, __LINE__, __SKYUTIL__result__); \
- return __SKYUTIL__result__; \
- } \
- }
-#else
- #define FAIL_RETURN(p) p
-#endif
-
-
-//------------------------------------------------------------------------------
-// Function : FAIL_RETURN_MSG
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn FAIL_RETURN_MSG(p,str)
- * @brief Similar to FAIL_RETURN, but also appends a user-supplied message.
- *
- * @see FAIL_RETURN, FAIL_RETURN_MSG
- */
-#if defined(DEBUG) | defined(_DEBUG)
- #define FAIL_RETURN_MSG(p,str) \
- { \
- SKYRESULT __SKYUTIL__result__; \
- if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
- fprintf(stderr, "!!!! FAIL_RETURN_MSG TRAP !!!! %s: %d: %d: %s\n",__FILE__,__LINE__,__SKYUTIL__result__,str); \
- return __SKYUTIL__result__; \
- } \
- }
-#else
- #define FAIL_RETURN_MSG(p,str) p
-#endif
-
-
-//------------------------------------------------------------------------------
-// Function : FAIL_RETURN_MSGBOX
-// Description :
-//------------------------------------------------------------------------------
-/**
- * @fn FAIL_RETURN_MSGBOX(p,str)
- * @brief Similar to FAIL_RETURN_MSG, but also displays the error in a message box (in Windows).
- *
- * @see FAIL_RETURN_MSG, FAIL_RETURN
- */
-#if defined(DEBUG) | defined(_DEBUG)
-#ifdef USEWINDOWSOUTPUT
- #define FAIL_RETURN_MSGBOX(p,str) \
- { \
- SKYRESULT __SKYUTIL__result__; \
- if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
- char msg[512]; \
- sprintf(msg, "%s: %d: %d: %s\n",__FILE__,__LINE__,__SKYUTIL__result__,str); \
- MessageBox(NULL, msg, "!!!! FAIL_RETURN_MSG TRAP !!!!", MB_OK); \
- return __SKYUTIL__result__; \
- } \
- }
-#else
- #define FAIL_RETURN_MSGBOX(p,str) \
- { \
- SKYRESULT __SKYUTIL__result__; \
- if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
- fprintf(stderr, "!!!! FAIL_RETURN_MSG TRAP !!!! %s: %d: %d: %s\n",__FILE__,__LINE__,__D3DUTIL__hres__,str); \
- return __SKYUTIL__result__; \
- } \
- }
-#endif
-#else
- #define FAIL_RETURN_MSGBOX(p,str) p
-#endif
-
-#endif //__SKYUTIL_HPP__
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : camdisplay.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// camdisplay.cpp
-//============================================================================
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include GLUT_H
-
-#include "camera.hpp"
-
-//----------------------------------------------------------------------------
-// OPENGL CAMERA FRUSTUM DRAWING ROUTINES
-//----------------------------------------------------------------------------
-void Camera::Display() const
-{
- // CALC EIGHT CORNERS OF FRUSTUM (NEAR PTS AND FAR PTS)
- Vec3f V[8];
- CalcVerts(V);
-
-
- // DRAW THE FRUSTUM IN WIREFRAME
- glBegin(GL_LINE_LOOP); // TOP FACE
- glVertex3fv(&(V[4].x)); glVertex3fv(&(V[5].x));
- glVertex3fv(&(V[1].x)); glVertex3fv(&(V[0].x));
- glEnd();
- glBegin(GL_LINE_LOOP); // BOTTOM FACE
- glVertex3fv(&(V[3].x)); glVertex3fv(&(V[2].x));
- glVertex3fv(&(V[6].x)); glVertex3fv(&(V[7].x));
- glEnd();
- glBegin(GL_LINE_LOOP); // LEFT FACE
- glVertex3fv(&(V[1].x)); glVertex3fv(&(V[5].x));
- glVertex3fv(&(V[6].x)); glVertex3fv(&(V[2].x));
- glEnd();
- glBegin(GL_LINE_LOOP); // RIGHT FACE
- glVertex3fv(&(V[0].x)); glVertex3fv(&(V[3].x));
- glVertex3fv(&(V[7].x)); glVertex3fv(&(V[4].x));
- glEnd();
- glBegin(GL_LINE_LOOP); // NEAR FACE
- glVertex3fv(&(V[1].x)); glVertex3fv(&(V[2].x));
- glVertex3fv(&(V[3].x)); glVertex3fv(&(V[0].x));
- glEnd();
- glBegin(GL_LINE_LOOP); // FAR FACE
- glVertex3fv(&(V[4].x)); glVertex3fv(&(V[7].x));
- glVertex3fv(&(V[6].x)); glVertex3fv(&(V[5].x));
- glEnd();
-
- // DRAW PROJECTOR LINES FROM EYE TO CORNERS OF VIEWPLANE WINDOW
- glBegin(GL_LINES);
- glVertex3fv(&(Orig.x)); glVertex3fv(&(V[1].x));
- glVertex3fv(&(Orig.x)); glVertex3fv(&(V[2].x));
- glVertex3fv(&(Orig.x)); glVertex3fv(&(V[3].x));
- glVertex3fv(&(Orig.x)); glVertex3fv(&(V[0].x));
- glEnd();
-
-}
-void Camera::DisplayInGreen() const
-{
- //draws the camera in unlit green lines, then restores the GL state
- glPushAttrib(GL_LIGHTING_BIT);
- glDisable(GL_LIGHTING);
- glPushAttrib(GL_LINE_BIT);
- glLineWidth(1.0);
- glColor3f(0,1,0);
-
- Display();
-
- glPopAttrib();
- glPopAttrib();
-
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : camera.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// camera.cpp : camera class implementation
-//----------------------------------------------------------------------------
-// $Id$
-//============================================================================
-
-#include <simgear/compiler.h>
-
-#include "camera.hpp"
-#include STL_IOSTREAM
-
-//----------------------------------------------------------------------------
-// CONSTRUCTOR: defines a default camera system defined as (45 DEG FOV)
-//----------------------------------------------------------------------------
-Camera::Camera()
-{
- X.Set(1,0,0); Y.Set(0,1,0); Z.Set(0,0,1);
- Orig.Set(0,0,0);
- Near=0.5f; Far=140.0f; wL=-1; wR=1; wT=1; wB=-1;
-
-}
-
-Camera::Camera(const Camera &Cam)
-{
- Copy(Cam);
-}
-
-void Camera::Copy(const Camera &Cam)
-{
- X=Cam.X; Y=Cam.Y; Z=Cam.Z; Orig=Cam.Orig;
- Near=Cam.Near; Far=Cam.Far;
- wL=Cam.wL; wR=Cam.wR; wT=Cam.wT; wB=Cam.wB;
-}
-
-//----------------------------------------------------------------------------
-// OpenGL CAMERA ORIENTATION ROUTINE (glLookAt)
-//----------------------------------------------------------------------------
-void Camera::LookAt(
- const Vec3f& Eye, const Vec3f& ViewRefPt, const Vec3f& ViewUp)
-{
- Z = Eye-ViewRefPt; Z.Normalize(); // CALC CAM AXES ("/" IS CROSS-PROD)
- X = ViewUp/Z; X.Normalize();
- Y = Z/X; Y.Normalize();
- Orig = Eye;
-}
-
-//----------------------------------------------------------------------------
-// OpenGL PERSPECTIVE FRUSTUM DEFINITION ROUTINE (gluPerspective)
-// Aspect = Width/Height; Yfov in degrees
-//----------------------------------------------------------------------------
-void Camera::Perspective(float Yfov, float Aspect, float Ndist, float Fdist)
-{
- Yfov *= 0.0174532f; // CONVERT TO RADIANS
- Near=Ndist; Far=Fdist;
- wT=(float)tan(Yfov*0.5f)*Near; wB=-wT;
- wR=wT*Aspect; wL=-wR;
-}
-
-//----------------------------------------------------------------------------
-// OpenGL PERSPECTIVE FRUSTUM DEFINITION ROUTINE (glFrustum). Window extents
-// are defined on the viewplane at z=-Ndist.
-//----------------------------------------------------------------------------
-void Camera::Frustum(float l, float r, float b, float t, float Ndist, float Fdist)
-{
- Near=Ndist; Far=Fdist;
- wR=r; wL=l; wB=b; wT=t;
-}
-
-//----------------------------------------------------------------------------
-// Completely defines a camera as a tight fitting frustum surrounding the
-// given bounding sphere. This is useful when most precision
-// is required in pixel and depth resolution (for example, shadow-maps).
-// The resulting camera is not skewed!
-//----------------------------------------------------------------------------
-void Camera::TightlyFitToSphere(
- const Vec3f& Eye, const Vec3f& ViewUp, const Vec3f& Cntr, float Rad)
-{
- // FIRST DEFINE COORDINATE FRAME
- LookAt(Eye,Cntr,ViewUp);
-
- // PROJECTED DIST TO CNTR ALONG VIEWDIR
- float DistToCntr = (Cntr-Orig) * ViewDir();
-
- // CALC TIGHT-FITTING NEAR AND FAR PLANES
- Near = DistToCntr-Rad;
- Far = DistToCntr+Rad;
-
- //x = n*R / sqrt(d2 - r2)
-
- if (Near<=0 || Far<=0)
- printf("ERROR (Camera::TightlyFitToSphere) Eye is inside the sphere!\n");
-
- // CALC TIGHT-FITTING SIDES
- wT = (Near * Rad) / (float)sqrt(DistToCntr*DistToCntr - Rad*Rad);//(Near * Rad) / DistToCntr;
- wB = -wT;
- wL = wB;
- wR = wT;
-}
-
-//----------------------------------------------------------------------------
-// Routines to return the Lookat, Perspective, and Frustum params.
-// NOTE: Perspective is designed for non-skewed cameras: the viewing
-// direction must be centered on the viewplane window. Use frustum
-// for off-axis cameras.
-//----------------------------------------------------------------------------
-void Camera::GetLookAtParams(Vec3f *Eye, Vec3f *ViewRefPt, Vec3f *ViewUp) const
-{
- *Eye = Orig;
- *ViewRefPt = Orig - Z;
- *ViewUp = Y;
-}
-
-void Camera::GetPerspectiveParams(float *Yfov, float *Aspect,
- float *Ndist, float *Fdist) const
-{
- *Yfov = (float)atan(wT/Near) * 57.29578f * 2.0f; // CONVERT TO DEGREES
- *Aspect = wR/wT;
- *Ndist = Near;
- *Fdist = Far;
-}
-
-void Camera::GetFrustumParams(float *l, float *r, float *b, float *t,
- float *Ndist, float *Fdist) const
-{
- *l = wL;
- *r = wR;
- *b = wB;
- *t = wT;
- *Ndist = Near;
- *Fdist = Far;
-}
-
-//----------------------------------------------------------------------------
-// RETURNS THE COP OR EYE IN WORLD COORDS (ORIG OF CAMERA SYSTEM)
-//----------------------------------------------------------------------------
-const Vec3f& Camera::wCOP() const
-{
- return( Orig );
-}
-
-//----------------------------------------------------------------------------
-// RETURNS THE VIEWING DIRECTION
-//----------------------------------------------------------------------------
-Vec3f Camera::ViewDir() const
-{
- return( -Z );
-}
-
-Vec3f Camera::ViewDirOffAxis() const
-{
- float x=(wL+wR)*0.5f, y=(wT+wB)*0.5f; // MIDPOINT ON VIEWPLANE WINDOW
- Vec3f ViewDir = X*x + Y*y - Z*Near;
- ViewDir.Normalize();
- return( ViewDir );
-}
-
-//----------------------------------------------------------------------------
-// Vec3f WORLD-TO-CAM AND CAM-TO-WORLD ROUTINES
-//----------------------------------------------------------------------------
-Vec3f Camera::WorldToCam(const Vec3f& wP) const
-{
- Vec3f sP(wP-Orig);
- Vec3f cP(X*sP,Y*sP,Z*sP); return(cP);
-}
-
-// Return the z-value of the world point in camera space
-float Camera::WorldToCamZ(const Vec3f& wP) const
-{
- Vec3f sP(wP-Orig);
- float zdist = Z*sP;
- return(zdist);
-}
-
-
-Vec3f Camera::CamToWorld(const Vec3f& cP) const
-{
- Vec3f wP(X*cP.x + Y*cP.y + Z*cP.z + Orig); return(wP);
-}
-
-//----------------------------------------------------------------------------
-// Makes the camera pose be the identity. World and camera space will be the
-// same. Window extents and near/far planes are unaffected.
-//----------------------------------------------------------------------------
-void Camera::LoadIdentityXform()
-{
- X.Set(1,0,0);
- Y.Set(0,1,0);
- Z.Set(0,0,1);
- Orig.Set(0,0,0);
-}
-
-//----------------------------------------------------------------------------
-// Applies an OpenGL style premult/col vector xform to the coordinate frame.
-// Only rotates, translates, and uniform scales are allowed.
-// Window extents and near/far planes are affected by scaling.
-//----------------------------------------------------------------------------
-void Camera::Xform(const float M[16])
-{
- X.Set( X.x*M[0] + X.y*M[4] + X.z*M[8],
- X.x*M[1] + X.y*M[5] + X.z*M[9],
- X.x*M[2] + X.y*M[6] + X.z*M[10] );
- Y.Set( Y.x*M[0] + Y.y*M[4] + Y.z*M[8],
- Y.x*M[1] + Y.y*M[5] + Y.z*M[9],
- Y.x*M[2] + Y.y*M[6] + Y.z*M[10] );
- Z.Set( Z.x*M[0] + Z.y*M[4] + Z.z*M[8],
- Z.x*M[1] + Z.y*M[5] + Z.z*M[9],
- Z.x*M[2] + Z.y*M[6] + Z.z*M[10] );
- Orig.Set( Orig.x*M[0] + Orig.y*M[4] + Orig.z*M[8] + M[12],
- Orig.x*M[1] + Orig.y*M[5] + Orig.z*M[9] + M[13],
- Orig.x*M[2] + Orig.y*M[6] + Orig.z*M[10] + M[14] );
-
- // MUST RENORMALIZE AXES TO FIND THE UNIFORM SCALE
- float Scale = X.Length();
- X /= Scale;
- Y /= Scale;
- Z /= Scale;
-
- // SCALE THE WINDOW EXTENTS AND THE NEAR/FAR PLANES
- wL*=Scale;
- wR*=Scale;
- wB*=Scale;
- wT*=Scale;
- Near*=Scale;
- Far*=Scale;
-};
-
-
-//----------------------------------------------------------------------------
-// Translates the camera by the vector amount trans.
-//----------------------------------------------------------------------------
-void Camera::Translate(const Vec3f& trans)
-{
- Orig += trans;
-}
-
-
-//----------------------------------------------------------------------------
-// Translates the camera about its origin by the rotation matrix M.
-//----------------------------------------------------------------------------
-void Camera::Rotate(const float M[9])
-{
- X.Set( X.x*M[0] + X.y*M[3] + X.z*M[6],
- X.x*M[1] + X.y*M[4] + X.z*M[7],
- X.x*M[2] + X.y*M[5] + X.z*M[8] );
- Y.Set( Y.x*M[0] + Y.y*M[3] + Y.z*M[6],
- Y.x*M[1] + Y.y*M[4] + Y.z*M[7],
- Y.x*M[2] + Y.y*M[5] + Y.z*M[8] );
- Z.Set( Z.x*M[0] + Z.y*M[3] + Z.z*M[6],
- Z.x*M[1] + Z.y*M[4] + Z.z*M[7],
- Z.x*M[2] + Z.y*M[5] + Z.z*M[8] );
-}
-
-
-//----------------------------------------------------------------------------
-// Returns the COMPOSITE xform matrix that takes a point in the object space
-// to a screen space (pixel) point. The inverse is also provided.
-// You have to give the pixel dimensions of the viewport window.
-//----------------------------------------------------------------------------
-float* Camera::GetXform_Screen2Obj(float* M, int WW, int WH) const
-{
- Screen2WorldXform16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x),
- wL,wR,wB,wT,Near,Far,WW,WH);
- return(M);
-}
-
-float* Camera::GetXform_Obj2Screen(float* M, int WW, int WH) const
-{
- World2ScreenXform16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x),
- wL,wR,wB,wT,Near,Far,WW,WH);
- return(M);
-}
-
-//----------------------------------------------------------------------------
-// OPENGL STYLE CAMERA VIEWING MATRIX ROUTINES (PREMULT/COL VECT, 4x4 MATRIX)
-// A POINT IN THE WORLD SPACE CAN BE TRANSFORMED TO A PIXEL ON THE CAMERA
-// VIEWPLANE BY TRANSFORMING WITH THE COMPOSITE MATRIX: C = V*P*M
-// WHERE V IS THE Viewport XFORM, P IS THE Projection XFORM, AND M IS THE
-// Modelview XFORM. The associated inverse matrices are also provided.
-//----------------------------------------------------------------------------
-float* Camera::GetModelviewMatrix(float* M) const
-{
- Viewing16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x));
- return(M);
-}
-
-float* Camera::GetInvModelviewMatrix(float* M) const
-{
- invViewing16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x));
- return(M);
-}
-
-float* Camera::GetProjectionMatrix(float* M) const
-{
- Frustum16fv(M,wL,wR,wB,wT,Near,Far);
- return(M);
-}
-
-void Camera::SetModelviewMatrix(const float* M)
-{
- Viewing2CoordFrame16fv(M, &(X.x), &(Y.x), &(Z.x), &(Orig.x));
-}
-
-float* Camera::GetInvProjectionMatrix(float* M) const
-{
- invFrustum16fv(M,wL,wR,wB,wT,Near,Far);
- return(M);
-}
-
-float* Camera::GetViewportMatrix(float* M, int WW, int WH) const
-{
- Viewport16fv(M,WW,WH);
- return(M);
-}
-
-float* Camera::GetInvViewportMatrix(float* M, int WW, int WH) const
-{
- invViewport16fv(M,WW,WH);
- return(M);
-}
-
-//----------------------------------------------------------------------------
-// Given a screen pixel location (sx,sy) w/ (0,0) at the lower-left and the
-// screen dimensions, return the ray (start,dir) of the ray in world coords.
-//----------------------------------------------------------------------------
-void Camera::GetPixelRay(float sx, float sy, int ww, int wh,
- Vec3f *Start, Vec3f *Dir) const
-{
- Vec3f wTL = Orig + (X*wL) + (Y*wT) - (Z*Near); // FIND LOWER-LEFT
- Vec3f dX = (X*(wR-wL))/(float)ww; // WORLD WIDTH OF PIXEL
- Vec3f dY = (Y*(wT-wB))/(float)wh; // WORLD HEIGHT OF PIXEL
- wTL += (dX*sx - dY*sy); // INCR TO WORLD PIXEL
- wTL += (dX*0.5 - dY*0.5); // INCR TO PIXEL CNTR
- *Start = Orig;
- *Dir = wTL-Orig;
-}
-
-//----------------------------------------------------------------------------
-// READ AND WRITE CAMERA AXES AND ORIGIN TO AND FROM A FILE GIVEN A FILE PTR.
-//----------------------------------------------------------------------------
-void Camera::WriteToFile(FILE *fp) const
-{
- if (fp==NULL) { printf("ERROR WRITING CAM TO FILE!\n"); return; }
- fprintf(fp,"%f %f %f %f %f %f %f %f %f %f %f %f\n",
- X.x,X.y,X.z, Y.x,Y.y,Y.z, Z.x,Z.y,Z.z, Orig.x,Orig.y,Orig.z);
-}
-
-int Camera::ReadFromFile(FILE *fp) // RETURNS "1" IF SUCCESSFUL, "0" IF EOF
-{
- int Cond = fscanf(fp,"%f %f %f %f %f %f %f %f %f %f %f %f",
- &X.x,&X.y,&X.z, &Y.x,&Y.y,&Y.z,
- &Z.x,&Z.y,&Z.z, &Orig.x,&Orig.y,&Orig.z);
- return(Cond!=EOF);
-}
-
-//----------------------------------------------------------------------------
-// 0=RTN,1=LTN,2=LBN,3=RBN,4=RTF,5=LTF,6=LBF,7=RBF
-// (Left,Right, Bottom,Top, Near,Far)
-// In order, near pts counter-clockwise starting with right-top-near (RTN) pt
-// and then far pts ccw starting with right-top-far (RTF) pt
-//----------------------------------------------------------------------------
-void Camera::CalcVerts(Vec3f *V) const // MUST BE PREALLOCED : "Vec3f V[8]"
-{
- // WINDOW EXTENTS ARE DEFINED ON THE NEAR PLANE, CALC NEAR PTS (IN CAM COORDS)
- float NearZ = -Near;
- V[0].Set(wR,wT,NearZ);
- V[1].Set(wL,wT,NearZ);
- V[2].Set(wL,wB,NearZ);
- V[3].Set(wR,wB,NearZ);
-
- // CALC FAR PTS (IN CAM COORDS)
- float FarZ=-Far, FN=Far/Near;
- float fwL=wL*FN, fwR=wR*FN, fwB=wB*FN, fwT=wT*FN;
- V[4].Set(fwR,fwT,FarZ);
- V[5].Set(fwL,fwT,FarZ);
- V[6].Set(fwL,fwB,FarZ);
- V[7].Set(fwR,fwB,FarZ);
-
- // XFORM FRUSTUM IN CAM COORDS TO WORLD SPACE
- for (int i=0; i<8; i++)
- V[i] = CamToWorld(V[i]);
-}
-
-//----------------------------------------------------------------------------
-// PRINT ROUTINE
-//----------------------------------------------------------------------------
-void Camera::Print() const
-{
- printf("Camera System Parameters:\n");
- printf(" X: (%.3f, %.3f, %.3f)\n", X.x, X.y, X.z);
- printf(" Y: (%.3f, %.3f, %.3f)\n", Y.x, Y.y, Y.z);
- printf(" Z: (%.3f, %.3f, %.3f)\n", Z.x, Z.y, Z.z);
- printf(" Origin: (%.3f, %.3f, %.3f)\n", Orig.x, Orig.y, Orig.z);
- printf(" NFLRBT: (%.3f, %.3f, %.3f, %.3f, %.3f, %.3f)\n",
- Near,Far,wL,wR,wB,wT);
-};
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : camera.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// camera.hpp : OPENGL-style camera class definition
-// Defines and stores a "camera" composed of 3 coord axes, an origin for
-// these axes (center-of-projection or eye location), a near and far plane
-// as distances from the origin projected along the viewing direction,
-// the viewplane window extents (projection window defined in cam coords
-// on the viewplane - near plane). ViewPlane is defined as the near plane.
-// Viewing direction is always defined along the -Z axis with eye at origin.
-//----------------------------------------------------------------------------
-// $Id$
-//============================================================================
-
-#ifndef CAMERA
-#define CAMERA
-
-#include <stdio.h>
-#include "vec3f.hpp"
-#include "mat16fv.hpp"
-
-class Camera
-{
- public:
-
- Vec3f X, Y, Z; // NORMALIZED CAMERA COORDINATE-AXIS VECTORS
- Vec3f Orig; // LOCATION OF ORIGIN OF CAMERA SYSTEM IN WORLD COORDS
- float wL,wR,wB,wT; // WINDOW EXTENTS DEFINED AS A RECT ON NearPlane
- float Near,Far; // DISTANCES TO NEAR AND FAR PLANES (IN VIEWING DIR)
-
- Camera();
- Camera(const Camera &Cam);
- void Copy(const Camera &Cam);
-
- void LookAt(const Vec3f& Eye, const Vec3f& ViewRefPt, const Vec3f& ViewUp);
- void Perspective(float Yfov, float Aspect, float Ndist, float Fdist);
- void Frustum(float l, float r, float b, float t, float Ndist, float Fdist);
-
- void TightlyFitToSphere(
- const Vec3f& Eye, const Vec3f& ViewUp, const Vec3f& Cntr, float Rad);
-
- void GetLookAtParams(Vec3f *Eye, Vec3f *ViewRefPt, Vec3f *ViewUp) const;
- void GetPerspectiveParams(float *Yfov, float *Aspect,
- float *Ndist, float *Fdist) const;
- void GetFrustumParams(float *l, float *r, float *b, float *t,
- float *Ndist, float *Fdist) const;
- const Vec3f& wCOP() const; // WORLD COORDINATE CENTER-OF-PROJECTION (EYE)
- Vec3f ViewDir() const; // VIEWING DIRECTION
- Vec3f ViewDirOffAxis() const;
-
- float* GetXform_Screen2Obj(float* M, int WW, int WH) const;
- float* GetXform_Obj2Screen(float* M, int WW, int WH) const;
-
- float* GetModelviewMatrix(float* M) const;
- float* GetProjectionMatrix(float* M) const;
- float* GetViewportMatrix(float* M, int WW, int WH) const;
-
- void SetModelviewMatrix(const float* M);
-
- float* GetInvModelviewMatrix(float* M) const;
- float* GetInvProjectionMatrix(float* M) const;
- float* GetInvViewportMatrix(float* M, int WW, int WH) const;
-
- Vec3f WorldToCam(const Vec3f &wP) const;
- float WorldToCamZ(const Vec3f &wP) const;
- Vec3f CamToWorld(const Vec3f &cP) const;
-
- void LoadIdentityXform();
- void Xform(const float M[16]);
-
- void Translate(const Vec3f& trans);
- void Rotate(const float M[9]);
-
- void GetPixelRay(float sx, float sy, int ww, int wh,
- Vec3f *Start, Vec3f *Dir) const;
-
- void WriteToFile(FILE *fp) const;
- int ReadFromFile(FILE *fp); // RETURNS "1" IF SUCCESSFUL, "0" IF EOF
-
- void CalcVerts(Vec3f *V) const; // CALCS EIGHT CORNERS OF VIEW-FRUSTUM
- void Print() const;
- void Display() const;
- void DisplaySolid() const;
- void DisplayInGreen() const;
-};
-
-#endif
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : camutils.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// camutils.cpp : a set of camera utility functions
-//============================================================================
-
-#include "camutils.hpp"
-#include "plane.hpp"
-#include "tri.hpp"
-#include "minmaxbox.hpp"
-
-//----------------------------------------------------------------------------
-// Given a camera's 8 corner vertices and its 6 side planes and a triangle ABC,
-// return whether or not the tri overlaps the camera's frustum.
-//----------------------------------------------------------------------------
-int CamTriOverlap(const Vec3f V[8], const float P[][4],
- const Vec3f& A, const Vec3f& B, const Vec3f& C)
-{
- // TEST TRIANGLE AGAINST ALL PLANES OF CAMERA, FOR EACH VERTEX CLASSIFY
- // AS INSIDE OR OUTSIDE OF PLANE (BY SETTING APPROPRIATE BIT IN BITMASK)
- // FOR EACH VERTEX, WE HAVE A BITMASK INDICATING WHETHER THE VERTEX
- // IS IN OR OUT OF EACH PLANE (LS 6-BITS, SET MEANS "OUT")
- unsigned int BitMaskA=0, BitMaskB=0, BitMaskC=0;
- unsigned int PlaneBitMask=1; // CURRENT PLANE BEING CHECKED
- int i;
- for (i=0; i<6; i++)
- {
- if ( PlanePtOutTest(P[i], &(A.x)) ) BitMaskA |= PlaneBitMask;
- if ( PlanePtOutTest(P[i], &(B.x)) ) BitMaskB |= PlaneBitMask;
- if ( PlanePtOutTest(P[i], &(C.x)) ) BitMaskC |= PlaneBitMask;
- PlaneBitMask<<=1;
- }
-
- // TRIVIAL ACCEPTANCE: IF ANY VERTEX IS COMPLETELY INSIDE ALL PLANES (=0)
- if (BitMaskA==0 || BitMaskB==0 || BitMaskC==0) return(1);
-
- // TRIVIAL REJECTION: IF ALL VERTICES ARE OUTSIDE OF ANY PLANE
- PlaneBitMask=1;
- for (i=0; i<6; i++)
- {
- if ((BitMaskA & BitMaskB & BitMaskC & PlaneBitMask) > 0) return(0);
- PlaneBitMask<<=1;
- }
-
- // TEST EDGES OF TRIANGLE AGAINST PLANES OF CAMERA
- float InT, OutT;
- if ( PlanesEdgeIsect(P,6,&(A.x),&(B.x),&InT,&OutT) ) return(1);
- if ( PlanesEdgeIsect(P,6,&(B.x),&(C.x),&InT,&OutT) ) return(1);
- if ( PlanesEdgeIsect(P,6,&(C.x),&(A.x),&InT,&OutT) ) return(1);
-
- // TEST EDGES OF CAMERA AGAINST TRIANGLE
- float IsectPt[3];
- if ( EdgeTriIsect(&(V[0].x),&(V[4].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[1].x),&(V[5].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[2].x),&(V[6].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[3].x),&(V[7].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[1].x),&(V[0].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[5].x),&(V[4].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[6].x),&(V[7].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[2].x),&(V[3].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[4].x),&(V[7].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[5].x),&(V[6].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[1].x),&(V[2].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
- if ( EdgeTriIsect(&(V[0].x),&(V[3].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
-
- return(0);
-}
-
-int CamTriOverlap(const Camera *Cam,
- const Vec3f& A, const Vec3f& B, const Vec3f& C)
-{
- // GET CAMERA VERTICES
- Vec3f V[8];
- Cam->CalcVerts(V);
-
- // CALCULATE SIX CAMERA PLANES FROM CAMERA VERTICES
- float P[6][4];
- CalcCamPlanes(V,P);
-
- return( CamTriOverlap(V,P,A,B,C) );
-}
-
-//----------------------------------------------------------------------------
-// Temporary implementation of CamQuadOverlap (uses CamTriOverlap).
-//----------------------------------------------------------------------------
-int CamQuadOverlap(
- const Camera *Cam,
- const Vec3f& A, const Vec3f& B, const Vec3f& C, const Vec3f& D)
-{
- if ( CamTriOverlap(Cam,A,B,C) ) return(1);
- if ( CamTriOverlap(Cam,C,D,A) ) return(1);
- return(0);
-}
-
-int CamQuadOverlap(
- const Camera *Cam,
- const float A[3], const float B[3], const float C[3], const float D[3])
-{
- Vec3f a(A),b(B),c(C),d(D);
- return( CamQuadOverlap(Cam,a,b,c,d) );
-}
-
-//----------------------------------------------------------------------------
-// Calculate the six planes for a camera. User must have prealloced an array
-// of 24 floats (6 planes * 4 coeffs each). Two version: 1 that calculates
-// the camera vertices, requires the cam verts to be precomputed
-//----------------------------------------------------------------------------
-void CalcCamPlanes(const Vec3f *V, float P[][4])
-{
- PlaneEquation(P[0], &(V[2].x),&(V[5].x),&(V[6].x)); // LEFT
- PlaneEquation(P[1], &(V[0].x),&(V[7].x),&(V[4].x)); // RIGHT
- PlaneEquation(P[2], &(V[3].x),&(V[6].x),&(V[7].x)); // BOTTOM
- PlaneEquation(P[3], &(V[1].x),&(V[4].x),&(V[5].x)); // TOP
- PlaneEquation(P[4], &(V[1].x),&(V[2].x),&(V[0].x)); // NEAR
- PlaneEquation(P[5], &(V[4].x),&(V[6].x),&(V[5].x)); // FAR
-}
-
-void CalcCamPlanes(const Camera *Cam, float P[][4])
-{
- Vec3f V[8];
- Cam->CalcVerts(V);
- CalcCamPlanes(V,P);
-}
-
-//--------------------------------------------------------------------------
-// Camera view-frustum/MinMaxBox (AABB) overlap test: given the extents of the
-// AABB returns the type of overlap determined (complete out(1), partial (0),
-// complete in (-1)) m and M are the min and max extents of the AABB respectively.
-// Version is provided that takes in a precomputed set of camera vertices
-// and planes
-//--------------------------------------------------------------------------
-int CamMinMaxBoxOverlap(
- const Camera *Cam, const Vec3f V1[8], const float cP[][4],
- const Vec3f& m, const Vec3f& M)
-{
- // GO FOR TRIVIAL REJECTION OR ACCEPTANCE USING "FASTER OVERLAP TEST"
- int CompletelyIn=1; // ASSUME COMPLETELY IN UNTIL ONE COUNTEREXAMPLE
- int R; // TEST RETURN VALUE
- for (int i=0; i<6; i++)
- {
- R=PlaneMinMaxBoxOverlap(cP[i],&(m.x),&(M.x));
- if(R==COMPLETEOUT) return(COMPLETEOUT);
- else if(R==PARTIAL) CompletelyIn=0;
- }
-
- if (CompletelyIn) return(COMPLETEIN); // CHECK IF STILL COMPLETELY "IN"
-
- // TEST IF VIEW-FRUSTUM EDGES PROTRUDE THROUGH AABB
- float InT, OutT;
- if ( EdgeMinMaxBoxIsect(&(V1[0].x),&(V1[4].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[1].x),&(V1[5].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[2].x),&(V1[6].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[3].x),&(V1[7].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[0].x),&(V1[1].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[1].x),&(V1[2].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[2].x),&(V1[3].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[3].x),&(V1[0].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[4].x),&(V1[5].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[5].x),&(V1[6].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[6].x),&(V1[7].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
- if ( EdgeMinMaxBoxIsect(&(V1[7].x),&(V1[0].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
-
- // COMPUTE VERTICES OF AABB
- float bV[8][3];
- GetMinMaxBoxVerts(&(m.x),&(M.x),bV);
-
- // TEST FOR PROTRUSION OF AABB EDGES THROUGH VIEW-FRUSTUM
- if ( PlanesEdgeIsect(cP,6,bV[0],bV[4],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[1],bV[5],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[2],bV[6],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[3],bV[7],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[0],bV[1],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[1],bV[2],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[2],bV[3],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[3],bV[0],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[4],bV[5],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[5],bV[6],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[6],bV[7],&InT,&OutT) ) return(PARTIAL);
- if ( PlanesEdgeIsect(cP,6,bV[7],bV[0],&InT,&OutT) ) return(PARTIAL);
-
- // VF MUST BE COMPLETELY ENCLOSED SINCE PT IS NOT "OUT "OF ANY AABB PLANE.
- //return(COMPLETEOUT);
- return (PARTIAL);
-};
-
-int CamMinMaxBoxOverlap(
- const Camera *Cam, const float m[3], const float M[3])
-{
- // GET CAMERA VERTICES
- Vec3f V1[8];
- Cam->CalcVerts(V1);
-
- // CALCULATE SIX CAMERA PLANES FROM CAMERA VERTICES
- float cP[6][4];
- CalcCamPlanes(V1,cP);
-
- return( CamMinMaxBoxOverlap(Cam,V1,cP,m,M) );
-};
-
-// ----------------------------------------------------------------------
-// Returns 1 if and only if the specified box is completely culled away.
-bool VFC(const Camera *Cam, const float m[3], const float M[3])
-{
- return (CamMinMaxBoxOverlap(Cam, m, M) == COMPLETEOUT);
-}
-
-//----------------------------------------------------------------------------
-// Given the 8 corner vertices and the 6 side planes for two cameras,
-// returns the type of overlap (complete out(1), partial (0), complete in (-1))
-// with respect to the first camera.
-//----------------------------------------------------------------------------
-int CamCamOverlap(
- const Vec3f V1[8], const float P1[][4],
- const Vec3f V2[8], const float P2[][4])
-{
- int i, NumVertsOutAllPlanes, NumVertsOutOnePlane;
- float InT, OutT;
-
- // TEST ALL CAM1 VERTICES AGAINST PLANES OF CAM2
- NumVertsOutAllPlanes=0;
- for (i=0; i<6; i++)
- {
- NumVertsOutOnePlane=0;
- for (int j=0; j<8; j++)
- NumVertsOutOnePlane += PlanePtOutTest(P2[i],&(V1[i].x));
- if (NumVertsOutOnePlane==8) return(1); // TRIVIAL REJECT, COMPLETELY OUT!
- NumVertsOutAllPlanes+=NumVertsOutOnePlane;
- }
- if (NumVertsOutAllPlanes==0) return(0); // TRIVIAL ACCEPT, PARTIAL!
-
- // TEST ALL CAM2 VERTICES AGAINST PLANES OF CAM1
- NumVertsOutAllPlanes=0;
- for (i=0; i<6; i++)
- {
- NumVertsOutOnePlane=0;
- for (int j=0; j<8; j++)
- NumVertsOutOnePlane += PlanePtOutTest(P1[i],&(V2[i].x));
- if (NumVertsOutOnePlane==8) return(1); // TRIVIAL REJECT, COMPLETELY OUT!
- NumVertsOutAllPlanes+=NumVertsOutOnePlane;
- }
- if (NumVertsOutAllPlanes==0) return(-1); // TRIVIAL ACCEPT, COMPLETELY IN!
-
- // TEST ALL CAM1 EDGES AGAINST SET OF CAM2 PLANES
- if ( PlanesEdgeIsect(P2,6,&(V1[0].x),&(V1[4].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[1].x),&(V1[5].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[2].x),&(V1[6].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[3].x),&(V1[7].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[0].x),&(V1[1].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[1].x),&(V1[2].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[2].x),&(V1[3].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[3].x),&(V1[0].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[4].x),&(V1[5].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[5].x),&(V1[6].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[6].x),&(V1[7].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P2,6,&(V1[7].x),&(V1[0].x),&InT,&OutT) ) return(0);
-
- // TEST ALL CAM2 EDGES AGAINST SET OF CAM1 PLANES
- if ( PlanesEdgeIsect(P1,6,&(V2[0].x),&(V2[4].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[1].x),&(V2[5].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[2].x),&(V2[6].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[3].x),&(V2[7].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[0].x),&(V2[1].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[1].x),&(V2[2].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[2].x),&(V2[3].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[3].x),&(V2[0].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[4].x),&(V2[5].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[5].x),&(V2[6].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[6].x),&(V2[7].x),&InT,&OutT) ) return(0);
- if ( PlanesEdgeIsect(P1,6,&(V2[7].x),&(V2[0].x),&InT,&OutT) ) return(0);
-
- return(1);
-}
-
-int CamCamOverlap(const Camera *Cam1, const Camera *Cam2)
-{
- // GET CAMERA VERTICES
- Vec3f V1[8], V2[8];
- Cam1->CalcVerts(V1);
- Cam2->CalcVerts(V2);
-
- // CALCULATE SIX CAMERA PLANES FROM CAMERA VERTICES
- float P1[6][4], P2[6][4];
- CalcCamPlanes(V1,P1);
- CalcCamPlanes(V2,P2);
-
- return( CamCamOverlap(V1,P1,V2,P2) );
-}
-
-//--------------------------------------------------------------------------
-// Given a camera and a plane (defined by four coefficient of implicit
-// form: Ax+By+Cz+D=0), reflect the camera about the plane and invert
-// back into right-handed system (reflection inverts the space, so we
-// have to invert the X-axis and flip the window boundaries).
-//--------------------------------------------------------------------------
-void CamReflectAboutPlane(Camera *Cam, const float Plane[4])
-{
- // CREATE PLANAR REFLECTION MATRIX
- float M[16];
- PlanarReflection16fv(M,Plane);
-
- // XFORM CAMERA
- Cam->Xform(M);
-
- // RESULTING CAM IS LEFT-HANDED, FLIP THE X-AXIS, FLIP X WINDOW BOUNDS
- Cam->X = -(Cam->X);
- float t = -(Cam->wL);
- Cam->wL = -(Cam->wR);
- Cam->wR = t;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : camutils.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// camutils.hpp : a set of camera utility functions
-//============================================================================
-
-#include "camera.hpp"
-
-#define COMPLETEOUT 1
-#define PARTIAL 0
-#define COMPLETEIN -1
-
-int CamTriOverlap(const Vec3f V[8], const float P[][4],
- const Vec3f& A, const Vec3f& B, const Vec3f& C);
-int CamTriOverlap(const Camera *Cam,
- const Vec3f& A, const Vec3f& B, const Vec3f& C);
-
-int CamQuadOverlap(
- const Camera *Cam,
- const Vec3f& A, const Vec3f& B, const Vec3f& C, const Vec3f& D);
-
-int CamQuadOverlap(
- const Camera *Cam,
- const float A[3], const float B[3], const float C[3], const float D[3]);
-
-void CalcCamPlanes(const Vec3f V[8], float P[][4]);
-
-void CalcCamPlanes(const Camera *Cam, float P[][4]);
-
-int CamMinMaxBoxOverlap(const Camera *Cam,
- const Vec3f cV[8], const float cP[][4],
- const Vec3f& m, const Vec3f& M);
-
-int CamMinMaxBoxOverlap(const Camera *Cam,
- const float m[3], const float M[3]);
-
-bool VFC(const Camera *Cam, const float m[3], const float M[3]);
-
-int CamCamOverlap(const Vec3f V1[8], const float P1[][4],
- const Vec3f V2[8], const float P2[][4]);
-int CamCamOverlap(const Camera *Cam1, const Camera *Cam2);
-
-void CamReflectAboutPlane(Camera *Cam, const float Plane[4]);
+++ /dev/null
-/* Copyright (c) 2001-2002 Lev Povalahev
-
- levp@gmx.net
-
- http://www.uni-karlsruhe.de/~uli2/
-
-*/
-
-/* following extensions are supported:
-
-GL_ARB_imaging
-GL_ARB_depth_texture
-GL_ARB_matrix_palette
-GL_ARB_multisample
-GL_ARB_multitexture
-GL_ARB_point_parameters
-GL_ARB_shadow
-GL_ARB_shadow_ambient
-GL_ARB_texture_compression
-GL_ARB_texture_env_add
-GL_ARB_texture_env_dot3
-GL_ARB_texture_env_combine
-GL_ARB_texture_env_crossbar
-GL_ARB_texture_border_clamp
-GL_ARB_texture_cube_map
-GL_ARB_texture_mirrored_repeat
-GL_ARB_transpose_matrix
-GL_ARB_vertex_blend
-GL_EXT_abgr
-GL_EXT_compiled_vertex_array
-GL_EXT_fog_coord
-GL_EXT_multi_draw_arrays
-GL_EXT_point_parameters
-GL_EXT_secondary_color
-GL_EXT_stencil_wrap
-GL_EXT_texture_filter_anisotropic
-GL_EXT_texture_lod_bias
-GL_EXT_vertex_shader
-GL_EXT_vertex_weighting
-GL_ATI_element_array
-GL_ATI_envmap_bumpmap
-GL_ATI_fragment_shader
-GL_ATI_pn_triangles
-GL_ATI_texture_mirror_once
-GL_ATI_vertex_array_object;
-GL_ATI_vertex_streams
-GL_ATIX_point_sprites
-GL_ATIX_texture_env_route
-GL_HP_occlusion_test
-GL_NV_blend_square
-GL_NV_copy_depth_to_color
-GL_NV_depth_clamp
-GL_NV_evaluators
-GL_NV_fence
-GL_NV_fog_distance
-GL_NV_light_max_exponent
-GL_NV_occlusion_query
-GL_NV_packed_depth_stencil
-GL_NV_point_sprite
-GL_NV_register_combiners
-GL_NV_register_combiners2
-GL_NV_texgen_reflection
-GL_NV_texture_env_combine4
-GL_NV_texture_rectangle
-GL_NV_texture_shader
-GL_NV_texture_shader2
-GL_NV_texture_shader3
-GL_NV_vertex_array_range
-GL_NV_vertex_array_range2
-GL_NV_vertex_program
-GL_NV_vertex_program1_1
-GL_SGIS_generate_mipmap
-GL_SGIX_shadow
-GL_SGIX_depth_texture
-WGL_ARB_buffer_region
-WGL_ARB_extensions_string
-WGL_ARB_pbuffer
-WGL_ARB_pixel_format
-WGL_ARB_render_texture
-WGL_EXT_extensions_string
-
-*/
-
-
-#include "extgl.h"
-#include <stdio.h>
-
-/* function variables */
-
-/*-------------------------------------*/
-/* WGL stuff */
-/*-------------------------------------*/
-
-#ifdef WIN32
-
-/* WGL_EXT_etxension_string */
-
-wglGetExtensionsStringEXTPROC wglGetExtensionsStringEXT = NULL;
-
-/* WGL_ARB_buffer_region */
-
-wglCreateBufferRegionARBPROC wglCreateBufferRegionARB = NULL;
-wglDeleteBufferRegionARBPROC wglDeleteBufferRegionARB = NULL;
-wglSaveBufferRegionARBPROC wglSaveBufferRegionARB = NULL;
-wglRestoreBufferRegionARBPROC wglRestoreBufferRegionARB = NULL;
-
-/* WGL_ARB_extension_string */
-
-wglGetExtensionsStringARBPROC wglGetExtensionsStringARB = NULL;
-
-/* WGL_ARB_pbuffer */
-
-wglCreatePbufferARBPROC wglCreatePbufferARB = NULL;
-wglGetPbufferDCARBPROC wglGetPbufferDCARB = NULL;
-wglReleasePbufferDCARBPROC wglReleasePbufferDCARB = NULL;
-wglDestroyPbufferARBPROC wglDestroyPbufferARB = NULL;
-wglQueryPbufferARBPROC wglQueryPbufferARB = NULL;
-
-/* WGL_ARB_pixel_format */
-
-wglGetPixelFormatAttribivARBPROC wglGetPixelFormatAttribivARB = NULL;
-wglGetPixelFormatAttribfvARBPROC wglGetPixelFormatAttribfvARB = NULL;
-wglChoosePixelFormatARBPROC wglChoosePixelFormatARB = NULL;
-
-/* WGL_ARB_render_texture */
-
-wglBindTexImageARBPROC wglBindTexImageARB = NULL;
-wglReleaseTexImageARBPROC wglReleaseTexImageARB = NULL;
-wglSetPbufferAttribARBPROC wglSetPbufferAttribARB = NULL;
-
-/* WGL_EXT_swap_control */
-
-wglSwapIntervalEXTPROC wglSwapIntervalEXT = NULL;
-wglGetSwapIntervalEXTPROC wglGetSwapIntervalEXT = NULL;
-
-/* WGL_ARB_make_current_read */
-
-wglMakeContextCurrentARBPROC wglMakeContextCurrentARB = NULL;
-wglGetCurrentReadDCARBPROC wglGetCurrentReadDCARB = NULL;
-
-/* VAR */
-
-wglAllocateMemoryNVPROC wglAllocateMemoryNV = NULL;
-wglFreeMemoryNVPROC wglFreeMemoryNV = NULL;
-
-
-
-#endif /* WIN32 */
-
-/*-------------------------------------*/
-/*---WGL STUFF END---------------------*/
-/*-------------------------------------*/
-
-glBlendColorPROC glBlendColor = NULL;
-glBlendEquationPROC glBlendEquation = NULL;
-glDrawRangeElementsPROC glDrawRangeElements = NULL;
-glColorTablePROC glColorTable = NULL;
-glColorTableParameterfvPROC glColorTableParameterfv = NULL;
-glColorTableParameterivPROC glColorTableParameteriv = NULL;
-glCopyColorTablePROC glCopyColorTable = NULL;
-glGetColorTablePROC glGetColorTable = NULL;
-glGetColorTableParameterfvPROC glGetColorTableParameterfv = NULL;
-glGetColorTableParameterivPROC glGetColorTableParameteriv = NULL;
-glColorSubTablePROC glColorSubTable = NULL;
-glCopyColorSubTablePROC glCopyColorSubTable = NULL;
-glConvolutionFilter1DPROC glConvolutionFilter1D = NULL;
-glConvolutionFilter2DPROC glConvolutionFilter2D = NULL;
-glConvolutionParameterfPROC glConvolutionParameterf = NULL;
-glConvolutionParameterfvPROC glConvolutionParameterfv = NULL;
-glConvolutionParameteriPROC glConvolutionParameteri = NULL;
-glConvolutionParameterivPROC glConvolutionParameteriv = NULL;
-glCopyConvolutionFilter1DPROC glCopyConvolutionFilter1D = NULL;
-glCopyConvolutionFilter2DPROC glCopyConvolutionFilter2D = NULL;
-glGetConvolutionFilterPROC glGetConvolutionFilter = NULL;
-glGetConvolutionParameterfvPROC glGetConvolutionParameterfv = NULL;
-glGetConvolutionParameterivPROC glGetConvolutionParameteriv = NULL;
-glGetSeparableFilterPROC glGetSeparableFilter = NULL;
-glSeparableFilter2DPROC glSeparableFilter2D = NULL;
-glGetHistogramPROC glGetHistogram = NULL;
-glGetHistogramParameterfvPROC glGetHistogramParameterfv = NULL;
-glGetHistogramParameterivPROC glGetHistogramParameteriv = NULL;
-glGetMinmaxPROC glGetMinmax = NULL;
-glGetMinmaxParameterfvPROC glGetMinmaxParameterfv = NULL;
-glGetMinmaxParameterivPROC glGetMinmaxParameteriv = NULL;
-glHistogramPROC glHistogram = NULL;
-glMinmaxPROC glMinmax = NULL;
-glResetHistogramPROC glResetHistogram = NULL;
-glResetMinmaxPROC glResetMinmax = NULL;
-glTexImage3DPROC glTexImage3D = NULL;
-glTexSubImage3DPROC glTexSubImage3D = NULL;
-glCopyTexSubImage3DPROC glCopyTexSubImage3D = NULL;
-
-/* 1.3 */
-
-glActiveTexturePROC glActiveTexture = NULL;
-glClientActiveTexturePROC glClientActiveTexture = NULL;
-glMultiTexCoord1dPROC glMultiTexCoord1d = NULL;
-glMultiTexCoord1dvPROC glMultiTexCoord1dv = NULL;
-glMultiTexCoord1fPROC glMultiTexCoord1f = NULL;
-glMultiTexCoord1fvPROC glMultiTexCoord1fv = NULL;
-glMultiTexCoord1iPROC glMultiTexCoord1i = NULL;
-glMultiTexCoord1ivPROC glMultiTexCoord1iv = NULL;
-glMultiTexCoord1sPROC glMultiTexCoord1s = NULL;
-glMultiTexCoord1svPROC glMultiTexCoord1sv = NULL;
-glMultiTexCoord2dPROC glMultiTexCoord2d = NULL;
-glMultiTexCoord2dvPROC glMultiTexCoord2dv = NULL;
-glMultiTexCoord2fPROC glMultiTexCoord2f = NULL;
-glMultiTexCoord2fvPROC glMultiTexCoord2fv = NULL;
-glMultiTexCoord2iPROC glMultiTexCoord2i = NULL;
-glMultiTexCoord2ivPROC glMultiTexCoord2iv = NULL;
-glMultiTexCoord2sPROC glMultiTexCoord2s = NULL;
-glMultiTexCoord2svPROC glMultiTexCoord2sv = NULL;
-glMultiTexCoord3dPROC glMultiTexCoord3d = NULL;
-glMultiTexCoord3dvPROC glMultiTexCoord3dv = NULL;
-glMultiTexCoord3fPROC glMultiTexCoord3f = NULL;
-glMultiTexCoord3fvPROC glMultiTexCoord3fv = NULL;
-glMultiTexCoord3iPROC glMultiTexCoord3i = NULL;
-glMultiTexCoord3ivPROC glMultiTexCoord3iv = NULL;
-glMultiTexCoord3sPROC glMultiTexCoord3s = NULL;
-glMultiTexCoord3svPROC glMultiTexCoord3sv = NULL;
-glMultiTexCoord4dPROC glMultiTexCoord4d = NULL;
-glMultiTexCoord4dvPROC glMultiTexCoord4dv = NULL;
-glMultiTexCoord4fPROC glMultiTexCoord4f = NULL;
-glMultiTexCoord4fvPROC glMultiTexCoord4fv = NULL;
-glMultiTexCoord4iPROC glMultiTexCoord4i = NULL;
-glMultiTexCoord4ivPROC glMultiTexCoord4iv = NULL;
-glMultiTexCoord4sPROC glMultiTexCoord4s = NULL;
-glMultiTexCoord4svPROC glMultiTexCoord4sv = NULL;
-glLoadTransposeMatrixfPROC glLoadTransposeMatrixf = NULL;
-glLoadTransposeMatrixdPROC glLoadTransposeMatrixd = NULL;
-glMultTransposeMatrixfPROC glMultTransposeMatrixf = NULL;
-glMultTransposeMatrixdPROC glMultTransposeMatrixd = NULL;
-glCompressedTexImage3DPROC glCompressedTexImage3D = NULL;
-glCompressedTexImage2DPROC glCompressedTexImage2D = NULL;
-glCompressedTexImage1DPROC glCompressedTexImage1D = NULL;
-glCompressedTexSubImage3DPROC glCompressedTexSubImage3D = NULL;
-glCompressedTexSubImage2DPROC glCompressedTexSubImage2D = NULL;
-glCompressedTexSubImage1DPROC glCompressedTexSubImage1D = NULL;
-glGetCompressedTexImagePROC glGetCompressedTexImage = NULL;
-glSampleCoveragePROC glSampleCoverage = NULL;
-
-/* ARB_multitexture */
-
-glActiveTexturePROC glActiveTextureARB = NULL;
-glClientActiveTexturePROC glClientActiveTextureARB = NULL;
-glMultiTexCoord1dPROC glMultiTexCoord1dARB = NULL;
-glMultiTexCoord1dvPROC glMultiTexCoord1dvARB = NULL;
-glMultiTexCoord1fPROC glMultiTexCoord1fARB = NULL;
-glMultiTexCoord1fvPROC glMultiTexCoord1fvARB = NULL;
-glMultiTexCoord1iPROC glMultiTexCoord1iARB = NULL;
-glMultiTexCoord1ivPROC glMultiTexCoord1ivARB = NULL;
-glMultiTexCoord1sPROC glMultiTexCoord1sARB = NULL;
-glMultiTexCoord1svPROC glMultiTexCoord1svARB = NULL;
-glMultiTexCoord2dPROC glMultiTexCoord2dARB = NULL;
-glMultiTexCoord2dvPROC glMultiTexCoord2dvARB = NULL;
-glMultiTexCoord2fPROC glMultiTexCoord2fARB = NULL;
-glMultiTexCoord2fvPROC glMultiTexCoord2fvARB = NULL;
-glMultiTexCoord2iPROC glMultiTexCoord2iARB = NULL;
-glMultiTexCoord2ivPROC glMultiTexCoord2ivARB = NULL;
-glMultiTexCoord2sPROC glMultiTexCoord2sARB = NULL;
-glMultiTexCoord2svPROC glMultiTexCoord2svARB = NULL;
-glMultiTexCoord3dPROC glMultiTexCoord3dARB = NULL;
-glMultiTexCoord3dvPROC glMultiTexCoord3dvARB = NULL;
-glMultiTexCoord3fPROC glMultiTexCoord3fARB = NULL;
-glMultiTexCoord3fvPROC glMultiTexCoord3fvARB = NULL;
-glMultiTexCoord3iPROC glMultiTexCoord3iARB = NULL;
-glMultiTexCoord3ivPROC glMultiTexCoord3ivARB = NULL;
-glMultiTexCoord3sPROC glMultiTexCoord3sARB = NULL;
-glMultiTexCoord3svPROC glMultiTexCoord3svARB = NULL;
-glMultiTexCoord4dPROC glMultiTexCoord4dARB = NULL;
-glMultiTexCoord4dvPROC glMultiTexCoord4dvARB = NULL;
-glMultiTexCoord4fPROC glMultiTexCoord4fARB = NULL;
-glMultiTexCoord4fvPROC glMultiTexCoord4fvARB = NULL;
-glMultiTexCoord4iPROC glMultiTexCoord4iARB = NULL;
-glMultiTexCoord4ivPROC glMultiTexCoord4ivARB = NULL;
-glMultiTexCoord4sPROC glMultiTexCoord4sARB = NULL;
-glMultiTexCoord4svPROC glMultiTexCoord4svARB = NULL;
-
-/* ARB_transpose_matrix */
-
-glLoadTransposeMatrixfPROC glLoadTransposeMatrixfARB = NULL;
-glLoadTransposeMatrixdPROC glLoadTransposeMatrixdARB = NULL;
-glMultTransposeMatrixfPROC glMultTransposeMatrixfARB = NULL;
-glMultTransposeMatrixdPROC glMultTransposeMatrixdARB = NULL;
-
-/* ARB_texture_compression */
-
-glCompressedTexImage3DPROC glCompressedTexImage3DARB = NULL;
-glCompressedTexImage2DPROC glCompressedTexImage2DARB = NULL;
-glCompressedTexImage1DPROC glCompressedTexImage1DARB = NULL;
-glCompressedTexSubImage3DPROC glCompressedTexSubImage3DARB = NULL;
-glCompressedTexSubImage2DPROC glCompressedTexSubImage2DARB = NULL;
-glCompressedTexSubImage1DPROC glCompressedTexSubImage1DARB = NULL;
-glGetCompressedTexImagePROC glGetCompressedTexImageARB = NULL;
-
-glSecondaryColor3bEXTPROC glSecondaryColor3bEXT = NULL;
-glSecondaryColor3bvEXTPROC glSecondaryColor3bvEXT = NULL;
-glSecondaryColor3dEXTPROC glSecondaryColor3dEXT = NULL;
-glSecondaryColor3dvEXTPROC glSecondaryColor3dvEXT = NULL;
-glSecondaryColor3fEXTPROC glSecondaryColor3fEXT = NULL;
-glSecondaryColor3fvEXTPROC glSecondaryColor3fvEXT = NULL;
-glSecondaryColor3iEXTPROC glSecondaryColor3iEXT = NULL;
-glSecondaryColor3ivEXTPROC glSecondaryColor3ivEXT = NULL;
-glSecondaryColor3sEXTPROC glSecondaryColor3sEXT = NULL;
-glSecondaryColor3svEXTPROC glSecondaryColor3svEXT = NULL;
-glSecondaryColor3ubEXTPROC glSecondaryColor3ubEXT = NULL;
-glSecondaryColor3ubvEXTPROC glSecondaryColor3ubvEXT = NULL;
-glSecondaryColor3uiEXTPROC glSecondaryColor3uiEXT = NULL;
-glSecondaryColor3uivEXTPROC glSecondaryColor3uivEXT = NULL;
-glSecondaryColor3usEXTPROC glSecondaryColor3usEXT = NULL;
-glSecondaryColor3usvEXTPROC glSecondaryColor3usvEXT = NULL;
-glSecondaryColorPointerEXTPROC glSecondaryColorPointerEXT = NULL;
-
-/* ETX_compiled_vertex_array */
-
-glLockArraysEXTPROC glLockArraysEXT = NULL;
-glUnlockArraysEXTPROC glUnlockArraysEXT = NULL;
-
-
-/* EXT_fog_color */
-
-glFogCoordfEXTPROC glFogCoordfEXT = NULL;
-glFogCoordfvEXTPROC glFogCoordfvEXT = NULL;
-glFogCoorddEXTPROC glFogCoorddEXT = NULL;
-glFogCoorddvEXTPROC glFogCoorddvEXT = NULL;
-glFogCoordPointerEXTPROC glFogCoordPointerEXT = NULL;
-
-/* NV_vertex_array_range */
-
-glFlushVertexArrayRangeNVPROC glFlushVertexArrayRangeNV = NULL;
-glVertexArrayRangeNVPROC glVertexArrayRangeNV = NULL;
-
-/* EXT_point_parameters */
-
-glPointParameterfEXTPROC glPointParameterfEXT = NULL;
-glPointParameterfvEXTPROC glPointParameterfvEXT = NULL;
-
-/* NV_register_combiners */
-
-glCombinerParameterfvNVPROC glCombinerParameterfvNV = NULL;
-glCombinerParameterfNVPROC glCombinerParameterfNV = NULL;
-glCombinerParameterivNVPROC glCombinerParameterivNV = NULL;
-glCombinerParameteriNVPROC glCombinerParameteriNV = NULL;
-glCombinerInputNVPROC glCombinerInputNV = NULL;
-glCombinerOutputNVPROC glCombinerOutputNV = NULL;
-glFinalCombinerInputNVPROC glFinalCombinerInputNV = NULL;
-glGetCombinerInputParameterfvNVPROC glGetCombinerInputParameterfvNV = NULL;
-glGetCombinerInputParameterivNVPROC glGetCombinerInputParameterivNV = NULL;
-glGetCombinerOutputParameterfvNVPROC glGetCombinerOutputParameterfvNV = NULL;
-glGetCombinerOutputParameterivNVPROC glGetCombinerOutputParameterivNV = NULL;
-glGetFinalCombinerInputParameterfvNVPROC glGetFinalCombinerInputParameterfvNV = NULL;
-glGetFinalCombinerInputParameterivNVPROC glGetFinalCombinerInputParameterivNV = NULL;
-
-/* ARB_multisample */
-
-glSampleCoveragePROC glSampleCoverageARB = NULL;
-
-/* EXT_vertex_weighting */
-
-glVertexWeightfEXTPROC glVertexWeightfEXT = NULL;
-glVertexWeightfvEXTPROC glVertexWeightfvEXT = NULL;
-glVertexWeightPointerEXTPROC glVertexWeightPointerEXT = NULL;
-
-/* NV_vertex_program */
-
-glBindProgramNVPROC glBindProgramNV = NULL;
-glDeleteProgramsNVPROC glDeleteProgramsNV = NULL;
-glExecuteProgramNVPROC glExecuteProgramNV = NULL;
-glGenProgramsNVPROC glGenProgramsNV = NULL;
-glAreProgramsResidentNVPROC glAreProgramsResidentNV = NULL;
-glRequestResidentProgramsNVPROC glRequestResidentProgramsNV = NULL;
-glGetProgramParameterfvNVPROC glGetProgramParameterfvNV = NULL;
-glGetProgramParameterdvNVPROC glGetProgramParameterdvNV = NULL;
-glGetProgramivNVPROC glGetProgramivNV = NULL;
-glGetProgramStringNVPROC glGetProgramStringNV = NULL;
-glGetTrackMatrixivNVPROC glGetTrackMatrixivNV = NULL;
-glGetVertexAttribdvNVPROC glGetVertexAttribdvNV = NULL;
-glGetVertexAttribfvNVPROC glGetVertexAttribfvNV = NULL;
-glGetVertexAttribivNVPROC glGetVertexAttribivNV = NULL;
-glGetVertexAttribPointervNVPROC glGetVertexAttribPointervNV = NULL;
-glIsProgramNVPROC glIsProgramNV = NULL;
-glLoadProgramNVPROC glLoadProgramNV = NULL;
-glProgramParameter4fNVPROC glProgramParameter4fNV = NULL;
-glProgramParameter4dNVPROC glProgramParameter4dNV = NULL;
-glProgramParameter4dvNVPROC glProgramParameter4dvNV = NULL;
-glProgramParameter4fvNVPROC glProgramParameter4fvNV = NULL;
-glProgramParameters4dvNVPROC glProgramParameters4dvNV = NULL;
-glProgramParameters4fvNVPROC glProgramParameters4fvNV = NULL;
-glTrackMatrixNVPROC glTrackMatrixNV = NULL;
-glVertexAttribPointerNVPROC glVertexAttribPointerNV = NULL;
-glVertexAttrib1sNVPROC glVertexAttrib1sNV = NULL;
-glVertexAttrib1fNVPROC glVertexAttrib1fNV = NULL;
-glVertexAttrib1dNVPROC glVertexAttrib1dNV = NULL;
-glVertexAttrib2sNVPROC glVertexAttrib2sNV = NULL;
-glVertexAttrib2fNVPROC glVertexAttrib2fNV = NULL;
-glVertexAttrib2dNVPROC glVertexAttrib2dNV = NULL;
-glVertexAttrib3sNVPROC glVertexAttrib3sNV = NULL;
-glVertexAttrib3fNVPROC glVertexAttrib3fNV = NULL;
-glVertexAttrib3dNVPROC glVertexAttrib3dNV = NULL;
-glVertexAttrib4sNVPROC glVertexAttrib4sNV = NULL;
-glVertexAttrib4fNVPROC glVertexAttrib4fNV = NULL;
-glVertexAttrib4dNVPROC glVertexAttrib4dNV = NULL;
-glVertexAttrib4ubNVPROC glVertexAttrib4ubNV = NULL;
-glVertexAttrib1svNVPROC glVertexAttrib1svNV = NULL;
-glVertexAttrib1fvNVPROC glVertexAttrib1fvNV = NULL;
-glVertexAttrib1dvNVPROC glVertexAttrib1dvNV = NULL;
-glVertexAttrib2svNVPROC glVertexAttrib2svNV = NULL;
-glVertexAttrib2fvNVPROC glVertexAttrib2fvNV = NULL;
-glVertexAttrib2dvNVPROC glVertexAttrib2dvNV = NULL;
-glVertexAttrib3svNVPROC glVertexAttrib3svNV = NULL;
-glVertexAttrib3fvNVPROC glVertexAttrib3fvNV = NULL;
-glVertexAttrib3dvNVPROC glVertexAttrib3dvNV = NULL;
-glVertexAttrib4svNVPROC glVertexAttrib4svNV = NULL;
-glVertexAttrib4fvNVPROC glVertexAttrib4fvNV = NULL;
-glVertexAttrib4dvNVPROC glVertexAttrib4dvNV = NULL;
-glVertexAttrib4ubvNVPROC glVertexAttrib4ubvNV = NULL;
-glVertexAttribs1svNVPROC glVertexAttribs1svNV = NULL;
-glVertexAttribs1fvNVPROC glVertexAttribs1fvNV = NULL;
-glVertexAttribs1dvNVPROC glVertexAttribs1dvNV = NULL;
-glVertexAttribs2svNVPROC glVertexAttribs2svNV = NULL;
-glVertexAttribs2fvNVPROC glVertexAttribs2fvNV = NULL;
-glVertexAttribs2dvNVPROC glVertexAttribs2dvNV = NULL;
-glVertexAttribs3svNVPROC glVertexAttribs3svNV = NULL;
-glVertexAttribs3fvNVPROC glVertexAttribs3fvNV = NULL;
-glVertexAttribs3dvNVPROC glVertexAttribs3dvNV = NULL;
-glVertexAttribs4svNVPROC glVertexAttribs4svNV = NULL;
-glVertexAttribs4fvNVPROC glVertexAttribs4fvNV = NULL;
-glVertexAttribs4dvNVPROC glVertexAttribs4dvNV = NULL;
-glVertexAttribs4ubvNVPROC glVertexAttribs4ubvNV = NULL;
-
-/* NV_fence */
-
-glGenFencesNVPROC glGenFencesNV = NULL;
-glDeleteFencesNVPROC glDeleteFencesNV = NULL;
-glSetFenceNVPROC glSetFenceNV = NULL;
-glTestFenceNVPROC glTestFenceNV = NULL;
-glFinishFenceNVPROC glFinishFenceNV = NULL;
-glIsFenceNVPROC glIsFenceNV = NULL;
-glGetFenceivNVPROC glGetFenceivNV = NULL;
-
-/* NV_register_combiners2 */
-
-glCombinerStageParameterfvNVPROC glCombinerStageParameterfvNV = NULL;
-glGetCombinerStageParameterfvNVPROC glGetCombinerStageParameterfvNV = NULL;
-
-/* NV_evaluators */
-
-glMapControlPointsNVPROC glMapControlPointsNV = NULL;
-glMapParameterivNVPROC glMapParameterivNV = NULL;
-glMapParameterfvNVPROC glMapParameterfvNV = NULL;
-glGetMapControlPointsNVPROC glGetMapControlPointsNV = NULL;
-glGetMapParameterivNVPROC glGetMapParameterivNV = NULL;
-glGetMapParameterfvNVPROC glGetMapParameterfvNV = NULL;
-glGetMapAttribParameterivNVPROC glGetMapAttribParameterivNV = NULL;
-glGetMapAttribParameterfvNVPROC glGetMapAttribParameterfvNV = NULL;
-glEvalMapsNVPROC glEvalMapsNV = NULL;
-
-/* ATI_pn_triangles */
-
-glPNTrianglesiATIPROC glPNTrianglesiATI = NULL;
-glPNTrianglesfATIPROC glPNTrianglesfATI = NULL;
-
-/* ARB_point_parameters */
-
-glPointParameterfARBPROC glPointParameterfARB = NULL;
-glPointParameterfvARBPROC glPointParameterfvARB = NULL;
-
-/* ARB_vertex_blend */
-
-glWeightbvARBPROC glWeightbvARB = NULL;
-glWeightsvARBPROC glWeightsvARB = NULL;
-glWeightivARBPROC glWeightivARB = NULL;
-glWeightfvARBPROC glWeightfvARB = NULL;
-glWeightdvARBPROC glWeightdvARB = NULL;
-glWeightubvARBPROC glWeightubvARB = NULL;
-glWeightusvARBPROC glWeightusvARB = NULL;
-glWeightuivARBPROC glWeightuivARB = NULL;
-glWeightPointerARBPROC glWeightPointerARB = NULL;
-glVertexBlendARBPROC glVertexBlendARB = NULL;
-
-/* EXT_multi_draw_arrays */
-
-glMultiDrawArraysEXTPROC glMultiDrawArraysEXT = NULL;
-glMultiDrawElementsEXTPROC glMultiDrawElementsEXT = NULL;
-
-/* ARB_matrix_palette */
-
-glCurrentPaletteMatrixARBPROC glCurrentPaletteMatrixARB = NULL;
-glMatrixIndexubvARBPROC glMatrixIndexubvARB = NULL;
-glMatrixIndexusvARBPROC glMatrixIndexusvARB = NULL;
-glMatrixIndexuivARBPROC glMatrixIndexuivARB = NULL;
-glMatrixIndexPointerARBPROC glMatrixIndexPointerARB = NULL;
-
-/* EXT_vertex_shader */
-
-glBeginVertexShaderEXTPROC glBeginVertexShaderEXT = NULL;
-glEndVertexShaderEXTPROC glEndVertexShaderEXT = NULL;
-glBindVertexShaderEXTPROC glBindVertexShaderEXT = NULL;
-glGenVertexShadersEXTPROC glGenVertexShadersEXT = NULL;
-glDeleteVertexShaderEXTPROC glDeleteVertexShaderEXT = NULL;
-glShaderOp1EXTPROC glShaderOp1EXT = NULL;
-glShaderOp2EXTPROC glShaderOp2EXT = NULL;
-glShaderOp3EXTPROC glShaderOp3EXT = NULL;
-glSwizzleEXTPROC glSwizzleEXT = NULL;
-glWriteMaskEXTPROC glWriteMaskEXT = NULL;
-glInsertComponentEXTPROC glInsertComponentEXT = NULL;
-glExtractComponentEXTPROC glExtractComponentEXT = NULL;
-glGenSymbolsEXTPROC glGenSymbolsEXT = NULL;
-glSetInvariantEXTPROC glSetInvariantEXT = NULL;
-glSetLocalConstantEXTPROC glSetLocalConstantEXT = NULL;
-glVariantbvEXTPROC glVariantbvEXT = NULL;
-glVariantsvEXTPROC glVariantsvEXT = NULL;
-glVariantivEXTPROC glVariantivEXT = NULL;
-glVariantfvEXTPROC glVariantfvEXT = NULL;
-glVariantdvEXTPROC glVariantdvEXT = NULL;
-glVariantubvEXTPROC glVariantubvEXT = NULL;
-glVariantusvEXTPROC glVariantusvEXT = NULL;
-glVariantuivEXTPROC glVariantuivEXT = NULL;
-glVariantPointerEXTPROC glVariantPointerEXT = NULL;
-glEnableVariantClientStateEXTPROC glEnableVariantClientStateEXT = NULL;
-glDisableVariantClientStateEXTPROC glDisableVariantClientStateEXT = NULL;
-glBindLightParameterEXTPROC glBindLightParameterEXT = NULL;
-glBindMaterialParameterEXTPROC glBindMaterialParameterEXT = NULL;
-glBindTexGenParameterEXTPROC glBindTexGenParameterEXT = NULL;
-glBindTextureUnitParameterEXTPROC glBindTextureUnitParameterEXT = NULL;
-glBindParameterEXTPROC glBindParameterEXT = NULL;
-glIsVariantEnabledEXTPROC glIsVariantEnabledEXT = NULL;
-glGetVariantBooleanvEXTPROC glGetVariantBooleanvEXT = NULL;
-glGetVariantIntegervEXTPROC glGetVariantIntegervEXT = NULL;
-glGetVariantFloatvEXTPROC glGetVariantFloatvEXT = NULL;
-glGetVariantPointervEXTPROC glGetVariantPointervEXT = NULL;
-glGetInvariantBooleanvEXTPROC glGetInvariantBooleanvEXT = NULL;
-glGetInvariantIntegervEXTPROC glGetInvariantIntegervEXT = NULL;
-glGetInvariantFloatvEXTPROC glGetInvariantFloatvEXT = NULL;
-glGetLocalConstantBooleanvEXTPROC glGetLocalConstantBooleanvEXT = NULL;
-glGetLocalConstantIntegervEXTPROC glGetLocalConstantIntegervEXT = NULL;
-glGetLocalConstantFloatvEXTPROC glGetLocalConstantFloatvEXT = NULL;
-
-/* ATI_envmap_bumpmap */
-
-glTexBumpParameterivATIPROC glTexBumpParameterivATI = NULL;
-glTexBumpParameterfvATIPROC glTexBumpParameterfvATI = NULL;
-glGetTexBumpParameterivATIPROC glGetTexBumpParameterivATI = NULL;
-glGetTexBumpParameterfvATIPROC glGetTexBumpParameterfvATI = NULL;
-
-/* ATI_fragment_shader */
-
-glGenFragmentShadersATIPROC glGenFragmentShadersATI = NULL;
-glBindFragmentShaderATIPROC glBindFragmentShaderATI = NULL;
-glDeleteFragmentShaderATIPROC glDeleteFragmentShaderATI = NULL;
-glBeginFragmentShaderATIPROC glBeginFragmentShaderATI = NULL;
-glEndFragmentShaderATIPROC glEndFragmentShaderATI = NULL;
-glPassTexCoordATIPROC glPassTexCoordATI = NULL;
-glSampleMapATIPROC glSampleMapATI = NULL;
-glColorFragmentOp1ATIPROC glColorFragmentOp1ATI = NULL;
-glColorFragmentOp2ATIPROC glColorFragmentOp2ATI = NULL;
-glColorFragmentOp3ATIPROC glColorFragmentOp3ATI = NULL;
-glAlphaFragmentOp1ATIPROC glAlphaFragmentOp1ATI = NULL;
-glAlphaFragmentOp2ATIPROC glAlphaFragmentOp2ATI = NULL;
-glAlphaFragmentOp3ATIPROC glAlphaFragmentOp3ATI = NULL;
-glSetFragmentShaderConstantATIPROC glSetFragmentShaderConstantATI = NULL;
-
-/* ATI_element_array */
-
-glElementPointerATIPROC glElementPointerATI = NULL;
-glDrawElementArrayATIPROC glDrawElementArrayATI = NULL;
-glDrawRangeElementArrayATIPROC glDrawRangeElementArrayATI = NULL;
-
-/* ATI_vertex_streams */
-
-glClientActiveVertexStreamATIPROC glClientActiveVertexStreamATI = NULL;
-glVertexBlendEnviATIPROC glVertexBlendEnviATI = NULL;
-glVertexBlendEnvfATIPROC glVertexBlendEnvfATI = NULL;
-glVertexStream2sATIPROC glVertexStream2sATI = NULL;
-glVertexStream2svATIPROC glVertexStream2svATI = NULL;
-glVertexStream2iATIPROC glVertexStream2iATI = NULL;
-glVertexStream2ivATIPROC glVertexStream2ivATI = NULL;
-glVertexStream2fATIPROC glVertexStream2fATI = NULL;
-glVertexStream2fvATIPROC glVertexStream2fvATI = NULL;
-glVertexStream2dATIPROC glVertexStream2dATI = NULL;
-glVertexStream2dvATIPROC glVertexStream2dvATI = NULL;
-glVertexStream3sATIPROC glVertexStream3sATI = NULL;
-glVertexStream3svATIPROC glVertexStream3svATI = NULL;
-glVertexStream3iATIPROC glVertexStream3iATI = NULL;
-glVertexStream3ivATIPROC glVertexStream3ivATI = NULL;
-glVertexStream3fATIPROC glVertexStream3fATI = NULL;
-glVertexStream3fvATIPROC glVertexStream3fvATI = NULL;
-glVertexStream3dATIPROC glVertexStream3dATI = NULL;
-glVertexStream3dvATIPROC glVertexStream3dvATI = NULL;
-glVertexStream4sATIPROC glVertexStream4sATI = NULL;
-glVertexStream4svATIPROC glVertexStream4svATI = NULL;
-glVertexStream4iATIPROC glVertexStream4iATI = NULL;
-glVertexStream4ivATIPROC glVertexStream4ivATI = NULL;
-glVertexStream4fATIPROC glVertexStream4fATI = NULL;
-glVertexStream4fvATIPROC glVertexStream4fvATI = NULL;
-glVertexStream4dATIPROC glVertexStream4dATI = NULL;
-glVertexStream4dvATIPROC glVertexStream4dvATI = NULL;
-glNormalStream3bATIPROC glNormalStream3bATI = NULL;
-glNormalStream3bvATIPROC glNormalStream3bvATI = NULL;
-glNormalStream3sATIPROC glNormalStream3sATI = NULL;
-glNormalStream3svATIPROC glNormalStream3svATI = NULL;
-glNormalStream3iATIPROC glNormalStream3iATI = NULL;
-glNormalStream3ivATIPROC glNormalStream3ivATI = NULL;
-glNormalStream3fATIPROC glNormalStream3fATI = NULL;
-glNormalStream3fvATIPROC glNormalStream3fvATI = NULL;
-glNormalStream3dATIPROC glNormalStream3dATI = NULL;
-glNormalStream3dvATIPROC glNormalStream3dvATI = NULL;
-
-/* ATI_vertex_array_object */
-
-glNewObjectBufferATIPROC glNewObjectBufferATI = NULL;
-glIsObjectBufferATIPROC glIsObjectBufferATI = NULL;
-glUpdateObjectBufferATIPROC glUpdateObjectBufferATI = NULL;
-glGetObjectBufferfvATIPROC glGetObjectBufferfvATI = NULL;
-glGetObjectBufferivATIPROC glGetObjectBufferivATI = NULL;
-glFreeObjectBufferATIPROC glFreeObjectBufferATI = NULL;
-glArrayObjectATIPROC glArrayObjectATI = NULL;
-glGetArrayObjectfvATIPROC glGetArrayObjectfvATI = NULL;
-glGetArrayObjectivATIPROC glGetArrayObjectivATI = NULL;
-glVariantArrayObjectATIPROC glVariantArrayObjectATI = NULL;
-glGetVariantArrayObjectfvATIPROC glGetVariantArrayObjectfvATI = NULL;
-glGetVariantArrayObjectivATIPROC glGetVariantArrayObjectivATI = NULL;
-
-/* NV_occlusion_query */
-
-glGenOcclusionQueriesNVPROC glGenOcclusionQueriesNV = NULL;
-glDeleteOcclusionQueriesNVPROC glDeleteOcclusionQueriesNV = NULL;
-glIsOcclusionQueryNVPROC glIsOcclusionQueryNV = NULL;
-glBeginOcclusionQueryNVPROC glBeginOcclusionQueryNV = NULL;
-glEndOcclusionQueryNVPROC glEndOcclusionQueryNV = NULL;
-glGetOcclusionQueryivNVPROC glGetOcclusionQueryivNV = NULL;
-glGetOcclusionQueryuivNVPROC glGetOcclusionQueryuivNV = NULL;
-
-/* NV_point_sprite */
-
-glPointParameteriNVPROC glPointParameteriNV = NULL;
-glPointParameterivNVPROC glPointParameterivNV = NULL;
-
-/* ARB_window_pos */
-
-glWindowPos2dARBPROC glWindowPos2dARB = NULL;
-glWindowPos2fARBPROC glWindowPos2fARB = NULL;
-glWindowPos2iARBPROC glWindowPos2iARB = NULL;
-glWindowPos2sARBPROC glWindowPos2sARB = NULL;
-glWindowPos2dvARBPROC glWindowPos2dvARB = NULL;
-glWindowPos2fvARBPROC glWindowPos2fvARB = NULL;
-glWindowPos2ivARBPROC glWindowPos2ivARB = NULL;
-glWindowPos2svARBPROC glWindowPos2svARB = NULL;
-glWindowPos3dARBPROC glWindowPos3dARB = NULL;
-glWindowPos3fARBPROC glWindowPos3fARB = NULL;
-glWindowPos3iARBPROC glWindowPos3iARB = NULL;
-glWindowPos3sARBPROC glWindowPos3sARB = NULL;
-glWindowPos3dvARBPROC glWindowPos3dvARB = NULL;
-glWindowPos3fvARBPROC glWindowPos3fvARB = NULL;
-glWindowPos3ivARBPROC glWindowPos3ivARB = NULL;
-glWindowPos3svARBPROC glWindowPos3svARB = NULL;
-
-/* misc */
-
-static int error = 0;
-
-struct ExtensionTypes SupportedExtensions;
-
-/* getProcAddress */
-
-void *lglGetProcAddress(char *name)
-{
-#ifdef WIN32
- void *t = wglGetProcAddress(name);
-/* char err[1000];*/
- if (t == NULL)
- {
- /*sprintf(err, "wglGetProcAddress on %s failed", name);*/
- error = 1; /* MessageBox(0, err, "Error", MB_OK | MB_ICONHAND);*/
- }
- return t;
-#else
- void *t = glXGetProcAddressARB((byte*)name);
- if (t == NULL)
- {
- error = 1:
- }
- return t;
-#endif
-}
-
-/*-----------------------------------------------------*/
-/* WGL stuff */
-/*-----------------------------------------------------*/
-
-#ifdef WIN32
-
-static HDC _dc = 0;
-
-#endif /* WIN32 */
-
-#ifdef WIN32
-
-/* set the DC you will be working with */
-
-/** returns true if the extention is available */
-int QueryWGLExtension(const char *name)
-{
- const GLubyte *extensions = NULL;
- const GLubyte *start;
- GLubyte *where, *terminator;
-
- /* Extension names should not have spaces. */
- where = (GLubyte *) strchr(name, ' ');
- if (where || *name == '\0')
- return 0;
- if ((wglGetExtensionsStringARB == NULL) || (_dc == 0))
- if (wglGetExtensionsStringEXT == NULL)
- return 0;
- else
- extensions = wglGetExtensionsStringEXT();
- else
- extensions = wglGetExtensionsStringARB(_dc);
- /* It takes a bit of care to be fool-proof about parsing the
- OpenGL extensions string. Don't be fooled by sub-strings,
- etc. */
- start = extensions;
- for (;;)
- {
- where = (GLubyte *) strstr((const char *) start, name);
- if (!where)
- break;
- terminator = where + strlen(name);
- if (where == start || *(where - 1) == ' ')
- if (*terminator == ' ' || *terminator == '\0')
- return 1;
- start = terminator;
- }
- return 0;
-}
-
-void InitWGLARBBufferRegion()
-{
- if (!SupportedExtensions.wgl.ARB_buffer_region)
- return;
- wglCreateBufferRegionARB = (wglCreateBufferRegionARBPROC) lglGetProcAddress("wglCreateBufferRegionARB");
- wglDeleteBufferRegionARB = (wglDeleteBufferRegionARBPROC) lglGetProcAddress("wglDeleteBufferRegionARB");
- wglSaveBufferRegionARB = (wglSaveBufferRegionARBPROC) lglGetProcAddress("wglSaveBufferRegionARB");
- wglRestoreBufferRegionARB = (wglRestoreBufferRegionARBPROC) lglGetProcAddress("wglRestoreBufferRegionARB");
-
-}
-
-void InitWGLARBPbuffer()
-{
- if (!SupportedExtensions.wgl.ARB_pbuffer)
- return;
- wglCreatePbufferARB = (wglCreatePbufferARBPROC) lglGetProcAddress("wglCreatePbufferARB");
- wglGetPbufferDCARB = (wglGetPbufferDCARBPROC) lglGetProcAddress("wglGetPbufferDCARB");
- wglReleasePbufferDCARB = (wglReleasePbufferDCARBPROC) lglGetProcAddress("wglReleasePbufferDCARB");
- wglDestroyPbufferARB = (wglDestroyPbufferARBPROC) lglGetProcAddress("wglDestroyPbufferARB");
- wglQueryPbufferARB = (wglQueryPbufferARBPROC) lglGetProcAddress("wglQueryPbufferARB");
-}
-
-void InitWGLARBPixelFormat()
-{
- if (!SupportedExtensions.wgl.ARB_pixel_format)
- return;
- wglGetPixelFormatAttribivARB = (wglGetPixelFormatAttribivARBPROC) lglGetProcAddress("wglGetPixelFormatAttribivARB");
- wglGetPixelFormatAttribfvARB = (wglGetPixelFormatAttribfvARBPROC) lglGetProcAddress("wglGetPixelFormatAttribfvARB");
- wglChoosePixelFormatARB = (wglChoosePixelFormatARBPROC) lglGetProcAddress("wglChoosePixelFormatARB");
-}
-
-void InitWGLARBRenderTexture()
-{
- if (!SupportedExtensions.wgl.ARB_render_texture)
- return;
- wglBindTexImageARB = (wglBindTexImageARBPROC) lglGetProcAddress("wglBindTexImageARB");
- wglReleaseTexImageARB = (wglReleaseTexImageARBPROC) lglGetProcAddress("wglReleaseTexImageARB");
- wglSetPbufferAttribARB = (wglSetPbufferAttribARBPROC) lglGetProcAddress("wglSetPbufferAttribARB");
-}
-
-void InitWGLEXTSwapControl()
-{
- if (!SupportedExtensions.wgl.EXT_swap_control)
- return;
- wglSwapIntervalEXT = (wglSwapIntervalEXTPROC) lglGetProcAddress("wglSwapIntervalEXT");
- wglGetSwapIntervalEXT = (wglGetSwapIntervalEXTPROC) lglGetProcAddress("wglGetSwapIntervalEXT");
-}
-
-void InitWGLARBMakeCurrentRead()
-{
- if (!SupportedExtensions.wgl.ARB_make_current_read)
- return;
- wglMakeContextCurrentARB = (wglMakeContextCurrentARBPROC) lglGetProcAddress("wglMakeContextCurrentARB");
- wglGetCurrentReadDCARB = (wglGetCurrentReadDCARBPROC) lglGetProcAddress("wglGetCurrentReadDCARB");
-}
-
-void InitSupportedWGLExtensions()
-{
- SupportedExtensions.wgl.ARB_buffer_region = QueryWGLExtension("WGL_ARB_buffer_region");
- SupportedExtensions.wgl.ARB_pbuffer = QueryWGLExtension("WGL_ARB_pbuffer");
- SupportedExtensions.wgl.ARB_pixel_format = QueryWGLExtension("WGL_ARB_pixel_format");
- SupportedExtensions.wgl.ARB_render_texture = QueryWGLExtension("WGL_ARB_render_texture");
- SupportedExtensions.wgl.EXT_swap_control = QueryWGLExtension("WGL_EXT_swap_control");
- SupportedExtensions.wgl.ARB_make_current_read = QueryWGLExtension("WGL_ARB_make_current_read");
- SupportedExtensions.wgl.ARB_multisample = QueryWGLExtension("WGL_ARB_multisample");
-}
-
-void _wglSetDC(HDC dc)
-{
- _dc = dc;
-}
-
-int wglInitialize(HDC dc)
-{
- _dc = dc;
- error = 0;
- wglGetExtensionsStringARB = (wglGetExtensionsStringARBPROC) lglGetProcAddress("wglGetExtensionsStringARB");
- wglGetExtensionsStringEXT = (wglGetExtensionsStringEXTPROC) lglGetProcAddress("wglGetExtensionsStringEXT");
- SupportedExtensions.wgl.ARB_extensions_string = wglGetExtensionsStringARB != NULL;
- SupportedExtensions.wgl.EXT_extensions_string = wglGetExtensionsStringEXT != NULL;
- error = 0;
-
- InitSupportedWGLExtensions();
-
-
- InitWGLARBMakeCurrentRead();
- InitWGLEXTSwapControl();
- InitWGLARBRenderTexture();
- InitWGLARBPixelFormat();
- InitWGLARBPbuffer();
- InitWGLARBBufferRegion();
-
- return error;
-}
-
-#endif /* WIN32 */
-
-/*-----------------------------------------------------*/
-/* WGL stuff END*/
-/*-----------------------------------------------------*/
-
-/** returns true if the extention is available */
-int QueryExtension(const char *name)
-{
- const GLubyte *extensions = NULL;
- const GLubyte *start;
- GLubyte *where, *terminator;
-
- /* Extension names should not have spaces. */
- where = (GLubyte *) strchr(name, ' ');
- if (where || *name == '\0')
- return 0;
- extensions = glGetString(GL_EXTENSIONS);
- /* It takes a bit of care to be fool-proof about parsing the
- OpenGL extensions string. Don't be fooled by sub-strings,
- etc. */
- start = extensions;
- for (;;)
- {
- where = (GLubyte *) strstr((const char *) start, name);
- if (!where)
- break;
- terminator = where + strlen(name);
- if (where == start || *(where - 1) == ' ')
- if (*terminator == ' ' || *terminator == '\0')
- return 1;
- start = terminator;
- }
- return 0;
-
-/* char *s = (char*)glGetString(GL_EXTENSIONS);
- char *temp = strstr(s, name);
- return temp!=NULL;*/
-}
-
-void InitARBWindowPos()
-{
- if (!SupportedExtensions.ARB_window_pos)
- return;
- glWindowPos2dARB = (glWindowPos2dARBPROC) lglGetProcAddress("glWindowPos2dARB");
- glWindowPos2fARB = (glWindowPos2fARBPROC) lglGetProcAddress("glWindowPos2fARB");
- glWindowPos2iARB = (glWindowPos2iARBPROC) lglGetProcAddress("glWindowPos2iARB");
- glWindowPos2sARB = (glWindowPos2sARBPROC) lglGetProcAddress("glWindowPos2sARB");
- glWindowPos2dvARB = (glWindowPos2dvARBPROC) lglGetProcAddress("glWindowPos2dvARB");
- glWindowPos2fvARB = (glWindowPos2fvARBPROC) lglGetProcAddress("glWindowPos2fvARB");
- glWindowPos2ivARB = (glWindowPos2ivARBPROC) lglGetProcAddress("glWindowPos2ivARB");
- glWindowPos2svARB = (glWindowPos2svARBPROC) lglGetProcAddress("glWindowPos2svARB");
- glWindowPos3dARB = (glWindowPos3dARBPROC) lglGetProcAddress("glWindowPos3dARB");
- glWindowPos3fARB = (glWindowPos3fARBPROC) lglGetProcAddress("glWindowPos3fARB");
- glWindowPos3iARB = (glWindowPos3iARBPROC) lglGetProcAddress("glWindowPos3iARB");
- glWindowPos3sARB = (glWindowPos3sARBPROC) lglGetProcAddress("glWindowPos3sARB");
- glWindowPos3dvARB = (glWindowPos3dvARBPROC) lglGetProcAddress("glWindowPos3dvARB");
- glWindowPos3fvARB = (glWindowPos3fvARBPROC) lglGetProcAddress("glWindowPos3fvARB");
- glWindowPos3ivARB = (glWindowPos3ivARBPROC) lglGetProcAddress("glWindowPos3ivARB");
- glWindowPos3svARB = (glWindowPos3svARBPROC) lglGetProcAddress("glWindowPos3svARB");
-}
-
-void InitARBTextureCompression()
-{
- if (!SupportedExtensions.ARB_texture_compression)
- return;
- glCompressedTexImage3DARB = (glCompressedTexImage3DPROC) lglGetProcAddress("glCompressedTexImage3DARB");
- glCompressedTexImage2DARB = (glCompressedTexImage2DPROC) lglGetProcAddress("glCompressedTexImage2DARB");
- glCompressedTexImage1DARB = (glCompressedTexImage1DPROC) lglGetProcAddress("glCompressedTexImage1DARB");
- glCompressedTexSubImage3DARB = (glCompressedTexSubImage3DPROC) lglGetProcAddress("glCompressedTexSubImage3DARB");
- glCompressedTexSubImage2DARB = (glCompressedTexSubImage2DPROC) lglGetProcAddress("glCompressedTexSubImage2DARB");
- glCompressedTexSubImage1DARB = (glCompressedTexSubImage1DPROC) lglGetProcAddress("glCompressedTexSubImage1DARB");
- glGetCompressedTexImageARB = (glGetCompressedTexImagePROC) lglGetProcAddress("glGetCompressedTexImageARB");
-}
-
-void InitNVPointSprite()
-{
- if (!SupportedExtensions.NV_point_sprite)
- return;
- glPointParameteriNV = (glPointParameteriNVPROC) lglGetProcAddress("glPointParameteriNV");
- glPointParameterivNV = (glPointParameterivNVPROC) lglGetProcAddress("glPointParameterivNV");
-}
-
-void InitNVOcclusionQuery()
-{
- if (!SupportedExtensions.NV_occlusion_query)
- return;
- glGenOcclusionQueriesNV = (glGenOcclusionQueriesNVPROC) lglGetProcAddress("glGenOcclusionQueriesNV");
- glDeleteOcclusionQueriesNV = (glDeleteOcclusionQueriesNVPROC) lglGetProcAddress("glDeleteOcclusionQueriesNV");
- glIsOcclusionQueryNV = (glIsOcclusionQueryNVPROC) lglGetProcAddress("glIsOcclusionQueryNV");
- glBeginOcclusionQueryNV = (glBeginOcclusionQueryNVPROC) lglGetProcAddress("glBeginOcclusionQueryNV");
- glEndOcclusionQueryNV = (glEndOcclusionQueryNVPROC) lglGetProcAddress("glEndOcclusionQueryNV");
- glGetOcclusionQueryivNV = (glGetOcclusionQueryivNVPROC) lglGetProcAddress("glGetOcclusionQueryivNV");
- glGetOcclusionQueryuivNV = (glGetOcclusionQueryuivNVPROC) lglGetProcAddress("glGetOcclusionQueryuivNV");
-}
-
-#ifndef __PROTOTYPE__
-
-void InitATIVertexArrayObject()
-{
- if (!SupportedExtensions.ATI_vertex_array_object)
- return;
- glNewObjectBufferATI = (glNewObjectBufferATIPROC) lglGetProcAddress("glNewObjectBufferATI");
- glIsObjectBufferATI = (glIsObjectBufferATIPROC) lglGetProcAddress("glIsObjectBufferATI");
- glUpdateObjectBufferATI = (glUpdateObjectBufferATIPROC) lglGetProcAddress("glUpdateObjectBufferATI");
- glGetObjectBufferfvATI = (glGetObjectBufferfvATIPROC) lglGetProcAddress("glGetObjectBufferfvATI");
- glGetObjectBufferivATI = (glGetObjectBufferivATIPROC) lglGetProcAddress("glGetObjectBufferivATI");
- glFreeObjectBufferATI = (glFreeObjectBufferATIPROC) lglGetProcAddress("glFreeObjectBufferATI");
- glArrayObjectATI = (glArrayObjectATIPROC) lglGetProcAddress("glArrayObjectATI");
- glGetArrayObjectfvATI = (glGetArrayObjectfvATIPROC) lglGetProcAddress("glGetArrayObjectfvATI");
- glGetArrayObjectivATI = (glGetArrayObjectivATIPROC) lglGetProcAddress("glGetArrayObjectivATI");
- glVariantArrayObjectATI = (glVariantArrayObjectATIPROC) lglGetProcAddress("glVariantArrayObjectATI");
- glGetVariantArrayObjectfvATI = (glGetVariantArrayObjectfvATIPROC) lglGetProcAddress("glGetVariantArrayObjectfvATI");
- glGetVariantArrayObjectivATI = (glGetVariantArrayObjectivATIPROC) lglGetProcAddress("glGetVariantArrayObjectivATI");
-}
-
-void InitATIVertexStreams()
-{
- if (!SupportedExtensions.ATI_vertex_streams)
- return;
- glClientActiveVertexStreamATI = (glClientActiveVertexStreamATIPROC) lglGetProcAddress("glClientActiveVertexStreamATI");
- glVertexBlendEnviATI = (glVertexBlendEnviATIPROC) lglGetProcAddress("glVertexBlendEnviATI");
- glVertexBlendEnvfATI = (glVertexBlendEnvfATIPROC) lglGetProcAddress("glVertexBlendEnvfATI");
- glVertexStream2sATI = (glVertexStream2sATIPROC) lglGetProcAddress("glVertexStream2sATI");
- glVertexStream2svATI = (glVertexStream2svATIPROC) lglGetProcAddress("glVertexStream2svATI");
- glVertexStream2iATI = (glVertexStream2iATIPROC) lglGetProcAddress("glVertexStream2iATI");
- glVertexStream2ivATI = (glVertexStream2ivATIPROC) lglGetProcAddress("glVertexStream2ivATI");
- glVertexStream2fATI = (glVertexStream2fATIPROC) lglGetProcAddress("glVertexStream2fATI");
- glVertexStream2fvATI = (glVertexStream2fvATIPROC) lglGetProcAddress("glVertexStream2fvATI");
- glVertexStream2dATI = (glVertexStream2dATIPROC) lglGetProcAddress("glVertexStream2dATI");
- glVertexStream2dvATI = (glVertexStream2dvATIPROC) lglGetProcAddress("glVertexStream2dvATI");
- glVertexStream3sATI = (glVertexStream3sATIPROC) lglGetProcAddress("glVertexStream3sATI");
- glVertexStream3svATI = (glVertexStream3svATIPROC) lglGetProcAddress("glVertexStream3svATI");
- glVertexStream3iATI = (glVertexStream3iATIPROC) lglGetProcAddress("glVertexStream3iATI");
- glVertexStream3ivATI = (glVertexStream3ivATIPROC) lglGetProcAddress("glVertexStream3ivATI");
- glVertexStream3fATI = (glVertexStream3fATIPROC) lglGetProcAddress("glVertexStream3fATI");
- glVertexStream3fvATI = (glVertexStream3fvATIPROC) lglGetProcAddress("glVertexStream3fvATI");
- glVertexStream3dATI = (glVertexStream3dATIPROC) lglGetProcAddress("glVertexStream3dATI");
- glVertexStream3dvATI = (glVertexStream3dvATIPROC) lglGetProcAddress("glVertexStream3dvATI");
- glVertexStream4sATI = (glVertexStream4sATIPROC) lglGetProcAddress("glVertexStream4sATI");
- glVertexStream4svATI = (glVertexStream4svATIPROC) lglGetProcAddress("glVertexStream4svATI");
- glVertexStream4iATI = (glVertexStream4iATIPROC) lglGetProcAddress("glVertexStream4iATI");
- glVertexStream4ivATI = (glVertexStream4ivATIPROC) lglGetProcAddress("glVertexStream4ivATI");
- glVertexStream4fATI = (glVertexStream4fATIPROC) lglGetProcAddress("glVertexStream4fATI");
- glVertexStream4fvATI = (glVertexStream4fvATIPROC) lglGetProcAddress("glVertexStream4fvATI");
- glVertexStream4dATI = (glVertexStream4dATIPROC) lglGetProcAddress("glVertexStream4dATI");
- glVertexStream4dvATI = (glVertexStream4dvATIPROC) lglGetProcAddress("glVertexStream4dvATI");
- glNormalStream3bATI = (glNormalStream3bATIPROC) lglGetProcAddress("glNormalStream3bATI");
- glNormalStream3bvATI = (glNormalStream3bvATIPROC) lglGetProcAddress("glNormalStream3bvATI");
- glNormalStream3sATI = (glNormalStream3sATIPROC) lglGetProcAddress("glNormalStream3sATI");
- glNormalStream3svATI = (glNormalStream3svATIPROC) lglGetProcAddress("glNormalStream3svATI");
- glNormalStream3iATI = (glNormalStream3iATIPROC) lglGetProcAddress("glNormalStream3iATI");
- glNormalStream3ivATI = (glNormalStream3ivATIPROC) lglGetProcAddress("glNormalStream3ivATI");
- glNormalStream3fATI = (glNormalStream3fATIPROC) lglGetProcAddress("glNormalStream3fATI");
- glNormalStream3fvATI = (glNormalStream3fvATIPROC) lglGetProcAddress("glNormalStream3fvATI");
- glNormalStream3dATI = (glNormalStream3dATIPROC) lglGetProcAddress("glNormalStream3dATI");
- glNormalStream3dvATI = (glNormalStream3dvATIPROC) lglGetProcAddress("glNormalStream3dvATI");
-}
-
-void InitATIElementArray()
-{
- if (!SupportedExtensions.ATI_element_array)
- return;
- glElementPointerATI = (glElementPointerATIPROC) lglGetProcAddress("glElementPointerATI");
- glDrawElementArrayATI = (glDrawElementArrayATIPROC) lglGetProcAddress("glDrawElementArrayATI");
- glDrawRangeElementArrayATI = (glDrawRangeElementArrayATIPROC) lglGetProcAddress("glDrawRangeElementArrayATI");
-}
-
-void InitATIFragmentShader()
-{
- if (!SupportedExtensions.ATI_fragment_shader)
- return;
- glGenFragmentShadersATI = (glGenFragmentShadersATIPROC) lglGetProcAddress("glGenFragmentShadersATI");
- glBindFragmentShaderATI = (glBindFragmentShaderATIPROC) lglGetProcAddress("glBindFragmentShaderATI");
- glDeleteFragmentShaderATI = (glDeleteFragmentShaderATIPROC) lglGetProcAddress("glDeleteFragmentShaderATI");
- glBeginFragmentShaderATI = (glBeginFragmentShaderATIPROC) lglGetProcAddress("glBeginFragmentShaderATI");
- glEndFragmentShaderATI = (glEndFragmentShaderATIPROC) lglGetProcAddress("glEndFragmentShaderATI");
- glPassTexCoordATI = (glPassTexCoordATIPROC) lglGetProcAddress("glPassTexCoordATI");
- glSampleMapATI = (glSampleMapATIPROC) lglGetProcAddress("glSampleMapATI");
- glColorFragmentOp1ATI = (glColorFragmentOp1ATIPROC) lglGetProcAddress("glColorFragmentOp1ATI");
- glColorFragmentOp2ATI = (glColorFragmentOp2ATIPROC) lglGetProcAddress("glColorFragmentOp2ATI");
- glColorFragmentOp3ATI = (glColorFragmentOp3ATIPROC) lglGetProcAddress("glColorFragmentOp3ATI");
- glAlphaFragmentOp1ATI = (glAlphaFragmentOp1ATIPROC) lglGetProcAddress("glAlphaFragmentOp1ATI");
- glAlphaFragmentOp2ATI = (glAlphaFragmentOp2ATIPROC) lglGetProcAddress("glAlphaFragmentOp2ATI");
- glAlphaFragmentOp3ATI = (glAlphaFragmentOp3ATIPROC) lglGetProcAddress("glAlphaFragmentOp3ATI");
- glSetFragmentShaderConstantATI = (glSetFragmentShaderConstantATIPROC) lglGetProcAddress("glSetFragmentShaderConstantATI");
-}
-
-void InitATIEnvmapBumpmap()
-{
- if (!SupportedExtensions.ATI_envmap_bumpmap)
- return;
- glTexBumpParameterivATI = (glTexBumpParameterivATIPROC) lglGetProcAddress("glTexBumpParameterivATI");
- glTexBumpParameterfvATI = (glTexBumpParameterfvATIPROC) lglGetProcAddress("glTexBumpParameterfvATI");
- glGetTexBumpParameterivATI = (glGetTexBumpParameterivATIPROC) lglGetProcAddress("glGetTexBumpParameterivATI");
- glGetTexBumpParameterfvATI = (glGetTexBumpParameterfvATIPROC) lglGetProcAddress("glGetTexBumpParameterfvATI");
-}
-
-void InitEXTVertexShader()
-{
- if (!SupportedExtensions.EXT_vertex_shader)
- return;
- glBeginVertexShaderEXT = (glBeginVertexShaderEXTPROC) lglGetProcAddress("glBeginVertexShaderEXT");
- glEndVertexShaderEXT = (glEndVertexShaderEXTPROC) lglGetProcAddress("glEndVertexShaderEXT");
- glBindVertexShaderEXT = (glBindVertexShaderEXTPROC) lglGetProcAddress("glBindVertexShaderEXT");
- glGenVertexShadersEXT = (glGenVertexShadersEXTPROC) lglGetProcAddress("glGenVertexShadersEXT");
- glDeleteVertexShaderEXT = (glDeleteVertexShaderEXTPROC) lglGetProcAddress("glDeleteVertexShaderEXT");
- glShaderOp1EXT = (glShaderOp1EXTPROC) lglGetProcAddress("glShaderOp1EXT");
- glShaderOp2EXT = (glShaderOp2EXTPROC) lglGetProcAddress("glShaderOp2EXT");
- glShaderOp3EXT = (glShaderOp3EXTPROC) lglGetProcAddress("glShaderOp3EXT");
- glSwizzleEXT = (glSwizzleEXTPROC) lglGetProcAddress("glSwizzleEXT");
- glWriteMaskEXT = (glWriteMaskEXTPROC) lglGetProcAddress("glWriteMaskEXT");
- glInsertComponentEXT = (glInsertComponentEXTPROC) lglGetProcAddress("glInsertComponentEXT");
- glExtractComponentEXT = (glExtractComponentEXTPROC) lglGetProcAddress("glExtractComponentEXT");
- glGenSymbolsEXT = (glGenSymbolsEXTPROC) lglGetProcAddress("glGenSymbolsEXT");
- glSetInvariantEXT = (glSetInvariantEXTPROC) lglGetProcAddress("glSetInvarianceEXT");
- glSetLocalConstantEXT = (glSetLocalConstantEXTPROC) lglGetProcAddress("glSetLocalConstantEXT");
- glVariantbvEXT = (glVariantbvEXTPROC) lglGetProcAddress("glVariantbvEXT");
- glVariantsvEXT = (glVariantsvEXTPROC) lglGetProcAddress("glVariantsvEXT");
- glVariantivEXT = (glVariantivEXTPROC) lglGetProcAddress("glVariantivEXT");
- glVariantfvEXT = (glVariantfvEXTPROC) lglGetProcAddress("glVariantfvEXT");
- glVariantdvEXT = (glVariantdvEXTPROC) lglGetProcAddress("glVariantdvEXT");
- glVariantubvEXT = (glVariantubvEXTPROC) lglGetProcAddress("glVariantubvEXT");
- glVariantusvEXT = (glVariantusvEXTPROC) lglGetProcAddress("glVariantusvEXT");
- glVariantuivEXT = (glVariantuivEXTPROC) lglGetProcAddress("glVariantuivEXT");
- glVariantPointerEXT = (glVariantPointerEXTPROC) lglGetProcAddress("glVariantPointerEXT");
- glEnableVariantClientStateEXT = (glEnableVariantClientStateEXTPROC) lglGetProcAddress("glEnableVariantClientStateEXT");
- glDisableVariantClientStateEXT = (glDisableVariantClientStateEXTPROC) lglGetProcAddress("glDisableVariantClientStateEXT");
- glBindLightParameterEXT = (glBindLightParameterEXTPROC) lglGetProcAddress("glBindLightParameterEXT");
- glBindMaterialParameterEXT = (glBindMaterialParameterEXTPROC) lglGetProcAddress("glBindMaterialParameterEXT");
- glBindTexGenParameterEXT = (glBindTexGenParameterEXTPROC) lglGetProcAddress("glBindTexGenParameterEXT");
- glBindTextureUnitParameterEXT = (glBindTextureUnitParameterEXTPROC) lglGetProcAddress("glBindTextureUnitParameterEXT");
- glBindParameterEXT = (glBindParameterEXTPROC) lglGetProcAddress("glBindParameterEXT");
- glIsVariantEnabledEXT = (glIsVariantEnabledEXTPROC) lglGetProcAddress("glIsVariantEnabledEXT");
- glGetVariantBooleanvEXT = (glGetVariantBooleanvEXTPROC) lglGetProcAddress("glGetVariantBooleanvEXT");
- glGetVariantIntegervEXT = (glGetVariantIntegervEXTPROC) lglGetProcAddress("glGetVariantIntegervEXT");
- glGetVariantFloatvEXT = (glGetVariantFloatvEXTPROC) lglGetProcAddress("glGetVariantFloatvEXT");
- glGetVariantPointervEXT = (glGetVariantPointervEXTPROC) lglGetProcAddress("glGetVariantPointervEXT");
- glGetInvariantBooleanvEXT = (glGetInvariantBooleanvEXTPROC) lglGetProcAddress("glGetInvariantBooleanvEXT");
- glGetInvariantIntegervEXT = (glGetInvariantIntegervEXTPROC) lglGetProcAddress("glGetInvariantIntegervEXT");
- glGetInvariantFloatvEXT = (glGetInvariantFloatvEXTPROC) lglGetProcAddress("glGetInvariantFloatvEXT");
- glGetLocalConstantBooleanvEXT = (glGetLocalConstantBooleanvEXTPROC) lglGetProcAddress("glGetLocalConstantBooleanvEXT");
- glGetLocalConstantIntegervEXT = (glGetLocalConstantIntegervEXTPROC) lglGetProcAddress("glGetLocalConstantIntegervEXT");
- glGetLocalConstantFloatvEXT = (glGetLocalConstantFloatvEXTPROC) lglGetProcAddress("glGetLocalConstantFloatvEXT");
-}
-
-void InitARBMatrixPalette()
-{
- if (!SupportedExtensions.ARB_matrix_palette)
- return;
- glCurrentPaletteMatrixARB = (glCurrentPaletteMatrixARBPROC) lglGetProcAddress("glCurrentPaletteMatrixARB");
- glMatrixIndexubvARB = (glMatrixIndexubvARBPROC) lglGetProcAddress("glMatrixIndexubvARB");
- glMatrixIndexusvARB = (glMatrixIndexusvARBPROC) lglGetProcAddress("glMatrixIndexusvARB");
- glMatrixIndexuivARB = (glMatrixIndexuivARBPROC) lglGetProcAddress("glMatrixIndexuivARB");
- glMatrixIndexPointerARB = (glMatrixIndexPointerARBPROC) lglGetProcAddress("glMatrixIndexPointerARB");
-}
-
-void InitEXTMultiDrawArrays()
-{
- if (!SupportedExtensions.EXT_multi_draw_arrays)
- return;
- glMultiDrawArraysEXT = (glMultiDrawArraysEXTPROC) lglGetProcAddress("glMultiDrawArraysEXT");
- glMultiDrawElementsEXT = (glMultiDrawElementsEXTPROC) lglGetProcAddress("glMultiDrawElementsEXT");
-}
-
-void InitARBVertexBlend()
-{
- if (!SupportedExtensions.ARB_vertex_blend)
- return;
- glWeightbvARB = (glWeightbvARBPROC) lglGetProcAddress("glWeightbvARB");
- glWeightsvARB = (glWeightsvARBPROC) lglGetProcAddress("glWeightsvARB");
- glWeightivARB = (glWeightivARBPROC) lglGetProcAddress("glWeightivARB");
- glWeightfvARB = (glWeightfvARBPROC) lglGetProcAddress("glWeightfvARB");
- glWeightdvARB = (glWeightdvARBPROC) lglGetProcAddress("glWeightdvARB");
- glWeightubvARB = (glWeightubvARBPROC) lglGetProcAddress("glWeightubvARB");
- glWeightusvARB = (glWeightusvARBPROC) lglGetProcAddress("glWeightusvARB");
- glWeightuivARB = (glWeightuivARBPROC) lglGetProcAddress("glWeightuivARB");
- glWeightPointerARB = (glWeightPointerARBPROC) lglGetProcAddress("glWeightPointerARB");
- glVertexBlendARB = (glVertexBlendARBPROC) lglGetProcAddress("glVertexBlendARB");
-}
-
-void InitARBPointParameters()
-{
- if (!SupportedExtensions.ARB_point_parameters)
- return;
- glPointParameterfARB = (glPointParameterfARBPROC) lglGetProcAddress("glPointParameterfARB");
- glPointParameterfvARB = (glPointParameterfvARBPROC) lglGetProcAddress("glPointParameterfvARB");
-}
-
-void InitATIPNTriangles()
-{
- if (!SupportedExtensions.ATI_pn_triangles)
- return;
- glPNTrianglesiATI = (glPNTrianglesiATIPROC) lglGetProcAddress("glPNTrianglesiATI");
- glPNTrianglesfATI = (glPNTrianglesfATIPROC) lglGetProcAddress("glPNTrianglesfATI");
-}
-
-void InitNVEvaluators()
-{
- if (!SupportedExtensions.NV_evaluators)
- return;
- glMapControlPointsNV = (glMapControlPointsNVPROC) lglGetProcAddress("glMapControlPointsNV");
- glMapParameterivNV = (glMapParameterivNVPROC) lglGetProcAddress("glMapParameterivNV");
- glMapParameterfvNV = (glMapParameterfvNVPROC) lglGetProcAddress("glMapParameterfvNV");
- glGetMapControlPointsNV = (glGetMapControlPointsNVPROC) lglGetProcAddress("glGetMapControlPointsNV");
- glGetMapParameterivNV = (glGetMapParameterivNVPROC) lglGetProcAddress("glGetMapParameterivNV");
- glGetMapParameterfvNV = (glGetMapParameterfvNVPROC) lglGetProcAddress("glGetMapParameterfvNV");
- glGetMapAttribParameterivNV = (glGetMapAttribParameterivNVPROC) lglGetProcAddress("glGetMapAttribParameterivNV");
- glGetMapAttribParameterfvNV = (glGetMapAttribParameterfvNVPROC) lglGetProcAddress("glGetMapAttribParameterfvNV");
- glEvalMapsNV = (glEvalMapsNVPROC) lglGetProcAddress("glEvalMapsNV");
-}
-
-void InitNVRegisterCombiners2()
-{
- if (!SupportedExtensions.NV_register_combiners2)
- return;
- glCombinerStageParameterfvNV = (glCombinerStageParameterfvNVPROC) lglGetProcAddress("glCombinerStageParameterfvNV");
- glGetCombinerStageParameterfvNV = (glGetCombinerStageParameterfvNVPROC) lglGetProcAddress("glGetCombinerStageParameterfvNV");
-}
-
-void InitNVFence()
-{
- if (!SupportedExtensions.NV_fence)
- return;
- glGenFencesNV = (glGenFencesNVPROC) lglGetProcAddress("glGenFencesNV");
- glDeleteFencesNV = (glDeleteFencesNVPROC) lglGetProcAddress("glDeleteFencesNV");
- glSetFenceNV = (glSetFenceNVPROC) lglGetProcAddress("glSetFenceNV");
- glTestFenceNV = (glTestFenceNVPROC) lglGetProcAddress("glTestFenceNV");
- glFinishFenceNV = (glFinishFenceNVPROC) lglGetProcAddress("glFinishFenceNV");
- glIsFenceNV = (glIsFenceNVPROC) lglGetProcAddress("glIsFenceNV");
- glGetFenceivNV = (glGetFenceivNVPROC) lglGetProcAddress("glGetFenceivNV");
-}
-
-void InitNVVertexProgram()
-{
- if (!SupportedExtensions.NV_vertex_program)
- return;
- glBindProgramNV = (glBindProgramNVPROC) lglGetProcAddress("glBindProgramNV");
- glDeleteProgramsNV = (glDeleteProgramsNVPROC) lglGetProcAddress("glDeleteProgramsNV");
- glExecuteProgramNV = (glExecuteProgramNVPROC) lglGetProcAddress("glExecuteProgramNV");
- glGenProgramsNV = (glGenProgramsNVPROC) lglGetProcAddress("glGenProgramsNV");
- glAreProgramsResidentNV = (glAreProgramsResidentNVPROC) lglGetProcAddress("glAreProgramsResidentNV");
- glRequestResidentProgramsNV = (glRequestResidentProgramsNVPROC) lglGetProcAddress("glRequestResidentProgramsNV");
- glGetProgramParameterfvNV = (glGetProgramParameterfvNVPROC) lglGetProcAddress("glGetProgramParameterfvNV");
- glGetProgramParameterdvNV = (glGetProgramParameterdvNVPROC) lglGetProcAddress("glGetProgramParameterdvNV");
- glGetProgramivNV = (glGetProgramivNVPROC) lglGetProcAddress("glGetProgramivNV");
- glGetProgramStringNV = (glGetProgramStringNVPROC) lglGetProcAddress("glGetProgramStringNV");
- glGetTrackMatrixivNV = (glGetTrackMatrixivNVPROC) lglGetProcAddress("glGetTrackMatrixivNV");
- glGetVertexAttribdvNV = (glGetVertexAttribdvNVPROC) lglGetProcAddress("glGetVertexAttribdvNV");
- glGetVertexAttribfvNV = (glGetVertexAttribfvNVPROC) lglGetProcAddress("glGetVertexAttribfvNV");
- glGetVertexAttribivNV = (glGetVertexAttribivNVPROC) lglGetProcAddress("glGetVertexAttribivNV");
- glGetVertexAttribPointervNV = (glGetVertexAttribPointervNVPROC) lglGetProcAddress("glGetVertexAttribPointervNV");
- glIsProgramNV = (glIsProgramNVPROC) lglGetProcAddress("glIsProgramNV");
- glLoadProgramNV = (glLoadProgramNVPROC) lglGetProcAddress("glLoadProgramNV");
- glProgramParameter4fNV = (glProgramParameter4fNVPROC) lglGetProcAddress("glProgramParameter4fNV");
- glProgramParameter4dNV = (glProgramParameter4dNVPROC) lglGetProcAddress("glProgramParameter4dNV");
- glProgramParameter4dvNV = (glProgramParameter4dvNVPROC) lglGetProcAddress("glProgramParameter4dvNV");
- glProgramParameter4fvNV = (glProgramParameter4fvNVPROC) lglGetProcAddress("glProgramParameter4fvNV");
- glProgramParameters4dvNV = (glProgramParameters4dvNVPROC) lglGetProcAddress("glProgramParameters4dvNV");
- glProgramParameters4fvNV = (glProgramParameters4fvNVPROC) lglGetProcAddress("glProgramParameters4fvNV");
- glTrackMatrixNV = (glTrackMatrixNVPROC) lglGetProcAddress("glTrackMatrixNV");
- glVertexAttribPointerNV = (glVertexAttribPointerNVPROC) lglGetProcAddress("glVertexAttribPointerNV");
- glVertexAttrib1sNV = (glVertexAttrib1sNVPROC) lglGetProcAddress("glVertexAttrib1sNV");
- glVertexAttrib1fNV = (glVertexAttrib1fNVPROC) lglGetProcAddress("glVertexAttrib1fNV");
- glVertexAttrib1dNV = (glVertexAttrib1dNVPROC) lglGetProcAddress("glVertexAttrib1dNV");
- glVertexAttrib2sNV = (glVertexAttrib2sNVPROC) lglGetProcAddress("glVertexAttrib2sNV");
- glVertexAttrib2fNV = (glVertexAttrib2fNVPROC) lglGetProcAddress("glVertexAttrib2fNV");
- glVertexAttrib2dNV = (glVertexAttrib2dNVPROC) lglGetProcAddress("glVertexAttrib2dNV");
- glVertexAttrib3sNV = (glVertexAttrib3sNVPROC) lglGetProcAddress("glVertexAttrib3sNV");
- glVertexAttrib3fNV = (glVertexAttrib3fNVPROC) lglGetProcAddress("glVertexAttrib3fNV");
- glVertexAttrib3dNV = (glVertexAttrib3dNVPROC) lglGetProcAddress("glVertexAttrib3dNV");
- glVertexAttrib4sNV = (glVertexAttrib4sNVPROC) lglGetProcAddress("glVertexAttrib4sNV");
- glVertexAttrib4fNV = (glVertexAttrib4fNVPROC) lglGetProcAddress("glVertexAttrib4fNV");
- glVertexAttrib4dNV = (glVertexAttrib4dNVPROC) lglGetProcAddress("glVertexAttrib4dNV");
- glVertexAttrib4ubNV = (glVertexAttrib4ubNVPROC) lglGetProcAddress("glVertexAttrib4ubNV");
- glVertexAttrib1svNV = (glVertexAttrib1svNVPROC) lglGetProcAddress("glVertexAttrib1svNV");
- glVertexAttrib1fvNV = (glVertexAttrib1fvNVPROC) lglGetProcAddress("glVertexAttrib1fvNV");
- glVertexAttrib1dvNV = (glVertexAttrib1dvNVPROC) lglGetProcAddress("glVertexAttrib1dvNV");
- glVertexAttrib2svNV = (glVertexAttrib2svNVPROC) lglGetProcAddress("glVertexAttrib2svNV");
- glVertexAttrib2fvNV = (glVertexAttrib2fvNVPROC) lglGetProcAddress("glVertexAttrib2fvNV");
- glVertexAttrib2dvNV = (glVertexAttrib2dvNVPROC) lglGetProcAddress("glVertexAttrib2dvNV");
- glVertexAttrib3svNV = (glVertexAttrib3svNVPROC) lglGetProcAddress("glVertexAttrib3svNV");
- glVertexAttrib3fvNV = (glVertexAttrib3fvNVPROC) lglGetProcAddress("glVertexAttrib3fvNV");
- glVertexAttrib3dvNV = (glVertexAttrib3dvNVPROC) lglGetProcAddress("glVertexAttrib3dvNV");
- glVertexAttrib4svNV = (glVertexAttrib4svNVPROC) lglGetProcAddress("glVertexAttrib4svNV");
- glVertexAttrib4fvNV = (glVertexAttrib4fvNVPROC) lglGetProcAddress("glVertexAttrib4fvNV");
- glVertexAttrib4dvNV = (glVertexAttrib4dvNVPROC) lglGetProcAddress("glVertexAttrib4dvNV");
- glVertexAttrib4ubvNV = (glVertexAttrib4ubvNVPROC) lglGetProcAddress("glVertexAttrib4ubvNV");
- glVertexAttribs1svNV = (glVertexAttribs1svNVPROC) lglGetProcAddress("glVertexAttribs1svNV");
- glVertexAttribs1fvNV = (glVertexAttribs1fvNVPROC) lglGetProcAddress("glVertexAttribs1fvNV");
- glVertexAttribs1dvNV = (glVertexAttribs1dvNVPROC) lglGetProcAddress("glVertexAttribs1dvNV");
- glVertexAttribs2svNV = (glVertexAttribs2svNVPROC) lglGetProcAddress("glVertexAttribs2svNV");
- glVertexAttribs2fvNV = (glVertexAttribs2fvNVPROC) lglGetProcAddress("glVertexAttribs2fvNV");
- glVertexAttribs2dvNV = (glVertexAttribs2dvNVPROC) lglGetProcAddress("glVertexAttribs2dvNV");
- glVertexAttribs3svNV = (glVertexAttribs3svNVPROC) lglGetProcAddress("glVertexAttribs3svNV");
- glVertexAttribs3fvNV = (glVertexAttribs3fvNVPROC) lglGetProcAddress("glVertexAttribs3fvNV");
- glVertexAttribs3dvNV = (glVertexAttribs3dvNVPROC) lglGetProcAddress("glVertexAttribs3dvNV");
- glVertexAttribs4svNV = (glVertexAttribs4svNVPROC) lglGetProcAddress("glVertexAttribs4svNV");
- glVertexAttribs4fvNV = (glVertexAttribs4fvNVPROC) lglGetProcAddress("glVertexAttribs4fvNV");
- glVertexAttribs4dvNV = (glVertexAttribs4dvNVPROC) lglGetProcAddress("glVertexAttribs4dvNV");
- glVertexAttribs4ubvNV = (glVertexAttribs4ubvNVPROC) lglGetProcAddress("glVertexAttribs4ubvNV");
-}
-
-void InitEXTVertexWeighting()
-{
- if (!SupportedExtensions.EXT_vertex_weighting)
- return;
- glVertexWeightfEXT = (glVertexWeightfEXTPROC) lglGetProcAddress("glVertexWeightfEXT");
- glVertexWeightfvEXT = (glVertexWeightfvEXTPROC) lglGetProcAddress("glVertexWeightfvEXT");
- glVertexWeightPointerEXT = (glVertexWeightPointerEXTPROC) lglGetProcAddress("glVertexWeightPointerEXT");
-}
-
-void InitARBMultisample()
-{
- if (!SupportedExtensions.ARB_multisample)
- return;
- glSampleCoverageARB = (glSampleCoveragePROC) lglGetProcAddress("glSampleCoverageARB");
-}
-
-void InitNVRegisterCombiners()
-{
- if (!SupportedExtensions.NV_register_combiners)
- return;
- glCombinerParameterfvNV = (glCombinerParameterfvNVPROC) lglGetProcAddress("glCombinerParameterfvNV");
- glCombinerParameterfNV = (glCombinerParameterfNVPROC) lglGetProcAddress("glCombinerParameterfNV");
- glCombinerParameterivNV = (glCombinerParameterivNVPROC) lglGetProcAddress("glCombinerParameterivNV");
- glCombinerParameteriNV = (glCombinerParameteriNVPROC) lglGetProcAddress("glCombinerParameteriNV");
- glCombinerInputNV = (glCombinerInputNVPROC) lglGetProcAddress("glCombinerInputNV");
- glCombinerOutputNV = (glCombinerOutputNVPROC) lglGetProcAddress("glCombinerOutputNV");
- glFinalCombinerInputNV = (glFinalCombinerInputNVPROC) lglGetProcAddress("glFinalCombinerInputNV");
- glGetCombinerInputParameterfvNV = (glGetCombinerInputParameterfvNVPROC) lglGetProcAddress("glGetCombinerInputParameterfvNV");
- glGetCombinerInputParameterivNV = (glGetCombinerInputParameterivNVPROC) lglGetProcAddress("glGetCombinerInputParameterivNV");
- glGetCombinerOutputParameterfvNV = (glGetCombinerOutputParameterfvNVPROC) lglGetProcAddress("glGetCombinerOutputParameterfvNV");
- glGetCombinerOutputParameterivNV = (glGetCombinerOutputParameterivNVPROC) lglGetProcAddress("glGetCombinerOutputParameterivNV");
- glGetFinalCombinerInputParameterfvNV = (glGetFinalCombinerInputParameterfvNVPROC) lglGetProcAddress("glGetFinalCombinerInputParameterfvNV");
- glGetFinalCombinerInputParameterivNV = (glGetFinalCombinerInputParameterivNVPROC) lglGetProcAddress("glGetFinalCombinerInputParameterivNV");
-}
-
-void InitEXTPointParameters()
-{
- if (!SupportedExtensions.EXT_point_parameters)
- return;
- glPointParameterfEXT = (glPointParameterfEXTPROC) lglGetProcAddress("glPointParameterfEXT");
- glPointParameterfvEXT = (glPointParameterfvEXTPROC) lglGetProcAddress("glPointParameterfvEXT");
-}
-
-void InitNVVertexArrayRange()
-{
- if (!SupportedExtensions.NV_vertex_array_range)
- return;
- glFlushVertexArrayRangeNV = (glFlushVertexArrayRangeNVPROC) lglGetProcAddress("glFlushVertexArrayRangeNV");
- glVertexArrayRangeNV = (glVertexArrayRangeNVPROC) lglGetProcAddress("glVertexArrayRangeNV");
-#ifdef WIN32
- wglAllocateMemoryNV = (wglAllocateMemoryNVPROC) lglGetProcAddress("wglAllocateMemoryNV");
- wglFreeMemoryNV = (wglFreeMemoryNVPROC) lglGetProcAddress("wglFreeMemoryNV");
-#endif /* WIN32 */
-}
-
-void InitEXTFogCoord()
-{
- if (!SupportedExtensions.EXT_fog_coord)
- return;
- glFogCoordfEXT = (glFogCoordfEXTPROC) lglGetProcAddress("glFogCoordfEXT");
- glFogCoordfvEXT = (glFogCoordfvEXTPROC) lglGetProcAddress("glFogCoordfvEXT");
- glFogCoorddEXT = (glFogCoorddEXTPROC) lglGetProcAddress("glFogCoorddEXT");
- glFogCoorddvEXT = (glFogCoorddvEXTPROC) lglGetProcAddress("glFogCoorddvEXT");
- glFogCoordPointerEXT = (glFogCoordPointerEXTPROC) lglGetProcAddress("glFogCoordPointerEXT");
-}
-
-void InitEXTSecondaryColor()
-{
- if (!SupportedExtensions.EXT_secondary_color)
- return;
- glSecondaryColor3bEXT = (glSecondaryColor3bEXTPROC) lglGetProcAddress("glSecondaryColor3bEXT");
- glSecondaryColor3bvEXT = (glSecondaryColor3bvEXTPROC) lglGetProcAddress("glSecondaryColor3bvEXT");
- glSecondaryColor3dEXT = (glSecondaryColor3dEXTPROC) lglGetProcAddress("glSecondaryColor3dEXT");
- glSecondaryColor3dvEXT = (glSecondaryColor3dvEXTPROC) lglGetProcAddress("glSecondaryColor3dvEXT");
- glSecondaryColor3fEXT = (glSecondaryColor3fEXTPROC) lglGetProcAddress("glSecondaryColor3fEXT");
- glSecondaryColor3fvEXT = (glSecondaryColor3fvEXTPROC) lglGetProcAddress("glSecondaryColor3fvEXT");
- glSecondaryColor3iEXT = (glSecondaryColor3iEXTPROC) lglGetProcAddress("glSecondaryColor3iEXT");
- glSecondaryColor3ivEXT = (glSecondaryColor3ivEXTPROC) lglGetProcAddress("glSecondaryColor3ivEXT");
- glSecondaryColor3sEXT = (glSecondaryColor3sEXTPROC) lglGetProcAddress("glSecondaryColor3sEXT");
- glSecondaryColor3svEXT = (glSecondaryColor3svEXTPROC) lglGetProcAddress("glSecondaryColor3svEXT");
- glSecondaryColor3ubEXT = (glSecondaryColor3ubEXTPROC) lglGetProcAddress("glSecondaryColor3ubEXT");
- glSecondaryColor3ubvEXT = (glSecondaryColor3ubvEXTPROC) lglGetProcAddress("glSecondaryColor3ubvEXT");
- glSecondaryColor3uiEXT = (glSecondaryColor3uiEXTPROC) lglGetProcAddress("glSecondaryColor3uiEXT");
- glSecondaryColor3uivEXT = (glSecondaryColor3uivEXTPROC) lglGetProcAddress("glSecondaryColor3uivEXT");
- glSecondaryColor3usEXT = (glSecondaryColor3usEXTPROC) lglGetProcAddress("glSecondaryColor3usEXT");
- glSecondaryColor3usvEXT = (glSecondaryColor3usvEXTPROC) lglGetProcAddress("glSecondaryColor3usvEXT");
- glSecondaryColorPointerEXT = (glSecondaryColorPointerEXTPROC) lglGetProcAddress("glSecondaryColorPointerEXT");
-}
-
-void InitEXTCompiledVertexArray()
-{
- if (!SupportedExtensions.EXT_compiled_vertex_array)
- return;
- glLockArraysEXT = (glLockArraysEXTPROC) lglGetProcAddress("glLockArraysEXT");
- glUnlockArraysEXT = (glUnlockArraysEXTPROC) lglGetProcAddress("glUnlockArraysEXT");
-}
-
-void InitARBTransposeMatrix()
-{
- if (!SupportedExtensions.ARB_transpose_matrix)
- return;
- glLoadTransposeMatrixfARB = (glLoadTransposeMatrixfPROC) lglGetProcAddress("glLoadTransposeMatrixfARB");
- glLoadTransposeMatrixdARB = (glLoadTransposeMatrixdPROC) lglGetProcAddress("glLoadTransposeMatrixdARB");
- glMultTransposeMatrixfARB = (glMultTransposeMatrixfPROC) lglGetProcAddress("glMultTransposeMatrixfARB");
- glMultTransposeMatrixdARB = (glMultTransposeMatrixdPROC) lglGetProcAddress("glMultTransposeMatrixdARB");
-}
-
-void InitARBMultitexture()
-{
- if (!SupportedExtensions.ARB_multitexture)
- return;
-#ifdef WIN32
- glActiveTextureARB = (glActiveTexturePROC) lglGetProcAddress("glActiveTextureARB");
- glClientActiveTextureARB = (glClientActiveTexturePROC) lglGetProcAddress("glClientActiveTextureARB");
-
- glMultiTexCoord1dARB = (glMultiTexCoord1dPROC) lglGetProcAddress("glMultiTexCoord1dARB");
- glMultiTexCoord1dvARB = (glMultiTexCoord1dvPROC) lglGetProcAddress("glMultiTexCoord1dvARB");
- glMultiTexCoord1fARB = (glMultiTexCoord1fPROC) lglGetProcAddress("glMultiTexCoord1fARB");
- glMultiTexCoord1fvARB = (glMultiTexCoord1fvPROC) lglGetProcAddress("glMultiTexCoord1fvARB");
- glMultiTexCoord1iARB = (glMultiTexCoord1iPROC) lglGetProcAddress("glMultiTexCoord1iARB");
- glMultiTexCoord1ivARB = (glMultiTexCoord1ivPROC) lglGetProcAddress("glMultiTexCoord1ivARB");
- glMultiTexCoord1sARB = (glMultiTexCoord1sPROC) lglGetProcAddress("glMultiTexCoord1sARB");
- glMultiTexCoord1svARB = (glMultiTexCoord1svPROC) lglGetProcAddress("glMultiTexCoord1svARB");
-
- glMultiTexCoord2dARB = (glMultiTexCoord2dPROC) lglGetProcAddress("glMultiTexCoord2dARB");
- glMultiTexCoord2dvARB = (glMultiTexCoord2dvPROC) lglGetProcAddress("glMultiTexCoord2dvARB");
- glMultiTexCoord2fARB = (glMultiTexCoord2fPROC) lglGetProcAddress("glMultiTexCoord2fARB");
- glMultiTexCoord2fvARB = (glMultiTexCoord2fvPROC) lglGetProcAddress("glMultiTexCoord2fvARB");
- glMultiTexCoord2iARB = (glMultiTexCoord2iPROC) lglGetProcAddress("glMultiTexCoord2iARB");
- glMultiTexCoord2ivARB = (glMultiTexCoord2ivPROC) lglGetProcAddress("glMultiTexCoord2ivARB");
- glMultiTexCoord2sARB = (glMultiTexCoord2sPROC) lglGetProcAddress("glMultiTexCoord2sARB");
- glMultiTexCoord2svARB = (glMultiTexCoord2svPROC) lglGetProcAddress("glMultiTexCoord2svARB");
-
- glMultiTexCoord3dARB = (glMultiTexCoord3dPROC) lglGetProcAddress("glMultiTexCoord3dARB");
- glMultiTexCoord3dvARB = (glMultiTexCoord3dvPROC) lglGetProcAddress("glMultiTexCoord3dvARB");
- glMultiTexCoord3fARB = (glMultiTexCoord3fPROC) lglGetProcAddress("glMultiTexCoord3fARB");
- glMultiTexCoord3fvARB = (glMultiTexCoord3fvPROC) lglGetProcAddress("glMultiTexCoord3fvARB");
- glMultiTexCoord3iARB = (glMultiTexCoord3iPROC) lglGetProcAddress("glMultiTexCoord3iARB");
- glMultiTexCoord3ivARB = (glMultiTexCoord3ivPROC) lglGetProcAddress("glMultiTexCoord3ivARB");
- glMultiTexCoord3sARB = (glMultiTexCoord3sPROC) lglGetProcAddress("glMultiTexCoord3sARB");
- glMultiTexCoord3svARB = (glMultiTexCoord3svPROC) lglGetProcAddress("glMultiTexCoord3svARB");
-
- glMultiTexCoord4dARB = (glMultiTexCoord4dPROC) lglGetProcAddress("glMultiTexCoord4dARB");
- glMultiTexCoord4dvARB = (glMultiTexCoord4dvPROC) lglGetProcAddress("glMultiTexCoord4dvARB");
- glMultiTexCoord4fARB = (glMultiTexCoord4fPROC) lglGetProcAddress("glMultiTexCoord4fARB");
- glMultiTexCoord4fvARB = (glMultiTexCoord4fvPROC) lglGetProcAddress("glMultiTexCoord4fvARB");
- glMultiTexCoord4iARB = (glMultiTexCoord4iPROC) lglGetProcAddress("glMultiTexCoord4iARB");
- glMultiTexCoord4ivARB = (glMultiTexCoord4ivPROC) lglGetProcAddress("glMultiTexCoord4ivARB");
- glMultiTexCoord4sARB = (glMultiTexCoord4sPROC) lglGetProcAddress("glMultiTexCoord4sARB");
- glMultiTexCoord4svARB = (glMultiTexCoord4svPROC) lglGetProcAddress("glMultiTexCoord4svARB");
-#endif
-}
-
-void InitOpenGL1_2()
-{
- char *s = (char*) glGetString(GL_VERSION);
- if (!s)
- return;
- s = strstr(s, "1.");
- if (s == NULL) return;
- if (s[2] < '2') return;
-#ifdef WIN32
- glTexImage3D = (glTexImage3DPROC) lglGetProcAddress("glTexImage3D");
- glTexSubImage3D = (glTexSubImage3DPROC) lglGetProcAddress("glTexSubImage3D");
- glCopyTexSubImage3D = (glCopyTexSubImage3DPROC) lglGetProcAddress("glCopyTexSubImage3D");
- glDrawRangeElements = (glDrawRangeElementsPROC) lglGetProcAddress("glDrawRangeElements");
-#endif
-}
-
-void InitARBImaging()
-{
- if (!SupportedExtensions.ARB_imaging)
- return;
- glBlendColor = (glBlendColorPROC) lglGetProcAddress("glBlendColor");
- glBlendEquation = (glBlendEquationPROC) lglGetProcAddress("glBlendEquation");
- glColorTable = (glColorTablePROC) lglGetProcAddress("glColorTable");
- glColorTableParameterfv = (glColorTableParameterfvPROC) lglGetProcAddress("glColorTableParameterfv");
- glColorTableParameteriv = (glColorTableParameterivPROC) lglGetProcAddress("glColorTableParameteriv");
- glCopyColorTable = (glCopyColorTablePROC) lglGetProcAddress("glCopyColorTable");
- glGetColorTable = (glGetColorTablePROC) lglGetProcAddress("glGetColorTable");
- glGetColorTableParameterfv = (glGetColorTableParameterfvPROC) lglGetProcAddress("glGetColorTableParameterfv");
- glGetColorTableParameteriv = (glGetColorTableParameterivPROC) lglGetProcAddress("glGetColorTableParameteriv");
- glColorSubTable = (glColorSubTablePROC) lglGetProcAddress("glColorSubTable");
- glCopyColorSubTable = (glCopyColorSubTablePROC) lglGetProcAddress("glCopyColorSubTable");
- glConvolutionFilter1D = (glConvolutionFilter1DPROC) lglGetProcAddress("glConvolutionFilter1D");
- glConvolutionFilter2D = (glConvolutionFilter2DPROC) lglGetProcAddress("glConvolutionFilter2D");
- glConvolutionParameterf = (glConvolutionParameterfPROC) lglGetProcAddress("glConvolutionParameterf");
- glConvolutionParameterfv = (glConvolutionParameterfvPROC) lglGetProcAddress("glConvolutionParameterfv");
- glConvolutionParameteri = (glConvolutionParameteriPROC) lglGetProcAddress("glConvolutionParameteri");
- glConvolutionParameteriv = (glConvolutionParameterivPROC) lglGetProcAddress("glConvolutionParameteriv");
- glCopyConvolutionFilter1D = (glCopyConvolutionFilter1DPROC) lglGetProcAddress("glCopyConvolutionFilter1D");
- glCopyConvolutionFilter2D = (glCopyConvolutionFilter2DPROC) lglGetProcAddress("glCopyConvolutionFilter2D");
- glGetConvolutionFilter = (glGetConvolutionFilterPROC) lglGetProcAddress("glGetConvolutionFilter");
- glGetConvolutionParameterfv = (glGetConvolutionParameterfvPROC) lglGetProcAddress("glGetConvolutionParameterfv");
- glGetConvolutionParameteriv = (glGetConvolutionParameterivPROC) lglGetProcAddress("glGetConvolutionParameteriv");
- glGetSeparableFilter = (glGetSeparableFilterPROC) lglGetProcAddress("glGetSeparableFilter");
- glSeparableFilter2D = (glSeparableFilter2DPROC) lglGetProcAddress("glSeparableFilter2D");
- glGetHistogram = (glGetHistogramPROC) lglGetProcAddress("glGetHistogram");
- glGetHistogramParameterfv = (glGetHistogramParameterfvPROC) lglGetProcAddress("glGetHistogramParameterfv");
- glGetHistogramParameteriv = (glGetHistogramParameterivPROC) lglGetProcAddress("glGetHistogramParameteriv");
- glGetMinmax = (glGetMinmaxPROC) lglGetProcAddress("glGetMinmax");
- glGetMinmaxParameterfv = (glGetMinmaxParameterfvPROC) lglGetProcAddress("glGetMinmaxParameterfv");
- glGetMinmaxParameteriv = (glGetMinmaxParameterivPROC) lglGetProcAddress("glGetMinmaxParameteriv");
- glHistogram = (glHistogramPROC) lglGetProcAddress("glHistogram");
- glMinmax = (glMinmaxPROC) lglGetProcAddress("glMinmax");
- glResetHistogram = (glResetHistogramPROC) lglGetProcAddress("glResetHistogram");
- glResetMinmax = (glResetMinmaxPROC) lglGetProcAddress("glResetMinmax");
-}
-
-void InitOpenGL1_3()
-{
- char *s = (char*) glGetString(GL_VERSION);
- if (!s) return;
- s = strstr(s, "1.");
- if (s == NULL) return;
- if (s[2] < '3') return;
-#ifdef WIN32
- glActiveTexture = (glActiveTexturePROC) lglGetProcAddress("glActiveTexture");
- glClientActiveTexture = (glClientActiveTexturePROC) lglGetProcAddress("glClientActiveTexture");
-
- glMultiTexCoord1d = (glMultiTexCoord1dPROC) lglGetProcAddress("glMultiTexCoord1d");
- glMultiTexCoord1dv = (glMultiTexCoord1dvPROC) lglGetProcAddress("glMultiTexCoord1dv");
- glMultiTexCoord1f = (glMultiTexCoord1fPROC) lglGetProcAddress("glMultiTexCoord1f");
- glMultiTexCoord1fv = (glMultiTexCoord1fvPROC) lglGetProcAddress("glMultiTexCoord1fv");
- glMultiTexCoord1i = (glMultiTexCoord1iPROC) lglGetProcAddress("glMultiTexCoord1i");
- glMultiTexCoord1iv = (glMultiTexCoord1ivPROC) lglGetProcAddress("glMultiTexCoord1iv");
- glMultiTexCoord1s = (glMultiTexCoord1sPROC) lglGetProcAddress("glMultiTexCoord1s");
- glMultiTexCoord1sv = (glMultiTexCoord1svPROC) lglGetProcAddress("glMultiTexCoord1sv");
-
- glMultiTexCoord2d = (glMultiTexCoord2dPROC) lglGetProcAddress("glMultiTexCoord2d");
- glMultiTexCoord2dv = (glMultiTexCoord2dvPROC) lglGetProcAddress("glMultiTexCoord2dv");
- glMultiTexCoord2f = (glMultiTexCoord2fPROC) lglGetProcAddress("glMultiTexCoord2f");
- glMultiTexCoord2fv = (glMultiTexCoord2fvPROC) lglGetProcAddress("glMultiTexCoord2fv");
- glMultiTexCoord2i = (glMultiTexCoord2iPROC) lglGetProcAddress("glMultiTexCoord2i");
- glMultiTexCoord2iv = (glMultiTexCoord2ivPROC) lglGetProcAddress("glMultiTexCoord2iv");
- glMultiTexCoord2s = (glMultiTexCoord2sPROC) lglGetProcAddress("glMultiTexCoord2s");
- glMultiTexCoord2sv = (glMultiTexCoord2svPROC) lglGetProcAddress("glMultiTexCoord2sv");
-
- glMultiTexCoord3d = (glMultiTexCoord3dPROC) lglGetProcAddress("glMultiTexCoord3d");
- glMultiTexCoord3dv = (glMultiTexCoord3dvPROC) lglGetProcAddress("glMultiTexCoord3dv");
- glMultiTexCoord3f = (glMultiTexCoord3fPROC) lglGetProcAddress("glMultiTexCoord3f");
- glMultiTexCoord3fv = (glMultiTexCoord3fvPROC) lglGetProcAddress("glMultiTexCoord3fv");
- glMultiTexCoord3i = (glMultiTexCoord3iPROC) lglGetProcAddress("glMultiTexCoord3i");
- glMultiTexCoord3iv = (glMultiTexCoord3ivPROC) lglGetProcAddress("glMultiTexCoord3iv");
- glMultiTexCoord3s = (glMultiTexCoord3sPROC) lglGetProcAddress("glMultiTexCoord3s");
- glMultiTexCoord3sv = (glMultiTexCoord3svPROC) lglGetProcAddress("glMultiTexCoord3sv");
-
- glMultiTexCoord4d = (glMultiTexCoord4dPROC) lglGetProcAddress("glMultiTexCoord4d");
- glMultiTexCoord4dv = (glMultiTexCoord4dvPROC) lglGetProcAddress("glMultiTexCoord4dv");
- glMultiTexCoord4f = (glMultiTexCoord4fPROC) lglGetProcAddress("glMultiTexCoord4f");
- glMultiTexCoord4fv = (glMultiTexCoord4fvPROC) lglGetProcAddress("glMultiTexCoord4fv");
- glMultiTexCoord4i = (glMultiTexCoord4iPROC) lglGetProcAddress("glMultiTexCoord4i");
- glMultiTexCoord4iv = (glMultiTexCoord4ivPROC) lglGetProcAddress("glMultiTexCoord4iv");
- glMultiTexCoord4s = (glMultiTexCoord4sPROC) lglGetProcAddress("glMultiTexCoord4s");
- glMultiTexCoord4sv = (glMultiTexCoord4svPROC) lglGetProcAddress("glMultiTexCoord4sv");
-
- glLoadTransposeMatrixf = (glLoadTransposeMatrixfPROC) lglGetProcAddress("glLoadTransposeMatrixf");
- glLoadTransposeMatrixd = (glLoadTransposeMatrixdPROC) lglGetProcAddress("glLoadTransposeMatrixd");
- glMultTransposeMatrixf = (glMultTransposeMatrixfPROC) lglGetProcAddress("glMultTransposeMatrixf");
- glMultTransposeMatrixd = (glMultTransposeMatrixdPROC) lglGetProcAddress("glMultTransposeMatrixd");
- glCompressedTexImage3D = (glCompressedTexImage3DPROC) lglGetProcAddress("glCompressedTexImage3D");
- glCompressedTexImage2D = (glCompressedTexImage2DPROC) lglGetProcAddress("glCompressedTexImage2D");
- glCompressedTexImage1D = (glCompressedTexImage1DPROC) lglGetProcAddress("glCompressedTexImage1D");
- glCompressedTexSubImage3D = (glCompressedTexSubImage3DPROC) lglGetProcAddress("glCompressedTexSubImage3D");
- glCompressedTexSubImage2D = (glCompressedTexSubImage2DPROC) lglGetProcAddress("glCompressedTexSubImage2D");
- glCompressedTexSubImage1D = (glCompressedTexSubImage1DPROC) lglGetProcAddress("glCompressedTexSubImage1D");
- glGetCompressedTexImage = (glGetCompressedTexImagePROC) lglGetProcAddress("glGetCompressedTexImage");
-
- glSampleCoverage = (glSampleCoveragePROC) lglGetProcAddress("glSampleCoverage");
-#endif
-}
-
-#endif /* __PROTOTYPE__ */
-
-void InitSupportedExtensions()
-{
- char *s = (char*) glGetString(GL_VERSION);
- if (!s)
- return;
- s = strstr(s, "1.");
- if (s == NULL)
- {
- SupportedExtensions.OpenGL12 = 0;
- SupportedExtensions.OpenGL13 = 0;
- }
- if (s[2] < '2')
- {
- SupportedExtensions.OpenGL12 = 0;
- SupportedExtensions.OpenGL13 = 0;
- }
- if (s[2] <= '2')
- {
- SupportedExtensions.OpenGL12 = 1;
- SupportedExtensions.OpenGL13 = 0;
- }
- if (s[2] <= '3')
- {
- SupportedExtensions.OpenGL12 = 1;
- SupportedExtensions.OpenGL13 = 1;
- }
- SupportedExtensions.ARB_imaging = QueryExtension("GL_ARB_imaging");
- SupportedExtensions.ARB_matrix_palette = QueryExtension("GL_ARB_matrix_palette");
- SupportedExtensions.ARB_multisample = QueryExtension("GL_ARB_multisample");
- SupportedExtensions.ARB_multitexture = QueryExtension("GL_ARB_multitexture");
- SupportedExtensions.ARB_point_parameters = QueryExtension("GL_ARB_point_parameters");
- SupportedExtensions.ARB_texture_border_clamp = QueryExtension("GL_ARB_texture_border_clamp");
- SupportedExtensions.ARB_texture_compression = QueryExtension("GL_ARB_texture_compression");
- SupportedExtensions.ARB_texture_cube_map = QueryExtension("GL_ARB_texture_cube_map");
- SupportedExtensions.ARB_texture_env_add = QueryExtension("GL_ARB_texture_env_add");
- SupportedExtensions.ARB_texture_env_combine = QueryExtension("GL_ARB_texture_env_combine");
- SupportedExtensions.ARB_texture_env_crossbar = QueryExtension("GL_ARB_texture_env_crossbar");
- SupportedExtensions.ARB_texture_env_dot3 = QueryExtension("GL_ARB_texture_env_dot3");
- SupportedExtensions.ARB_transpose_matrix = QueryExtension("GL_ARB_transpose_matrix");
- SupportedExtensions.ARB_vertex_blend = QueryExtension("GL_ARB_vertex_blend");
- SupportedExtensions.ATI_element_array = QueryExtension("GL_ATI_element_array");
- SupportedExtensions.ATI_envmap_bumpmap = QueryExtension("GL_ATI_envmap_bumpmap");
- SupportedExtensions.ATI_fragment_shader = QueryExtension("GL_ATI_fragment_shader");
- SupportedExtensions.ATI_pn_triangles = QueryExtension("GL_ATI_pn_triangles");
- SupportedExtensions.ATI_texture_mirror_once = QueryExtension("GL_ATI_texture_mirror_once");
- SupportedExtensions.ATI_vertex_array_object = QueryExtension("GL_ATI_vertex_array_object");
- SupportedExtensions.ATI_vertex_streams = QueryExtension("GL_ATI_vertex_streams");
- SupportedExtensions.ATIX_point_sprites = QueryExtension("GL_ATIX_point_sprites");
- SupportedExtensions.ATIX_texture_env_route = QueryExtension("GL_ATIX_texture_env_route");
- SupportedExtensions.EXT_abgr = QueryExtension("GL_EXT_abgr");
- SupportedExtensions.EXT_compiled_vertex_array = QueryExtension("GL_EXT_compiled_vertex_array");
- SupportedExtensions.EXT_fog_coord = QueryExtension("GL_EXT_fog_coord");
- SupportedExtensions.EXT_multi_draw_arrays = QueryExtension("GL_EXT_multi_draw_arrays");
- SupportedExtensions.EXT_point_parameters = QueryExtension("GL_EXT_point_parameters");
- SupportedExtensions.EXT_secondary_color = QueryExtension("GL_EXT_secondary_color");
- SupportedExtensions.EXT_stencil_wrap = QueryExtension("GL_EXT_stencil_wrap");
- SupportedExtensions.EXT_texture_filter_anisotropic = QueryExtension("GL_EXT_texture_filter_anisotropic");
- SupportedExtensions.EXT_texture_lod_bias = QueryExtension("GL_EXT_texture_lod_bias");
- SupportedExtensions.EXT_vertex_shader = QueryExtension("GL_EXT_vertex_shader");
- SupportedExtensions.EXT_vertex_weighting = QueryExtension("GL_EXT_vertex_weighting");
- SupportedExtensions.HP_occlusion_test = QueryExtension("GL_HP_occlusion_test");
- SupportedExtensions.NV_blend_square = QueryExtension("GL_NV_blend_square");
- SupportedExtensions.NV_copy_depth_to_color = QueryExtension("GL_NV_copy_depth_to_color");
- SupportedExtensions.NV_depth_clamp = QueryExtension("GL_NV_depth_clamp");
- SupportedExtensions.NV_evaluators = QueryExtension("GL_NV_evaluators");
- SupportedExtensions.NV_fence = QueryExtension("GL_NV_fence");
- SupportedExtensions.NV_fog_distance = QueryExtension("GL_NV_fog_distance");
- SupportedExtensions.NV_light_max_exponent = QueryExtension("GL_NV_light_max_exponent");
- SupportedExtensions.NV_occlusion_query = QueryExtension("GL_NV_occlusion_query");
- SupportedExtensions.NV_packed_depth_stencil = QueryExtension("GL_NV_packed_depth_stencil");
- SupportedExtensions.NV_point_sprite = QueryExtension("GL_NV_point_sprite");
- SupportedExtensions.NV_register_combiners = QueryExtension("GL_NV_register_combiners");
- SupportedExtensions.NV_register_combiners2 = QueryExtension("GL_NV_register_combiners2");
- SupportedExtensions.NV_texgen_reflection = QueryExtension("GL_NV_texgen_reflection");
- SupportedExtensions.NV_texture_env_combine4 = QueryExtension("GL_NV_texture_env_combine4");
- SupportedExtensions.NV_texture_rectangle = QueryExtension("GL_NV_texture_rectangle");
- SupportedExtensions.NV_texture_shader = QueryExtension("GL_NV_texture_shader");
- SupportedExtensions.NV_texture_shader2 = QueryExtension("GL_NV_texture_shader2");
- SupportedExtensions.NV_texture_shader3 = QueryExtension("GL_NV_texture_shader3");
- SupportedExtensions.NV_vertex_array_range = QueryExtension("GL_NV_vertex_array_range");
- SupportedExtensions.NV_vertex_array_range2 = QueryExtension("GL_NV_vertex_array_range2");
- SupportedExtensions.NV_vertex_program = QueryExtension("GL_NV_vertex_program");
- SupportedExtensions.NV_vertex_program1_1 = QueryExtension("GL_NV_vertex_program1_1");
- SupportedExtensions.SGIS_generate_mipmap = QueryExtension("GL_SGIS_generate_mipmap");
- SupportedExtensions.SGIX_depth_texture = QueryExtension("GL_SGIX_depth_texture");
- SupportedExtensions.SGIX_shadow = QueryExtension("GL_SGIX_shadow");
- SupportedExtensions.ARB_texture_mirrored_repeat = QueryExtension("GL_ARB_texture_mirrored_repeat");
- SupportedExtensions.ARB_depth_texture = QueryExtension("GL_ARB_depth_texture");
- SupportedExtensions.ARB_shadow = QueryExtension("GL_ARB_shadow");
- SupportedExtensions.ARB_shadow_ambient = QueryExtension("GL_ARB_shadow_ambient");
- SupportedExtensions.ARB_window_pos = QueryExtension("GL_ARB_window_pos");
- SupportedExtensions.EXT_shadow_funcs = QueryExtension("GL_EXT_shadow_funcs");
-}
-
-/* init the extensions and load all the functions */
-int glInitialize()
-{
- error = 0;
- InitSupportedExtensions();
-
- /* first load the etensions */
- InitARBImaging();
- InitARBTransposeMatrix();
- InitARBMultisample();
- InitEXTCompiledVertexArray();
- InitEXTSecondaryColor();
- InitEXTFogCoord();
- InitNVVertexArrayRange();
- InitEXTPointParameters();
- InitNVRegisterCombiners();
- InitEXTVertexWeighting();
- InitNVVertexProgram();
- InitNVFence();
- InitNVRegisterCombiners2();
- InitATIPNTriangles();
- InitARBPointParameters();
- InitARBVertexBlend();
- InitEXTMultiDrawArrays();
- InitARBMatrixPalette();
- InitEXTVertexShader();
- InitATIEnvmapBumpmap();
- InitATIFragmentShader();
- InitATIElementArray();
- InitATIVertexStreams();
- InitATIVertexArrayObject();
- InitNVOcclusionQuery();
- InitNVPointSprite();
- InitARBWindowPos();
-
-#ifdef WIN32
- InitARBMultitexture();
- /* now load core opengl */
- InitOpenGL1_2();
- InitOpenGL1_3();
- wglInitialize(_dc);
-#endif
- return error;
-}
-
+++ /dev/null
-/*
- Copyright (c) 2001-2002 Lev Povalahev
-
- levp@gmx.net
-
- http://www.uni-karlsruhe.de/~uli2/
-*/
-
-#ifndef __EXTGL_H__
-#define __EXTGL_H__
-
-// Ok to include <simgear_config.h> here because extgl.h is not an
-// installed header. If it were an installed header, this would be very bad.
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-/*-----------------------------------------*/
-/*-----------------------------------------*/
-
-//#if defined(WIN32) && !defined(APIENTRY)
-//#define WIN32_LEAN_AND_MEAN 1
-#ifdef WIN32
-#include <windows.h>
-#endif
-
-#define __glext_h_
-#define __GLEXT_H_
-
-#define __glext_h_
-#define __GLEXT_H_
-
-#include <GL/gl.h>
-
-#ifndef APIENTRY
-#define APIENTRY
-#endif
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#define GL_VERSION_1_2 1
-#define GL_VERSION_1_3 1
-#define GL_ARB_imaging 1
-
-/* 1.2 and 1.3 enumerants */
-
-#define GL_RESCALE_NORMAL 0x803A
-#define GL_CLAMP_TO_EDGE 0x812F
-#define GL_MAX_ELEMENTS_VERTICES 0x80E8
-#define GL_MAX_ELEMENTS_INDICES 0x80E9
-#define GL_BGR 0x80E0
-#define GL_BGRA 0x80E1
-#define GL_UNSIGNED_BYTE_3_3_2 0x8032
-#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
-#define GL_UNSIGNED_SHORT_5_6_5 0x8363
-#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
-#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
-#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
-#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
-#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
-#define GL_UNSIGNED_INT_8_8_8_8 0x8035
-#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
-#define GL_UNSIGNED_INT_10_10_10_2 0x8036
-#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
-#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
-#define GL_SINGLE_COLOR 0x81F9
-#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
-#define GL_TEXTURE_MIN_LOD 0x813A
-#define GL_TEXTURE_MAX_LOD 0x813B
-#define GL_TEXTURE_BASE_LEVEL 0x813C
-#define GL_TEXTURE_MAX_LEVEL 0x813D
-#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
-#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
-#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
-#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
-#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
-#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
-#define GL_PACK_SKIP_IMAGES 0x806B
-#define GL_PACK_IMAGE_HEIGHT 0x806C
-#define GL_UNPACK_SKIP_IMAGES 0x806D
-#define GL_UNPACK_IMAGE_HEIGHT 0x806E
-#define GL_TEXTURE_3D 0x806F
-#define GL_PROXY_TEXTURE_3D 0x8070
-#define GL_TEXTURE_DEPTH 0x8071
-#define GL_TEXTURE_WRAP_R 0x8072
-#define GL_MAX_3D_TEXTURE_SIZE 0x8073
-#define GL_TEXTURE_BINDING_3D 0x806A
-
-#define GL_COLOR_TABLE 0x80D0
-#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1
-#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2
-#define GL_PROXY_COLOR_TABLE 0x80D3
-#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
-#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
-#define GL_COLOR_TABLE_SCALE 0x80D6
-#define GL_COLOR_TABLE_BIAS 0x80D7
-#define GL_COLOR_TABLE_FORMAT 0x80D8
-#define GL_COLOR_TABLE_WIDTH 0x80D9
-#define GL_COLOR_TABLE_RED_SIZE 0x80DA
-#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB
-#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC
-#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD
-#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE
-#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF
-
-#define GL_CONVOLUTION_1D 0x8010
-#define GL_CONVOLUTION_2D 0x8011
-#define GL_SEPARABLE_2D 0x8012
-#define GL_CONVOLUTION_BORDER_MODE 0x8013
-#define GL_CONVOLUTION_FILTER_SCALE 0x8014
-#define GL_CONVOLUTION_FILTER_BIAS 0x8015
-#define GL_REDUCE 0x8016
-#define GL_CONVOLUTION_FORMAT 0x8017
-#define GL_CONVOLUTION_WIDTH 0x8018
-#define GL_CONVOLUTION_HEIGHT 0x8019
-#define GL_MAX_CONVOLUTION_WIDTH 0x801A
-#define GL_MAX_CONVOLUTION_HEIGHT 0x801B
-#define GL_POST_CONVOLUTION_RED_SCALE 0x801C
-#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D
-#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E
-#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F
-#define GL_POST_CONVOLUTION_RED_BIAS 0x8020
-#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021
-#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022
-#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023
-#define GL_CONSTANT_BORDER 0x8151
-#define GL_REPLICATE_BORDER 0x8153
-#define GL_CONVOLUTION_BORDER_COLOR 0x8154
-#define GL_COLOR_MATRIX 0x80B1
-#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2
-#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3
-#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4
-#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5
-#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6
-#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7
-#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8
-#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9
-#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA
-#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB
-#define GL_HISTOGRAM 0x8024
-#define GL_PROXY_HISTOGRAM 0x8025
-#define GL_HISTOGRAM_WIDTH 0x8026
-#define GL_HISTOGRAM_FORMAT 0x8027
-#define GL_HISTOGRAM_RED_SIZE 0x8028
-#define GL_HISTOGRAM_GREEN_SIZE 0x8029
-#define GL_HISTOGRAM_BLUE_SIZE 0x802A
-#define GL_HISTOGRAM_ALPHA_SIZE 0x802B
-#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C
-#define GL_HISTOGRAM_SINK 0x802D
-#define GL_MINMAX 0x802E
-#define GL_MINMAX_FORMAT 0x802F
-#define GL_MINMAX_SINK 0x8030
-#define GL_TABLE_TOO_LARGE 0x8031
-#define GL_BLEND_EQUATION 0x8009
-#define GL_MIN 0x8007
-#define GL_MAX 0x8008
-#define GL_FUNC_ADD 0x8006
-#define GL_FUNC_SUBTRACT 0x800A
-#define GL_FUNC_REVERSE_SUBTRACT 0x800B
-#define GL_BLEND_COLOR 0x8005
-#define GL_CONSTANT_COLOR 0x8001
-#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
-#define GL_CONSTANT_ALPHA 0x8003
-#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
-
-#define GL_TEXTURE0 0x84C0
-#define GL_TEXTURE1 0x84C1
-#define GL_TEXTURE2 0x84C2
-#define GL_TEXTURE3 0x84C3
-#define GL_TEXTURE4 0x84C4
-#define GL_TEXTURE5 0x84C5
-#define GL_TEXTURE6 0x84C6
-#define GL_TEXTURE7 0x84C7
-#define GL_TEXTURE8 0x84C8
-#define GL_TEXTURE9 0x84C9
-#define GL_TEXTURE10 0x84CA
-#define GL_TEXTURE11 0x84CB
-#define GL_TEXTURE12 0x84CC
-#define GL_TEXTURE13 0x84CD
-#define GL_TEXTURE14 0x84CE
-#define GL_TEXTURE15 0x84CF
-#define GL_TEXTURE16 0x84D0
-#define GL_TEXTURE17 0x84D1
-#define GL_TEXTURE18 0x84D2
-#define GL_TEXTURE19 0x84D3
-#define GL_TEXTURE20 0x84D4
-#define GL_TEXTURE21 0x84D5
-#define GL_TEXTURE22 0x84D6
-#define GL_TEXTURE23 0x84D7
-#define GL_TEXTURE24 0x84D8
-#define GL_TEXTURE25 0x84D9
-#define GL_TEXTURE26 0x84DA
-#define GL_TEXTURE27 0x84DB
-#define GL_TEXTURE28 0x84DC
-#define GL_TEXTURE29 0x84DD
-#define GL_TEXTURE30 0x84DE
-#define GL_TEXTURE31 0x84DF
-#define GL_ACTIVE_TEXTURE 0x84E0
-#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
-#define GL_MAX_TEXTURE_UNITS 0x84E2
-
-#define GL_NORMAL_MAP 0x8511
-#define GL_REFLECTION_MAP 0x8512
-#define GL_TEXTURE_CUBE_MAP 0x8513
-#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
-#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
-#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
-
-#define GL_COMPRESSED_ALPHA 0x84E9
-#define GL_COMPRESSED_LUMINANCE 0x84EA
-#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
-#define GL_COMPRESSED_INTENSITY 0x84EC
-#define GL_COMPRESSED_RGB 0x84ED
-#define GL_COMPRESSED_RGBA 0x84EE
-#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
-#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
-#define GL_TEXTURE_COMPRESSED 0x86A1
-#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
-#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
-
-#define GL_MULTISAMPLE 0x809D
-#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
-#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
-#define GL_SAMPLE_COVERAGE 0x80A0
-#define GL_SAMPLE_BUFFERS 0x80A8
-#define GL_SAMPLES 0x80A9
-#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
-#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
-#define GL_MULTISAMPLE_BIT 0x20000000
-
-#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3
-#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4
-#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5
-#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6
-
-#define GL_COMBINE 0x8570
-#define GL_COMBINE_RGB 0x8571
-#define GL_COMBINE_ALPHA 0x8572
-#define GL_SOURCE0_RGB 0x8580
-#define GL_SOURCE1_RGB 0x8581
-#define GL_SOURCE2_RGB 0x8582
-#define GL_SOURCE0_ALPHA 0x8588
-#define GL_SOURCE1_ALPHA 0x8589
-#define GL_SOURCE2_ALPHA 0x858A
-#define GL_OPERAND0_RGB 0x8590
-#define GL_OPERAND1_RGB 0x8591
-#define GL_OPERAND2_RGB 0x8592
-#define GL_OPERAND0_ALPHA 0x8598
-#define GL_OPERAND1_ALPHA 0x8599
-#define GL_OPERAND2_ALPHA 0x859A
-#define GL_RGB_SCALE 0x8573
-#define GL_ADD_SIGNED 0x8574
-#define GL_INTERPOLATE 0x8575
-#define GL_SUBTRACT 0x84E7
-#define GL_CONSTANT 0x8576
-#define GL_PRIMARY_COLOR 0x8577
-#define GL_PREVIOUS 0x8578
-
-#define GL_DOT3_RGB 0x86AE
-#define GL_DOT3_RGBA 0x86AF
-
-#define GL_CLAMP_TO_BORDER 0x812D
-
-
-/* 1.2 functions */
-
-typedef void (APIENTRY * glDrawRangeElementsPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices );
-typedef void (APIENTRY * glTexImage3DPROC) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
-typedef void (APIENTRY * glTexSubImage3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
-typedef void (APIENTRY * glCopyTexSubImage3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
-typedef void (APIENTRY * glColorTablePROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table );
-typedef void (APIENTRY * glColorSubTablePROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data );
-typedef void (APIENTRY * glColorTableParameterivPROC) (GLenum target, GLenum pname, const GLint *params);
-typedef void (APIENTRY * glColorTableParameterfvPROC) (GLenum target, GLenum pname, const GLfloat *params);
-typedef void (APIENTRY * glCopyColorSubTablePROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width );
-typedef void (APIENTRY * glCopyColorTablePROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width );
-typedef void (APIENTRY * glGetColorTablePROC) (GLenum target, GLenum format, GLenum type, GLvoid *table );
-typedef void (APIENTRY * glGetColorTableParameterfvPROC) (GLenum target, GLenum pname, GLfloat *params );
-typedef void (APIENTRY * glGetColorTableParameterivPROC) (GLenum target, GLenum pname, GLint *params );
-typedef void (APIENTRY * glBlendEquationPROC) (GLenum mode );
-typedef void (APIENTRY * glBlendColorPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha );
-typedef void (APIENTRY * glHistogramPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink );
-typedef void (APIENTRY * glResetHistogramPROC) (GLenum target );
-typedef void (APIENTRY * glGetHistogramPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values );
-typedef void (APIENTRY * glGetHistogramParameterfvPROC) (GLenum target, GLenum pname, GLfloat *params );
-typedef void (APIENTRY * glGetHistogramParameterivPROC) (GLenum target, GLenum pname, GLint *params );
-typedef void (APIENTRY * glMinmaxPROC) (GLenum target, GLenum internalformat, GLboolean sink );
-typedef void (APIENTRY * glResetMinmaxPROC) (GLenum target );
-typedef void (APIENTRY * glGetMinmaxPROC) (GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values );
-typedef void (APIENTRY * glGetMinmaxParameterfvPROC) (GLenum target, GLenum pname, GLfloat *params );
-typedef void (APIENTRY * glGetMinmaxParameterivPROC) (GLenum target, GLenum pname, GLint *params );
-typedef void (APIENTRY * glConvolutionFilter1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image );
-typedef void (APIENTRY * glConvolutionFilter2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image );
-typedef void (APIENTRY * glConvolutionParameterfPROC) (GLenum target, GLenum pname, GLfloat params );
-typedef void (APIENTRY * glConvolutionParameterfvPROC) (GLenum target, GLenum pname, const GLfloat *params );
-typedef void (APIENTRY * glConvolutionParameteriPROC) (GLenum target, GLenum pname, GLint params );
-typedef void (APIENTRY * glConvolutionParameterivPROC) (GLenum target, GLenum pname, const GLint *params );
-typedef void (APIENTRY * glCopyConvolutionFilter1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width );
-typedef void (APIENTRY * glCopyConvolutionFilter2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
-typedef void (APIENTRY * glGetConvolutionFilterPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image );
-typedef void (APIENTRY * glGetConvolutionParameterfvPROC) (GLenum target, GLenum pname, GLfloat *params );
-typedef void (APIENTRY * glGetConvolutionParameterivPROC) (GLenum target, GLenum pname, GLint *params );
-typedef void (APIENTRY * glSeparableFilter2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column );
-typedef void (APIENTRY * glGetSeparableFilterPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span );
-
-/* 1.3 functions */
-
-typedef void (APIENTRY * glActiveTexturePROC) (GLenum texture );
-typedef void (APIENTRY * glClientActiveTexturePROC) (GLenum texture );
-typedef void (APIENTRY * glCompressedTexImage1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data );
-typedef void (APIENTRY * glCompressedTexImage2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data );
-typedef void (APIENTRY * glCompressedTexImage3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data );
-typedef void (APIENTRY * glCompressedTexSubImage1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data );
-typedef void (APIENTRY * glCompressedTexSubImage2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data );
-typedef void (APIENTRY * glCompressedTexSubImage3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data );
-typedef void (APIENTRY * glGetCompressedTexImagePROC) (GLenum target, GLint lod, GLvoid *img );
-typedef void (APIENTRY * glMultiTexCoord1dPROC) (GLenum target, GLdouble s );
-typedef void (APIENTRY * glMultiTexCoord1dvPROC) (GLenum target, const GLdouble *v );
-typedef void (APIENTRY * glMultiTexCoord1fPROC) (GLenum target, GLfloat s );
-typedef void (APIENTRY * glMultiTexCoord1fvPROC) (GLenum target, const GLfloat *v );
-typedef void (APIENTRY * glMultiTexCoord1iPROC) (GLenum target, GLint s );
-typedef void (APIENTRY * glMultiTexCoord1ivPROC) (GLenum target, const GLint *v );
-typedef void (APIENTRY * glMultiTexCoord1sPROC) (GLenum target, GLshort s );
-typedef void (APIENTRY * glMultiTexCoord1svPROC) (GLenum target, const GLshort *v );
-typedef void (APIENTRY * glMultiTexCoord2dPROC) (GLenum target, GLdouble s, GLdouble t );
-typedef void (APIENTRY * glMultiTexCoord2dvPROC) (GLenum target, const GLdouble *v );
-typedef void (APIENTRY * glMultiTexCoord2fPROC) (GLenum target, GLfloat s, GLfloat t );
-typedef void (APIENTRY * glMultiTexCoord2fvPROC) (GLenum target, const GLfloat *v );
-typedef void (APIENTRY * glMultiTexCoord2iPROC) (GLenum target, GLint s, GLint t );
-typedef void (APIENTRY * glMultiTexCoord2ivPROC) (GLenum target, const GLint *v );
-typedef void (APIENTRY * glMultiTexCoord2sPROC) (GLenum target, GLshort s, GLshort t );
-typedef void (APIENTRY * glMultiTexCoord2svPROC) (GLenum target, const GLshort *v );
-typedef void (APIENTRY * glMultiTexCoord3dPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r );
-typedef void (APIENTRY * glMultiTexCoord3dvPROC) (GLenum target, const GLdouble *v );
-typedef void (APIENTRY * glMultiTexCoord3fPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r );
-typedef void (APIENTRY * glMultiTexCoord3fvPROC) (GLenum target, const GLfloat *v );
-typedef void (APIENTRY * glMultiTexCoord3iPROC) (GLenum target, GLint s, GLint t, GLint r );
-typedef void (APIENTRY * glMultiTexCoord3ivPROC) (GLenum target, const GLint *v );
-typedef void (APIENTRY * glMultiTexCoord3sPROC) (GLenum target, GLshort s, GLshort t, GLshort r );
-typedef void (APIENTRY * glMultiTexCoord3svPROC) (GLenum target, const GLshort *v );
-typedef void (APIENTRY * glMultiTexCoord4dPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q );
-typedef void (APIENTRY * glMultiTexCoord4dvPROC) (GLenum target, const GLdouble *v );
-typedef void (APIENTRY * glMultiTexCoord4fPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q );
-typedef void (APIENTRY * glMultiTexCoord4fvPROC) (GLenum target, const GLfloat *v );
-typedef void (APIENTRY * glMultiTexCoord4iPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q );
-typedef void (APIENTRY * glMultiTexCoord4ivPROC) (GLenum target, const GLint *v );
-typedef void (APIENTRY * glMultiTexCoord4sPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q );
-typedef void (APIENTRY * glMultiTexCoord4svPROC) (GLenum target, const GLshort *v );
-typedef void (APIENTRY * glLoadTransposeMatrixdPROC) (const GLdouble m[16] );
-typedef void (APIENTRY * glLoadTransposeMatrixfPROC) (const GLfloat m[16] );
-typedef void (APIENTRY * glMultTransposeMatrixdPROC) (const GLdouble m[16] );
-typedef void (APIENTRY * glMultTransposeMatrixfPROC) (const GLfloat m[16] );
-typedef void (APIENTRY * glSampleCoveragePROC) (GLclampf value, GLboolean invert );
-
-extern glBlendColorPROC glBlendColor;
-extern glBlendEquationPROC glBlendEquation;
-extern glDrawRangeElementsPROC glDrawRangeElements;
-extern glColorTablePROC glColorTable;
-extern glColorTableParameterfvPROC glColorTableParameterfv;
-extern glColorTableParameterivPROC glColorTableParameteriv;
-extern glCopyColorTablePROC glCopyColorTable;
-extern glGetColorTablePROC glGetColorTable;
-extern glGetColorTableParameterfvPROC glGetColorTableParameterfv;
-extern glGetColorTableParameterivPROC glGetColorTableParameteriv;
-extern glColorSubTablePROC glColorSubTable;
-extern glCopyColorSubTablePROC glCopyColorSubTable;
-extern glConvolutionFilter1DPROC glConvolutionFilter1D;
-extern glConvolutionFilter2DPROC glConvolutionFilter2D;
-extern glConvolutionParameterfPROC glConvolutionParameterf;
-extern glConvolutionParameterfvPROC glConvolutionParameterfv;
-extern glConvolutionParameteriPROC glConvolutionParameteri;
-extern glConvolutionParameterivPROC glConvolutionParameteriv;
-extern glCopyConvolutionFilter1DPROC glCopyConvolutionFilter1D;
-extern glCopyConvolutionFilter2DPROC glCopyConvolutionFilter2D;
-extern glGetConvolutionFilterPROC glGetConvolutionFilter;
-extern glGetConvolutionParameterfvPROC glGetConvolutionParameterfv;
-extern glGetConvolutionParameterivPROC glGetConvolutionParameteriv;
-extern glGetSeparableFilterPROC glGetSeparableFilter;
-extern glSeparableFilter2DPROC glSeparableFilter2D;
-extern glGetHistogramPROC glGetHistogram;
-extern glGetHistogramParameterfvPROC glGetHistogramParameterfv;
-extern glGetHistogramParameterivPROC glGetHistogramParameteriv;
-extern glGetMinmaxPROC glGetMinmax;
-extern glGetMinmaxParameterfvPROC glGetMinmaxParameterfv;
-extern glGetMinmaxParameterivPROC glGetMinmaxParameteriv;
-extern glHistogramPROC glHistogram;
-extern glMinmaxPROC glMinmax;
-extern glResetHistogramPROC glResetHistogram;
-extern glResetMinmaxPROC glResetMinmax;
-extern glTexImage3DPROC glTexImage3D;
-extern glTexSubImage3DPROC glTexSubImage3D;
-extern glCopyTexSubImage3DPROC glCopyTexSubImage3D;
-
-/* 1.3 */
-
-extern glActiveTexturePROC glActiveTexture;
-extern glClientActiveTexturePROC glClientActiveTexture;
-extern glMultiTexCoord1dPROC glMultiTexCoord1d;
-extern glMultiTexCoord1dvPROC glMultiTexCoord1dv;
-extern glMultiTexCoord1fPROC glMultiTexCoord1f;
-extern glMultiTexCoord1fvPROC glMultiTexCoord1fv;
-extern glMultiTexCoord1iPROC glMultiTexCoord1i;
-extern glMultiTexCoord1ivPROC glMultiTexCoord1iv;
-extern glMultiTexCoord1sPROC glMultiTexCoord1s;
-extern glMultiTexCoord1svPROC glMultiTexCoord1sv;
-extern glMultiTexCoord2dPROC glMultiTexCoord2d;
-extern glMultiTexCoord2dvPROC glMultiTexCoord2dv;
-extern glMultiTexCoord2fPROC glMultiTexCoord2f;
-extern glMultiTexCoord2fvPROC glMultiTexCoord2fv;
-extern glMultiTexCoord2iPROC glMultiTexCoord2i;
-extern glMultiTexCoord2ivPROC glMultiTexCoord2iv;
-extern glMultiTexCoord2sPROC glMultiTexCoord2s;
-extern glMultiTexCoord2svPROC glMultiTexCoord2sv;
-extern glMultiTexCoord3dPROC glMultiTexCoord3d;
-extern glMultiTexCoord3dvPROC glMultiTexCoord3dv;
-extern glMultiTexCoord3fPROC glMultiTexCoord3f;
-extern glMultiTexCoord3fvPROC glMultiTexCoord3fv;
-extern glMultiTexCoord3iPROC glMultiTexCoord3i;
-extern glMultiTexCoord3ivPROC glMultiTexCoord3iv;
-extern glMultiTexCoord3sPROC glMultiTexCoord3s;
-extern glMultiTexCoord3svPROC glMultiTexCoord3sv;
-extern glMultiTexCoord4dPROC glMultiTexCoord4d;
-extern glMultiTexCoord4dvPROC glMultiTexCoord4dv;
-extern glMultiTexCoord4fPROC glMultiTexCoord4f;
-extern glMultiTexCoord4fvPROC glMultiTexCoord4fv;
-extern glMultiTexCoord4iPROC glMultiTexCoord4i;
-extern glMultiTexCoord4ivPROC glMultiTexCoord4iv;
-extern glMultiTexCoord4sPROC glMultiTexCoord4s;
-extern glMultiTexCoord4svPROC glMultiTexCoord4sv;
-extern glLoadTransposeMatrixfPROC glLoadTransposeMatrixf;
-extern glLoadTransposeMatrixdPROC glLoadTransposeMatrixd;
-extern glMultTransposeMatrixfPROC glMultTransposeMatrixf;
-extern glMultTransposeMatrixdPROC glMultTransposeMatrixd;
-extern glCompressedTexImage3DPROC glCompressedTexImage3D;
-extern glCompressedTexImage2DPROC glCompressedTexImage2D;
-extern glCompressedTexImage1DPROC glCompressedTexImage1D;
-extern glCompressedTexSubImage3DPROC glCompressedTexSubImage3D;
-extern glCompressedTexSubImage2DPROC glCompressedTexSubImage2D;
-extern glCompressedTexSubImage1DPROC glCompressedTexSubImage1D;
-extern glGetCompressedTexImagePROC glGetCompressedTexImage;
-extern glSampleCoveragePROC glSampleCoverage;
-
-/*-------------------------------------------------------------------*/
-/*------------EXTENSIONS---------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_MULTITEXTURE---------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_multitexture
-#define GL_ARB_multitexture 1
-#define GL_TEXTURE0_ARB 0x84C0
-#define GL_TEXTURE1_ARB 0x84C1
-#define GL_TEXTURE2_ARB 0x84C2
-#define GL_TEXTURE3_ARB 0x84C3
-#define GL_TEXTURE4_ARB 0x84C4
-#define GL_TEXTURE5_ARB 0x84C5
-#define GL_TEXTURE6_ARB 0x84C6
-#define GL_TEXTURE7_ARB 0x84C7
-#define GL_TEXTURE8_ARB 0x84C8
-#define GL_TEXTURE9_ARB 0x84C9
-#define GL_TEXTURE10_ARB 0x84CA
-#define GL_TEXTURE11_ARB 0x84CB
-#define GL_TEXTURE12_ARB 0x84CC
-#define GL_TEXTURE13_ARB 0x84CD
-#define GL_TEXTURE14_ARB 0x84CE
-#define GL_TEXTURE15_ARB 0x84CF
-#define GL_TEXTURE16_ARB 0x84D0
-#define GL_TEXTURE17_ARB 0x84D1
-#define GL_TEXTURE18_ARB 0x84D2
-#define GL_TEXTURE19_ARB 0x84D3
-#define GL_TEXTURE20_ARB 0x84D4
-#define GL_TEXTURE21_ARB 0x84D5
-#define GL_TEXTURE22_ARB 0x84D6
-#define GL_TEXTURE23_ARB 0x84D7
-#define GL_TEXTURE24_ARB 0x84D8
-#define GL_TEXTURE25_ARB 0x84D9
-#define GL_TEXTURE26_ARB 0x84DA
-#define GL_TEXTURE27_ARB 0x84DB
-#define GL_TEXTURE28_ARB 0x84DC
-#define GL_TEXTURE29_ARB 0x84DD
-#define GL_TEXTURE30_ARB 0x84DE
-#define GL_TEXTURE31_ARB 0x84DF
-#define GL_ACTIVE_TEXTURE_ARB 0x84E0
-#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
-#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
-
-extern glActiveTexturePROC glActiveTextureARB;
-extern glClientActiveTexturePROC glClientActiveTextureARB;
-extern glMultiTexCoord1dPROC glMultiTexCoord1dARB;
-extern glMultiTexCoord1dvPROC glMultiTexCoord1dvARB;
-extern glMultiTexCoord1fPROC glMultiTexCoord1fARB;
-extern glMultiTexCoord1fvPROC glMultiTexCoord1fvARB;
-extern glMultiTexCoord1iPROC glMultiTexCoord1iARB;
-extern glMultiTexCoord1ivPROC glMultiTexCoord1ivARB;
-extern glMultiTexCoord1sPROC glMultiTexCoord1sARB;
-extern glMultiTexCoord1svPROC glMultiTexCoord1svARB;
-extern glMultiTexCoord2dPROC glMultiTexCoord2dARB;
-extern glMultiTexCoord2dvPROC glMultiTexCoord2dvARB;
-extern glMultiTexCoord2fPROC glMultiTexCoord2fARB;
-extern glMultiTexCoord2fvPROC glMultiTexCoord2fvARB;
-extern glMultiTexCoord2iPROC glMultiTexCoord2iARB;
-extern glMultiTexCoord2ivPROC glMultiTexCoord2ivARB;
-extern glMultiTexCoord2sPROC glMultiTexCoord2sARB;
-extern glMultiTexCoord2svPROC glMultiTexCoord2svARB;
-extern glMultiTexCoord3dPROC glMultiTexCoord3dARB;
-extern glMultiTexCoord3dvPROC glMultiTexCoord3dvARB;
-extern glMultiTexCoord3fPROC glMultiTexCoord3fARB;
-extern glMultiTexCoord3fvPROC glMultiTexCoord3fvARB;
-extern glMultiTexCoord3iPROC glMultiTexCoord3iARB;
-extern glMultiTexCoord3ivPROC glMultiTexCoord3ivARB;
-extern glMultiTexCoord3sPROC glMultiTexCoord3sARB;
-extern glMultiTexCoord3svPROC glMultiTexCoord3svARB;
-extern glMultiTexCoord4dPROC glMultiTexCoord4dARB;
-extern glMultiTexCoord4dvPROC glMultiTexCoord4dvARB;
-extern glMultiTexCoord4fPROC glMultiTexCoord4fARB;
-extern glMultiTexCoord4fvPROC glMultiTexCoord4fvARB;
-extern glMultiTexCoord4iPROC glMultiTexCoord4iARB;
-extern glMultiTexCoord4ivPROC glMultiTexCoord4ivARB;
-extern glMultiTexCoord4sPROC glMultiTexCoord4sARB;
-extern glMultiTexCoord4svPROC glMultiTexCoord4svARB;
-
-#endif /* GL_ARB_multitexture */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TRANSPOSE_MATRIX-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_transpose_matrix
-#define GL_ARB_transpose_matrix 1
-
-#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3
-#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4
-#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5
-#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6
-
-extern glLoadTransposeMatrixfPROC glLoadTransposeMatrixfARB;
-extern glLoadTransposeMatrixdPROC glLoadTransposeMatrixdARB;
-extern glMultTransposeMatrixfPROC glMultTransposeMatrixfARB;
-extern glMultTransposeMatrixdPROC glMultTransposeMatrixdARB;
-
-#endif /* GL_ARB_transpose_matrix */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TEXTURE_COMPRESSION--------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_compression
-#define GL_ARB_texture_compression 1
-
-#define GL_COMPRESSED_ALPHA_ARB 0x84E9
-#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
-#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
-#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
-#define GL_COMPRESSED_RGB_ARB 0x84ED
-#define GL_COMPRESSED_RGBA_ARB 0x84EE
-#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
-#define GL_TEXTURE_IMAGE_SIZE_ARB 0x86A0
-#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
-#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
-#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
-
-extern glCompressedTexImage3DPROC glCompressedTexImage3DARB;
-extern glCompressedTexImage2DPROC glCompressedTexImage2DARB;
-extern glCompressedTexImage1DPROC glCompressedTexImage1DARB;
-extern glCompressedTexSubImage3DPROC glCompressedTexSubImage3DARB;
-extern glCompressedTexSubImage2DPROC glCompressedTexSubImage2DARB;
-extern glCompressedTexSubImage1DPROC glCompressedTexSubImage1DARB;
-extern glGetCompressedTexImagePROC glGetCompressedTexImageARB;
-
-#endif /* GL_ARB_texture_compression */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_CUBE_MAP-------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_cube_map
-#define GL_ARB_texture_cube_map 1
-
-#define GL_NORMAL_MAP_ARB 0x8511
-#define GL_REFLECTION_MAP_ARB 0x8512
-#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
-#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
-#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
-#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
-#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
-#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C
-
-#endif /* GL_ARB_texture_cube_map */
-
-/*-------------------------------------------------------------------*/
-/*------------SGIX_SHADOW--------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_SGIX_shadow
-#define GL_SGIX_shadow 1
-
-#define GL_TEXTURE_COMPARE_SGIX 0x819A
-#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B
-#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C
-#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D
-
-#endif /* GL_SGIX_shadow */
-
-/*-------------------------------------------------------------------*/
-/*------------SGIX_DEPTH_TEXTURE-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_SGIX_depth_texture
-#define GL_SGIX_depth_texture 1
-
-#define GL_DEPTH_COMPONENT16_SGIX 0x81A5
-#define GL_DEPTH_COMPONENT24_SGIX 0x81A6
-#define GL_DEPTH_COMPONENT32_SGIX 0x81A7
-
-#endif /* GL_SGIX_depth_texture */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_COMPILED_VERTEX_ARRAY------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_compiled_vertex_array
-#define GL_EXT_compiled_vertex_array 1
-
-#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8
-#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9
-
-typedef void (APIENTRY * glLockArraysEXTPROC) (GLint first, GLsizei count);
-typedef void (APIENTRY * glUnlockArraysEXTPROC) ();
-
-extern glLockArraysEXTPROC glLockArraysEXT;
-extern glUnlockArraysEXTPROC glUnlockArraysEXT;
-
-#endif /* GL_EXT_compiled_vertex_array */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TEXTURE_ENV_COMBINE--------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_env_combine
-#define GL_ARB_texture_env_combine 1
-
-#define GL_COMBINE_ARB 0x8570
-#define GL_COMBINE_RGB_ARB 0x8571
-#define GL_COMBINE_ALPHA_ARB 0x8572
-#define GL_RGB_SCALE_ARB 0x8573
-#define GL_ADD_SIGNED_ARB 0x8574
-#define GL_INTERPOLATE_ARB 0x8575
-#define GL_CONSTANT_ARB 0x8576
-#define GL_PRIMARY_COLOR_ARB 0x8577
-#define GL_PREVIOUS_ARB 0x8578
-#define GL_SOURCE0_RGB_ARB 0x8580
-#define GL_SOURCE1_RGB_ARB 0x8581
-#define GL_SOURCE2_RGB_ARB 0x8582
-#define GL_SOURCE0_ALPHA_ARB 0x8588
-#define GL_SOURCE1_ALPHA_ARB 0x8589
-#define GL_SOURCE2_ALPHA_ARB 0x858A
-#define GL_OPERAND0_RGB_ARB 0x8590
-#define GL_OPERAND1_RGB_ARB 0x8591
-#define GL_OPERAND2_RGB_ARB 0x8592
-#define GL_OPERAND0_ALPHA_ARB 0x8598
-#define GL_OPERAND1_ALPHA_ARB 0x8599
-#define GL_OPERAND2_ALPHA_ARB 0x859A
-
-#endif /* GL_ARB_texture_env_combine */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TEXTURE_ENV_DOT3-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_env_dot3
-#define GL_ARB_texture_env_dot3 1
-
-#define GL_DOT3_RGB_ARB 0x86AE
-#define GL_DOT3_RGBA_ARB 0x86AF
-
-#endif /* GL_ARB_texture_env_dot3 */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TEXTURE_BORDER_CLAMP-------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_border_clamp
-#define GL_ARB_texture_border_clamp 1
-
-#define GL_CLAMP_TO_BORDER_ARB 0x812D
-
-#endif /* GL_ARB_texture_border_clamp */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TEXTURE_ENV_ADD------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_env_add
-#define GL_ARB_texture_env_add 1
-
-
-#endif /* GL_ARB_texture_env_add */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_SECONDARY_COLOR------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_secondary_color
-#define GL_EXT_secondary_color 1
-
-#define GL_COLOR_SUM_EXT 0x8458
-#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459
-#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A
-#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B
-#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C
-#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D
-#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E
-
-typedef void (APIENTRY * glSecondaryColor3bEXTPROC) (GLbyte red, GLbyte green, GLbyte blue);
-typedef void (APIENTRY * glSecondaryColor3bvEXTPROC) (const GLbyte *v);
-typedef void (APIENTRY * glSecondaryColor3dEXTPROC) (GLdouble red, GLdouble green, GLdouble blue);
-typedef void (APIENTRY * glSecondaryColor3dvEXTPROC) (const GLdouble *v);
-typedef void (APIENTRY * glSecondaryColor3fEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
-typedef void (APIENTRY * glSecondaryColor3fvEXTPROC) (const GLfloat *v);
-typedef void (APIENTRY * glSecondaryColor3iEXTPROC) (GLint red, GLint green, GLint blue);
-typedef void (APIENTRY * glSecondaryColor3ivEXTPROC) (const GLint *v);
-typedef void (APIENTRY * glSecondaryColor3sEXTPROC) (GLshort red, GLshort green, GLshort blue);
-typedef void (APIENTRY * glSecondaryColor3svEXTPROC) (const GLshort *v);
-typedef void (APIENTRY * glSecondaryColor3ubEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
-typedef void (APIENTRY * glSecondaryColor3ubvEXTPROC) (const GLubyte *v);
-typedef void (APIENTRY * glSecondaryColor3uiEXTPROC) (GLuint red, GLuint green, GLuint blue);
-typedef void (APIENTRY * glSecondaryColor3uivEXTPROC) (const GLuint *v);
-typedef void (APIENTRY * glSecondaryColor3usEXTPROC) (GLushort red, GLushort green, GLushort blue);
-typedef void (APIENTRY * glSecondaryColor3usvEXTPROC) (const GLushort *v);
-typedef void (APIENTRY * glSecondaryColorPointerEXTPROC) (GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
-
-extern glSecondaryColor3bEXTPROC glSecondaryColor3bEXT;
-extern glSecondaryColor3bvEXTPROC glSecondaryColor3bvEXT;
-extern glSecondaryColor3dEXTPROC glSecondaryColor3dEXT;
-extern glSecondaryColor3dvEXTPROC glSecondaryColor3dvEXT;
-extern glSecondaryColor3fEXTPROC glSecondaryColor3fEXT;
-extern glSecondaryColor3fvEXTPROC glSecondaryColor3fvEXT;
-extern glSecondaryColor3iEXTPROC glSecondaryColor3iEXT;
-extern glSecondaryColor3ivEXTPROC glSecondaryColor3ivEXT;
-extern glSecondaryColor3sEXTPROC glSecondaryColor3sEXT;
-extern glSecondaryColor3svEXTPROC glSecondaryColor3svEXT;
-extern glSecondaryColor3ubEXTPROC glSecondaryColor3ubEXT;
-extern glSecondaryColor3ubvEXTPROC glSecondaryColor3ubvEXT;
-extern glSecondaryColor3uiEXTPROC glSecondaryColor3uiEXT;
-extern glSecondaryColor3uivEXTPROC glSecondaryColor3uivEXT;
-extern glSecondaryColor3usEXTPROC glSecondaryColor3usEXT;
-extern glSecondaryColor3usvEXTPROC glSecondaryColor3usvEXT;
-extern glSecondaryColorPointerEXTPROC glSecondaryColorPointerEXT;
-
-#endif /* GL_EXT_secondary_color */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_FOG_COORD------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_fog_coord
-#define GL_EXT_fog_coord 1
-
-#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
-#define GL_FOG_COORDINATE_EXT 0x8451
-#define GL_FRAGMENT_DEPTH_EXT 0x8452
-#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
-#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
-#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
-#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
-#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
-
-typedef void (APIENTRY * glFogCoordfEXTPROC) (GLfloat coord);
-typedef void (APIENTRY * glFogCoordfvEXTPROC) (const GLfloat *coord);
-typedef void (APIENTRY * glFogCoorddEXTPROC) (GLdouble coord);
-typedef void (APIENTRY * glFogCoorddvEXTPROC) (const GLdouble *coord);
-typedef void (APIENTRY * glFogCoordPointerEXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
-
-extern glFogCoordfEXTPROC glFogCoordfEXT;
-extern glFogCoordfvEXTPROC glFogCoordfvEXT;
-extern glFogCoorddEXTPROC glFogCoorddEXT;
-extern glFogCoorddvEXTPROC glFogCoorddvEXT;
-extern glFogCoordPointerEXTPROC glFogCoordPointerEXT;
-
-#endif /* GL_EXT_fog_coord */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_VERTEX_ARRAY_RANGE----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_vertex_array_range
-#define GL_NV_vertex_array_range 1
-
-#define GL_VERTEX_ARRAY_RANGE_NV 0x851D
-#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E
-#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F
-#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520
-#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521
-
-typedef void (APIENTRY * glFlushVertexArrayRangeNVPROC) (void);
-typedef void (APIENTRY * glVertexArrayRangeNVPROC) (GLsizei size, const GLvoid *pointer);
-
-extern glFlushVertexArrayRangeNVPROC glFlushVertexArrayRangeNV;
-extern glVertexArrayRangeNVPROC glVertexArrayRangeNV;
-
-#ifdef WIN32
-
-typedef void * (APIENTRY * wglAllocateMemoryNVPROC) (GLsizei size, GLfloat readFrequency, GLfloat writeFrequency, GLfloat priority);
-typedef void (APIENTRY * wglFreeMemoryNVPROC) (void *pointer);
-
-extern wglAllocateMemoryNVPROC wglAllocateMemoryNV;
-extern wglFreeMemoryNVPROC wglFreeMemoryNV;
-
-#endif /* WIN32 */
-
-#endif /* GL_NV_vertex_array_range */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_VERTEX_ARRAY_RANGE2---------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_vertex_array_range2
-#define GL_NV_vertex_array_range2 1
-
-#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533
-
-#endif /* GL_NV_vertex_array_range2 */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_POINT_PARAMETERS-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_point_parameters
-#define GL_EXT_point_parameters 1
-
-#define GL_POINT_SIZE_MIN_EXT 0x8126
-#define GL_POINT_SIZE_MAX_EXT 0x8127
-#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128
-#define GL_DISTANCE_ATTENUATION_EXT 0x8129
-
-typedef void (APIENTRY * glPointParameterfEXTPROC) (GLenum pname, GLfloat param);
-typedef void (APIENTRY * glPointParameterfvEXTPROC) (GLenum pname, const GLfloat *params);
-
-extern glPointParameterfEXTPROC glPointParameterfEXT;
-extern glPointParameterfvEXTPROC glPointParameterfvEXT;
-
-#endif /* GL_EXT_point_parameters */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_REGISTER_COMBINERS----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_register_combiners
-#define GL_NV_register_combiners 1
-
-#define GL_REGISTER_COMBINERS_NV 0x8522
-#define GL_COMBINER0_NV 0x8550
-#define GL_COMBINER1_NV 0x8551
-#define GL_COMBINER2_NV 0x8552
-#define GL_COMBINER3_NV 0x8553
-#define GL_COMBINER4_NV 0x8554
-#define GL_COMBINER5_NV 0x8555
-#define GL_COMBINER6_NV 0x8556
-#define GL_COMBINER7_NV 0x8557
-#define GL_VARIABLE_A_NV 0x8523
-#define GL_VARIABLE_B_NV 0x8524
-#define GL_VARIABLE_C_NV 0x8525
-#define GL_VARIABLE_D_NV 0x8526
-#define GL_VARIABLE_E_NV 0x8527
-#define GL_VARIABLE_F_NV 0x8528
-#define GL_VARIABLE_G_NV 0x8529
-#define GL_CONSTANT_COLOR0_NV 0x852A
-#define GL_CONSTANT_COLOR1_NV 0x852B
-#define GL_PRIMARY_COLOR_NV 0x852C
-#define GL_SECONDARY_COLOR_NV 0x852D
-#define GL_SPARE0_NV 0x852E
-#define GL_SPARE1_NV 0x852F
-#define GL_UNSIGNED_IDENTITY_NV 0x8536
-#define GL_UNSIGNED_INVERT_NV 0x8537
-#define GL_EXPAND_NORMAL_NV 0x8538
-#define GL_EXPAND_NEGATE_NV 0x8539
-#define GL_HALF_BIAS_NORMAL_NV 0x853A
-#define GL_HALF_BIAS_NEGATE_NV 0x853B
-#define GL_SIGNED_IDENTITY_NV 0x853C
-#define GL_SIGNED_NEGATE_NV 0x853D
-#define GL_E_TIMES_F_NV 0x8531
-#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532
-#define GL_SCALE_BY_TWO_NV 0x853E
-#define GL_SCALE_BY_FOUR_NV 0x853F
-#define GL_SCALE_BY_ONE_HALF_NV 0x8540
-#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541
-#define GL_DISCARD_NV 0x8530
-#define GL_COMBINER_INPUT_NV 0x8542
-#define GL_COMBINER_MAPPING_NV 0x8543
-#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544
-#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545
-#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546
-#define GL_COMBINER_MUX_SUM_NV 0x8547
-#define GL_COMBINER_SCALE_NV 0x8548
-#define GL_COMBINER_BIAS_NV 0x8549
-#define GL_COMBINER_AB_OUTPUT_NV 0x854A
-#define GL_COMBINER_CD_OUTPUT_NV 0x854B
-#define GL_COMBINER_SUM_OUTPUT_NV 0x854C
-#define GL_NUM_GENERAL_COMBINERS_NV 0x854E
-#define GL_COLOR_SUM_CLAMP_NV 0x854F
-#define GL_MAX_GENERAL_COMBINERS_NV 0x854D
-
-typedef void (APIENTRY * glCombinerParameterfvNVPROC) (GLenum pname, const GLfloat *params);
-typedef void (APIENTRY * glCombinerParameterfNVPROC) (GLenum pname, GLfloat param);
-typedef void (APIENTRY * glCombinerParameterivNVPROC) (GLenum pname, const GLint *params);
-typedef void (APIENTRY * glCombinerParameteriNVPROC) (GLenum pname, GLint param);
-typedef void (APIENTRY * glCombinerInputNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
-typedef void (APIENTRY * glCombinerOutputNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);
-typedef void (APIENTRY * glFinalCombinerInputNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
-typedef void (APIENTRY * glGetCombinerInputParameterfvNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetCombinerInputParameterivNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetCombinerOutputParameterfvNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetCombinerOutputParameterivNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetFinalCombinerInputParameterfvNVPROC) (GLenum variable, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetFinalCombinerInputParameterivNVPROC) (GLenum variable, GLenum pname, GLint *params);
-
-extern glCombinerParameterfvNVPROC glCombinerParameterfvNV;
-extern glCombinerParameterfNVPROC glCombinerParameterfNV;
-extern glCombinerParameterivNVPROC glCombinerParameterivNV;
-extern glCombinerParameteriNVPROC glCombinerParameteriNV;
-extern glCombinerInputNVPROC glCombinerInputNV;
-extern glCombinerOutputNVPROC glCombinerOutputNV;
-extern glFinalCombinerInputNVPROC glFinalCombinerInputNV;
-extern glGetCombinerInputParameterfvNVPROC glGetCombinerInputParameterfvNV;
-extern glGetCombinerInputParameterivNVPROC glGetCombinerInputParameterivNV;
-extern glGetCombinerOutputParameterfvNVPROC glGetCombinerOutputParameterfvNV;
-extern glGetCombinerOutputParameterivNVPROC glGetCombinerOutputParameterivNV;
-extern glGetFinalCombinerInputParameterfvNVPROC glGetFinalCombinerInputParameterfvNV;
-extern glGetFinalCombinerInputParameterivNVPROC glGetFinalCombinerInputParameterivNV;
-
-#endif /* GL_NV_register_combiners */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_MULTISAMPLE----------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_multisample
-#define GL_ARB_multisample 1
-
-#define GL_MULTISAMPLE_ARB 0x809D
-#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E
-#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F
-#define GL_SAMPLE_COVERAGE_ARB 0x80A0
-#define GL_SAMPLE_BUFFERS_ARB 0x80A8
-#define GL_SAMPLES_ARB 0x80A9
-#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA
-#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB
-#define GL_MULTISAMPLE_BIT_ARB 0x20000000
-
-extern glSampleCoveragePROC glSampleCoverageARB;
-
-#endif /* GL_ARB_multisample */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_TEXTURE_SHADER--------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_texture_shader
-#define GL_NV_texture_shader 1
-
-#define GL_TEXTURE_SHADER_NV 0x86DE
-#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
-#define GL_SHADER_OPERATION_NV 0x86DF
-#define GL_CULL_MODES_NV 0x86E0
-#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
-#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2
-#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3
-#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4
-#define GL_CONST_EYE_NV 0x86E5
-#define GL_SHADER_CONSISTENT_NV 0x86DD
-#define GL_PASS_THROUGH_NV 0x86E6
-#define GL_CULL_FRAGMENT_NV 0x86E7
-#define GL_OFFSET_TEXTURE_2D_NV 0x86E8
-#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C
-#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
-#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9
-#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA
-#define GL_DOT_PRODUCT_NV 0x86EC
-#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED
-#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE
-#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
-#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0
-#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1
-#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2
-#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3
-#define GL_HILO_NV 0x86F4
-#define GL_DSDT_NV 0x86F5
-#define GL_DSDT_MAG_NV 0x86F6
-#define GL_DSDT_MAG_VIB_NV 0x86F7
-#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
-#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
-#define GL_SIGNED_RGBA_NV 0x86FB
-#define GL_SIGNED_RGBA8_NV 0x86FC
-#define GL_SIGNED_RGB_NV 0x86FE
-#define GL_SIGNED_RGB8_NV 0x86FF
-#define GL_SIGNED_LUMINANCE_NV 0x8701
-#define GL_SIGNED_LUMINANCE8_NV 0x8702
-#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
-#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
-#define GL_SIGNED_ALPHA_NV 0x8705
-#define GL_SIGNED_ALPHA8_NV 0x8706
-#define GL_SIGNED_INTENSITY_NV 0x8707
-#define GL_SIGNED_INTENSITY8_NV 0x8708
-#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
-#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
-#define GL_HILO16_NV 0x86F8
-#define GL_SIGNED_HILO_NV 0x86F9
-#define GL_SIGNED_HILO16_NV 0x86FA
-#define GL_DSDT8_NV 0x8709
-#define GL_DSDT8_MAG8_NV 0x870A
-#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
-#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
-#define GL_HI_SCALE_NV 0x870E
-#define GL_LO_SCALE_NV 0x870F
-#define GL_DS_SCALE_NV 0x8710
-#define GL_DT_SCALE_NV 0x8711
-#define GL_MAGNITUDE_SCALE_NV 0x8712
-#define GL_VIBRANCE_SCALE_NV 0x8713
-#define GL_HI_BIAS_NV 0x8714
-#define GL_LO_BIAS_NV 0x8715
-#define GL_DS_BIAS_NV 0x8716
-#define GL_DT_BIAS_NV 0x8717
-#define GL_MAGNITUDE_BIAS_NV 0x8718
-#define GL_VIBRANCE_BIAS_NV 0x8719
-#define GL_TEXTURE_BORDER_VALUES_NV 0x871A
-#define GL_TEXTURE_HI_SIZE_NV 0x871B
-#define GL_TEXTURE_LO_SIZE_NV 0x871C
-#define GL_TEXTURE_DS_SIZE_NV 0x871D
-#define GL_TEXTURE_DT_SIZE_NV 0x871E
-#define GL_TEXTURE_MAG_SIZE_NV 0x871F
-
-#endif /* GL_NV_texture_shader */
-
-/*-------------------------------------------------------------------*/
-/*------------GL_NV_TEXTURE_RECTANGLE--------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_texture_rectangle
-#define GL_NV_texture_rectangle 1
-
-#define GL_TEXTURE_RECTANGLE_NV 0x84F5
-#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6
-#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7
-#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8
-
-#endif /* GL_NV_texture_recrangle */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_TEXTURE_ENV_COMBINE4--------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_texture_env_combine4
-#define GL_NV_texture_env_combine4 1
-
-#define GL_COMBINE4_NV 0x8503
-#define GL_SOURCE3_RGB_NV 0x8583
-#define GL_SOURCE3_ALPHA_NV 0x858B
-#define GL_OPERAND3_RGB_NV 0x8593
-#define GL_OPERAND3_ALPHA_NV 0x859B
-
-#endif /* GL_NV_texture_env_combine */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_FOG_DISTANCE----------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_fog_distance
-#define GL_NV_fog_distance 1
-
-#define GL_FOG_DISTANCE_MODE_NV 0x855A
-#define GL_EYE_RADIAL_NV 0x855B
-#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C
-
-#endif /* GL_NV_fog_distance */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_TEXTURE_FILTER_ANISOTROPIC-------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_texture_filter_anisotropic
-#define GL_EXT_texture_filter_anisotropic 1
-
-#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
-#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
-
-#endif /* GL_EXT_texture_filter_anisotropic */
-
-/*-------------------------------------------------------------------*/
-/*------------SGIS_GENERATE_MIPMAP-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_SGIS_generate_mipmap
-#define GL_SGIS_generate_mipmap 1
-
-#define GL_GENERATE_MIPMAP_SGIS 0x8191
-#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
-
-#endif /* GL_SGIS_generate_mipmap */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_TEXGEN_REFLECTION-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_texgen_reflection
-#define GL_NV_texgen_reflection 1
-
-#define GL_NORMAL_MAP_NV 0x8511
-#define GL_REFLECTION_MAP_NV 0x8512
-
-#endif /* GL_NV_texgen_reflection */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_VERTEX_WEIGHTING-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_vertex_weighting
-#define GL_EXT_vertex_weighting 1
-
-#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 /* alias to GL_MODELVIEW_STACK_DEPTH */
-#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502
-#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 /* alias to GL_MODELVIEW_MATRIX */
-#define GL_MODELVIEW1_MATRIX_EXT 0x8506
-#define GL_VERTEX_WEIGHTING_EXT 0x8509
-#define GL_MODELVIEW0_EXT 0x1700 /* alias to GL_MODELVIEW */
-#define GL_MODELVIEW1_EXT 0x850A
-#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B
-#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C
-#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D
-#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E
-#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F
-#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510
-
-typedef void (APIENTRY * glVertexWeightfEXTPROC) (GLfloat weight);
-typedef void (APIENTRY * glVertexWeightfvEXTPROC) (const GLfloat *weight);
-typedef void (APIENTRY * glVertexWeightPointerEXTPROC) (GLsizei size, GLenum type, GLsizei stride, const GLvoid *pointer);
-
-extern glVertexWeightfEXTPROC glVertexWeightfEXT;
-extern glVertexWeightfvEXTPROC glVertexWeightfvEXT;
-extern glVertexWeightPointerEXTPROC glVertexWeightPointerEXT;
-
-#endif /* GL_EXT_vertex_weighting */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_VERTEX_PROGRAM--------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_vertex_program
-#define GL_NV_vertex_program 1
-
-#define GL_VERTEX_PROGRAM_NV 0x8620
-#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642
-#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643
-#define GL_VERTEX_STATE_PROGRAM_NV 0x8621
-#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623
-#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624
-#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625
-#define GL_CURRENT_ATTRIB_NV 0x8626
-#define GL_PROGRAM_PARAMETER_NV 0x8644
-#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645
-#define GL_PROGRAM_TARGET_NV 0x8646
-#define GL_PROGRAM_LENGTH_NV 0x8627
-#define GL_PROGRAM_RESIDENT_NV 0x8647
-#define GL_PROGRAM_STRING_NV 0x8628
-#define GL_TRACK_MATRIX_NV 0x8648
-#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649
-#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E
-#define GL_MAX_TRACK_MATRICES_NV 0x862F
-#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640
-#define GL_CURRENT_MATRIX_NV 0x8641
-#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A
-#define GL_PROGRAM_ERROR_POSITION_NV 0x864B
-#define GL_MODELVIEW_PROJECTION_NV 0x8629
-#define GL_MATRIX0_NV 0x8630
-#define GL_MATRIX1_NV 0x8631
-#define GL_MATRIX2_NV 0x8632
-#define GL_MATRIX3_NV 0x8633
-#define GL_MATRIX4_NV 0x8634
-#define GL_MATRIX5_NV 0x8635
-#define GL_MATRIX6_NV 0x8636
-#define GL_MATRIX7_NV 0x8637
-#define GL_IDENTITY_NV 0x862A
-#define GL_INVERSE_NV 0x862B
-#define GL_TRANSPOSE_NV 0x862C
-#define GL_INVERSE_TRANSPOSE_NV 0x862D
-#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650
-#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651
-#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652
-#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653
-#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654
-#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655
-#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656
-#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657
-#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658
-#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659
-#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A
-#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B
-#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C
-#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D
-#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E
-#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F
-#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660
-#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661
-#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662
-#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663
-#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664
-#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665
-#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666
-#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667
-#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668
-#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669
-#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A
-#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B
-#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C
-#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D
-#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E
-#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F
-#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670
-#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671
-#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672
-#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673
-#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674
-#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675
-#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676
-#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677
-#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678
-#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679
-#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A
-#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B
-#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C
-#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D
-#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E
-#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F
-
-typedef void (APIENTRY * glBindProgramNVPROC) (GLenum target, GLuint id);
-typedef void (APIENTRY * glDeleteProgramsNVPROC) (GLsizei n, const GLuint *ids);
-typedef void (APIENTRY * glExecuteProgramNVPROC) (GLenum target, GLuint id, const GLfloat *params);
-typedef void (APIENTRY * glGenProgramsNVPROC) (GLsizei n, GLuint *ids);
-typedef GLboolean (APIENTRY * glAreProgramsResidentNVPROC) (GLsizei n, const GLuint *ids, GLboolean *residences);
-typedef void (APIENTRY * glRequestResidentProgramsNVPROC) (GLsizei n, GLuint *ids);
-typedef void (APIENTRY * glGetProgramParameterfvNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetProgramParameterdvNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble *params);
-typedef void (APIENTRY * glGetProgramivNVPROC) (GLuint id, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetProgramStringNVPROC) (GLuint id, GLenum pname, GLubyte *program);
-typedef void (APIENTRY * glGetTrackMatrixivNVPROC) (GLenum target, GLuint address, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetVertexAttribdvNVPROC) (GLuint index, GLenum pname, GLdouble *params);
-typedef void (APIENTRY * glGetVertexAttribfvNVPROC) (GLuint index, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetVertexAttribivNVPROC) (GLuint index, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetVertexAttribPointervNVPROC) (GLuint index, GLenum pname, GLvoid **pointer);
-typedef GLboolean (APIENTRY * glIsProgramNVPROC) (GLuint id);
-typedef void (APIENTRY * glLoadProgramNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte *program);
-typedef void (APIENTRY * glProgramParameter4fNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
-typedef void (APIENTRY * glProgramParameter4dNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
-typedef void (APIENTRY * glProgramParameter4dvNVPROC) (GLenum target, GLuint index, const GLdouble *params);
-typedef void (APIENTRY * glProgramParameter4fvNVPROC) (GLenum target, GLuint index, const GLfloat *params);
-typedef void (APIENTRY * glProgramParameters4dvNVPROC) (GLenum target, GLuint index, GLuint num, const GLdouble *params);
-typedef void (APIENTRY * glProgramParameters4fvNVPROC) (GLenum target, GLuint index, GLuint num, const GLfloat *params);
-typedef void (APIENTRY * glTrackMatrixNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform);
-typedef void (APIENTRY * glVertexAttribPointerNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
-typedef void (APIENTRY * glVertexAttrib1sNVPROC) (GLuint index, GLshort x);
-typedef void (APIENTRY * glVertexAttrib1fNVPROC) (GLuint index, GLfloat x);
-typedef void (APIENTRY * glVertexAttrib1dNVPROC) (GLuint index, GLdouble x);
-typedef void (APIENTRY * glVertexAttrib2sNVPROC) (GLuint index, GLshort x, GLshort y);
-typedef void (APIENTRY * glVertexAttrib2fNVPROC) (GLuint index, GLfloat x, GLfloat y);
-typedef void (APIENTRY * glVertexAttrib2dNVPROC) (GLuint index, GLdouble x, GLdouble y);
-typedef void (APIENTRY * glVertexAttrib3sNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
-typedef void (APIENTRY * glVertexAttrib3fNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
-typedef void (APIENTRY * glVertexAttrib3dNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
-typedef void (APIENTRY * glVertexAttrib4sNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
-typedef void (APIENTRY * glVertexAttrib4fNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
-typedef void (APIENTRY * glVertexAttrib4dNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
-typedef void (APIENTRY * glVertexAttrib4ubNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
-typedef void (APIENTRY * glVertexAttrib1svNVPROC) (GLuint index, const GLshort *v);
-typedef void (APIENTRY * glVertexAttrib1fvNVPROC) (GLuint index, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttrib1dvNVPROC) (GLuint index, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttrib2svNVPROC) (GLuint index, const GLshort *v);
-typedef void (APIENTRY * glVertexAttrib2fvNVPROC) (GLuint index, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttrib2dvNVPROC) (GLuint index, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttrib3svNVPROC) (GLuint index, const GLshort *v);
-typedef void (APIENTRY * glVertexAttrib3fvNVPROC) (GLuint index, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttrib3dvNVPROC) (GLuint index, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttrib4svNVPROC) (GLuint index, const GLshort *v);
-typedef void (APIENTRY * glVertexAttrib4fvNVPROC) (GLuint index, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttrib4dvNVPROC) (GLuint index, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttrib4ubvNVPROC) (GLuint index, const GLubyte *v);
-typedef void (APIENTRY * glVertexAttribs1svNVPROC) (GLuint index, GLsizei n, const GLshort *v);
-typedef void (APIENTRY * glVertexAttribs1fvNVPROC) (GLuint index, GLsizei n, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttribs1dvNVPROC) (GLuint index, GLsizei n, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttribs2svNVPROC) (GLuint index, GLsizei n, const GLshort *v);
-typedef void (APIENTRY * glVertexAttribs2fvNVPROC) (GLuint index, GLsizei n, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttribs2dvNVPROC) (GLuint index, GLsizei n, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttribs3svNVPROC) (GLuint index, GLsizei n, const GLshort *v);
-typedef void (APIENTRY * glVertexAttribs3fvNVPROC) (GLuint index, GLsizei n, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttribs3dvNVPROC) (GLuint index, GLsizei n, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttribs4svNVPROC) (GLuint index, GLsizei n, const GLshort *v);
-typedef void (APIENTRY * glVertexAttribs4fvNVPROC) (GLuint index, GLsizei n, const GLfloat *v);
-typedef void (APIENTRY * glVertexAttribs4dvNVPROC) (GLuint index, GLsizei n, const GLdouble *v);
-typedef void (APIENTRY * glVertexAttribs4ubvNVPROC) (GLuint index, GLsizei n, const GLubyte *v);
-
-extern glBindProgramNVPROC glBindProgramNV;
-extern glDeleteProgramsNVPROC glDeleteProgramsNV;
-extern glExecuteProgramNVPROC glExecuteProgramNV;
-extern glGenProgramsNVPROC glGenProgramsNV;
-extern glAreProgramsResidentNVPROC glAreProgramsResidentNV;
-extern glRequestResidentProgramsNVPROC glRequestResidentProgramsNV;
-extern glGetProgramParameterfvNVPROC glGetProgramParameterfvNV;
-extern glGetProgramParameterdvNVPROC glGetProgramParameterdvNV;
-extern glGetProgramivNVPROC glGetProgramivNV;
-extern glGetProgramStringNVPROC glGetProgramStringNV;
-extern glGetTrackMatrixivNVPROC glGetTrackMatrixivNV;
-extern glGetVertexAttribdvNVPROC glGetVertexAttribdvNV;
-extern glGetVertexAttribfvNVPROC glGetVertexAttribfvNV;
-extern glGetVertexAttribivNVPROC glGetVertexAttribivNV;
-extern glGetVertexAttribPointervNVPROC glGetVertexAttribPointervNV;
-extern glIsProgramNVPROC glIsProgramNV;
-extern glLoadProgramNVPROC glLoadProgramNV;
-extern glProgramParameter4fNVPROC glProgramParameter4fNV;
-extern glProgramParameter4dNVPROC glProgramParameter4dNV;
-extern glProgramParameter4dvNVPROC glProgramParameter4dvNV;
-extern glProgramParameter4fvNVPROC glProgramParameter4fvNV;
-extern glProgramParameters4dvNVPROC glProgramParameters4dvNV;
-extern glProgramParameters4fvNVPROC glProgramParameters4fvNV;
-extern glTrackMatrixNVPROC glTrackMatrixNV;
-extern glVertexAttribPointerNVPROC glVertexAttribPointerNV;
-extern glVertexAttrib1sNVPROC glVertexAttrib1sNV;
-extern glVertexAttrib1fNVPROC glVertexAttrib1fNV;
-extern glVertexAttrib1dNVPROC glVertexAttrib1dNV;
-extern glVertexAttrib2sNVPROC glVertexAttrib2sNV;
-extern glVertexAttrib2fNVPROC glVertexAttrib2fNV;
-extern glVertexAttrib2dNVPROC glVertexAttrib2dNV;
-extern glVertexAttrib3sNVPROC glVertexAttrib3sNV;
-extern glVertexAttrib3fNVPROC glVertexAttrib3fNV;
-extern glVertexAttrib3dNVPROC glVertexAttrib3dNV;
-extern glVertexAttrib4sNVPROC glVertexAttrib4sNV;
-extern glVertexAttrib4fNVPROC glVertexAttrib4fNV;
-extern glVertexAttrib4dNVPROC glVertexAttrib4dNV;
-extern glVertexAttrib4ubNVPROC glVertexAttrib4ubNV;
-extern glVertexAttrib1svNVPROC glVertexAttrib1svNV;
-extern glVertexAttrib1fvNVPROC glVertexAttrib1fvNV;
-extern glVertexAttrib1dvNVPROC glVertexAttrib1dvNV;
-extern glVertexAttrib2svNVPROC glVertexAttrib2svNV;
-extern glVertexAttrib2fvNVPROC glVertexAttrib2fvNV;
-extern glVertexAttrib2dvNVPROC glVertexAttrib2dvNV;
-extern glVertexAttrib3svNVPROC glVertexAttrib3svNV;
-extern glVertexAttrib3fvNVPROC glVertexAttrib3fvNV;
-extern glVertexAttrib3dvNVPROC glVertexAttrib3dvNV;
-extern glVertexAttrib4svNVPROC glVertexAttrib4svNV;
-extern glVertexAttrib4fvNVPROC glVertexAttrib4fvNV;
-extern glVertexAttrib4dvNVPROC glVertexAttrib4dvNV;
-extern glVertexAttrib4ubvNVPROC glVertexAttrib4ubvNV;
-extern glVertexAttribs1svNVPROC glVertexAttribs1svNV;
-extern glVertexAttribs1fvNVPROC glVertexAttribs1fvNV;
-extern glVertexAttribs1dvNVPROC glVertexAttribs1dvNV;
-extern glVertexAttribs2svNVPROC glVertexAttribs2svNV;
-extern glVertexAttribs2fvNVPROC glVertexAttribs2fvNV;
-extern glVertexAttribs2dvNVPROC glVertexAttribs2dvNV;
-extern glVertexAttribs3svNVPROC glVertexAttribs3svNV;
-extern glVertexAttribs3fvNVPROC glVertexAttribs3fvNV;
-extern glVertexAttribs3dvNVPROC glVertexAttribs3dvNV;
-extern glVertexAttribs4svNVPROC glVertexAttribs4svNV;
-extern glVertexAttribs4fvNVPROC glVertexAttribs4fvNV;
-extern glVertexAttribs4dvNVPROC glVertexAttribs4dvNV;
-extern glVertexAttribs4ubvNVPROC glVertexAttribs4ubvNV;
-
-#endif /* GL_NV_vertex_program */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_FENCE-----------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_fence
-#define GL_NV_fance 1
-
-#define GL_ALL_COMPLETED_NV 0x84F2
-#define GL_FENCE_STATUS_NV 0x84F3
-#define GL_FENCE_CONDITION_NV 0x84F4
-
-typedef void (APIENTRY * glGenFencesNVPROC) (GLsizei n, GLuint *fences);
-typedef void (APIENTRY * glDeleteFencesNVPROC) (GLsizei n, const GLuint *fences);
-typedef void (APIENTRY * glSetFenceNVPROC) (GLuint fence, GLenum condition);
-typedef GLboolean (APIENTRY * glTestFenceNVPROC) (GLuint fence);
-typedef void (APIENTRY * glFinishFenceNVPROC) (GLuint fence);
-typedef GLboolean (APIENTRY * glIsFenceNVPROC) (GLuint fence);
-typedef void (APIENTRY * glGetFenceivNVPROC) (GLuint fence, GLenum pname, GLint *params);
-
-extern glGenFencesNVPROC glGenFencesNV;
-extern glDeleteFencesNVPROC glDeleteFencesNV;
-extern glSetFenceNVPROC glSetFenceNV;
-extern glTestFenceNVPROC glTestFenceNV;
-extern glFinishFenceNVPROC glFinishFenceNV;
-extern glIsFenceNVPROC glIsFenceNV;
-extern glGetFenceivNVPROC glGetFenceivNV;
-
-#endif /* GL_NV_fence */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_TEXTURE_SHADER2-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_texture_shader2
-#define GL_NV_texture_shader2
-
-#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF
-#define GL_HILO_NV 0x86F4
-#define GL_DSDT_NV 0x86F5
-#define GL_DSDT_MAG_NV 0x86F6
-#define GL_DSDT_MAG_VIB_NV 0x86F7
-#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
-#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
-#define GL_SIGNED_RGBA_NV 0x86FB
-#define GL_SIGNED_RGBA8_NV 0x86FC
-#define GL_SIGNED_RGB_NV 0x86FE
-#define GL_SIGNED_RGB8_NV 0x86FF
-#define GL_SIGNED_LUMINANCE_NV 0x8701
-#define GL_SIGNED_LUMINANCE8_NV 0x8702
-#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
-#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
-#define GL_SIGNED_ALPHA_NV 0x8705
-#define GL_SIGNED_ALPHA8_NV 0x8706
-#define GL_SIGNED_INTENSITY_NV 0x8707
-#define GL_SIGNED_INTENSITY8_NV 0x8708
-#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
-#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
-#define GL_HILO16_NV 0x86F8
-#define GL_SIGNED_HILO_NV 0x86F9
-#define GL_SIGNED_HILO16_NV 0x86FA
-#define GL_DSDT8_NV 0x8709
-#define GL_DSDT8_MAG8_NV 0x870A
-#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
-#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
-
-#endif /* GL_NV_texture_shader2 */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_BLEND_SQUARE----------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_blend_square
-#define GL_NV_blend_square 1
-
-#endif /* GL_NV_blend_square */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_LIGHT_MAX_EXPONENT----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_light_max_exponent
-#define GL_NV_light_max_exponent 1
-
-#define GL_MAX_SHININESS_NV 0x8504
-#define GL_MAX_SPOT_EXPONENT_NV 0x8505
-
-#endif /* GL_NV_light_max_exponent */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_PACKED_DEPTH_STENCIL--------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_packed_depth_stencil
-#define GL_NV_packed_depth_stencil 1
-
-#define GL_DEPTH_STENCIL_NV 0x84F9
-#define GL_UNSIGNED_INT_24_8_NV 0x84FA
-
-#endif /* GL_NV_packed_depth_stencil */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_REGISTER_COMBINERS2---------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_register_combiners2
-#define GL_NV_register_combiners2
-
-#define GL_PER_STAGE_CONSTANTS_NV 0x8535
-
-typedef void (APIENTRY * glCombinerStageParameterfvNVPROC) (GLenum stage, GLenum pname, const GLfloat *params);
-typedef void (APIENTRY * glGetCombinerStageParameterfvNVPROC) (GLenum stage, GLenum pname, GLfloat *params);
-
-extern glCombinerStageParameterfvNVPROC glCombinerStageParameterfvNV;
-extern glGetCombinerStageParameterfvNVPROC glGetCombinerStageParameterfvNV;
-
-#endif /* GL_NV_register_combiners2 */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_ABGR-----------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_abgr
-#define GL_EXT_abgr 1
-
-#define GL_ABGR_EXT 0x8000
-
-#endif /* GL_EXT_abgr */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_STENCIL_WRAP---------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_stencil_wrap
-#define GL_EXT_stencil_wrap 1
-
-#define GL_INCR_WRAP_EXT 0x8507
-#define GL_DECR_WRAP_EXT 0x8508
-
-#endif /* GL_EXT_stencil_wrap */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_TEXTURE_LOD_BIAS-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_texture_lod_bias
-#define GL_EXT_texture_lod_bias 1
-
-#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500
-#define GL_TEXTURE_LOD_BIAS_EXT 0x8501
-#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD
-
-#endif /* GL_EXT_texture_lod_bias */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_EVALUATORS------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_evaluators
-#define GL_NV_evaluators 1
-
-#define GL_EVAL_2D_NV 0x86C0
-#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1
-#define GL_MAP_TESSELLATION_NV 0x86C2
-#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3
-#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4
-#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5
-#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6
-#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7
-#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8
-#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9
-#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA
-#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB
-#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC
-#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD
-#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE
-#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF
-#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0
-#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1
-#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2
-#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3
-#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4
-#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5
-#define GL_MAX_MAP_TESSELLATION_NV 0x86D6
-#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7
-
-typedef void (APIENTRY * glMapControlPointsNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const GLvoid *points);
-typedef void (APIENTRY * glMapParameterivNVPROC) (GLenum target, GLenum pname, const GLint *params);
-typedef void (APIENTRY * glMapParameterfvNVPROC) (GLenum target, GLenum pname, const GLfloat *params);
-typedef void (APIENTRY * glGetMapControlPointsNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, GLvoid *points);
-typedef void (APIENTRY * glGetMapParameterivNVPROC) (GLenum target, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetMapParameterfvNVPROC) (GLenum target, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetMapAttribParameterivNVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetMapAttribParameterfvNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glEvalMapsNVPROC) (GLenum target, GLenum mode);
-
-extern glMapControlPointsNVPROC glMapControlPointsNV;
-extern glMapParameterivNVPROC glMapParameterivNV;
-extern glMapParameterfvNVPROC glMapParameterfvNV;
-extern glGetMapControlPointsNVPROC glGetMapControlPointsNV;
-extern glGetMapParameterivNVPROC glGetMapParameterivNV;
-extern glGetMapParameterfvNVPROC glGetMapParameterfvNV;
-extern glGetMapAttribParameterivNVPROC glGetMapAttribParameterivNV;
-extern glGetMapAttribParameterfvNVPROC glGetMapAttribParameterfvNV;
-extern glEvalMapsNVPROC glEvalMapsNV;
-
-#endif /* GL_NV_evaluators */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_COPY_DEPTH_TO_COLOR---------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_copy_depth_to_color
-#define GL_NV_copy_depth_to_color 1
-
-#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E
-#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F
-
-#endif /* GL_NV_copy_depth_to_color */
-
-/*-------------------------------------------------------------------*/
-/*------------ATI_PN_TRIANGLES---------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATI_pn_triangles
-#define GL_ATI_pn_triangles 1
-
-#define GL_PN_TRIANGLES_ATI 0x87F0
-#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
-#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2
-#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3
-#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
-#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
-#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
-#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
-#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
-
-typedef void (APIENTRY * glPNTrianglesiATIPROC) (GLenum pname, GLint param);
-typedef void (APIENTRY * glPNTrianglesfATIPROC) (GLenum pname, GLfloat param);
-
-extern glPNTrianglesiATIPROC glPNTrianglesiATI;
-extern glPNTrianglesfATIPROC glPNTrianglesfATI;
-
-#endif /* GL_ATI_pn_triangles */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_POINT_PARAMETERS-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_point_parameters
-#define GL_ARB_point_parameters 1
-
-#define GL_POINT_SIZE_MIN_ARB 0x8126
-#define GL_POINT_SIZE_MAX_ARB 0x8127
-#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128
-#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129
-
-typedef void (APIENTRY * glPointParameterfARBPROC) (GLenum pname, GLfloat param);
-typedef void (APIENTRY * glPointParameterfvARBPROC) (GLenum pname, GLfloat *params);
-
-extern glPointParameterfARBPROC glPointParameterfARB;
-extern glPointParameterfvARBPROC glPointParameterfvARB;
-
-#endif /* GL_ARB_point_parameters */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TEXTURE_ENV_CROSSBAR-------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_env_crossbar
-#define GL_ARB_texture_env_crossbar 1
-
-#endif
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_VERTEX_BLEND---------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_vertex_blend
-#define GL_ARB_vertex_blend 1
-
-#define GL_MAX_VERTEX_UNITS_ARB 0x86A4
-#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5
-#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6
-#define GL_VERTEX_BLEND_ARB 0x86A7
-#define GL_CURRENT_WEIGHT_ARB 0x86A8
-#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9
-#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA
-#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB
-#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC
-#define GL_WEIGHT_ARRAY_ARB 0x86AD
-#define GL_MODELVIEW0_ARB 0x1700
-#define GL_MODELVIEW1_ARB 0x850a
-#define GL_MODELVIEW2_ARB 0x8722
-#define GL_MODELVIEW3_ARB 0x8723
-#define GL_MODELVIEW4_ARB 0x8724
-#define GL_MODELVIEW5_ARB 0x8725
-#define GL_MODELVIEW6_ARB 0x8726
-#define GL_MODELVIEW7_ARB 0x8727
-#define GL_MODELVIEW8_ARB 0x8728
-#define GL_MODELVIEW9_ARB 0x8729
-#define GL_MODELVIEW10_ARB 0x872A
-#define GL_MODELVIEW11_ARB 0x872B
-#define GL_MODELVIEW12_ARB 0x872C
-#define GL_MODELVIEW13_ARB 0x872D
-#define GL_MODELVIEW14_ARB 0x872E
-#define GL_MODELVIEW15_ARB 0x872F
-#define GL_MODELVIEW16_ARB 0x8730
-#define GL_MODELVIEW17_ARB 0x8731
-#define GL_MODELVIEW18_ARB 0x8732
-#define GL_MODELVIEW19_ARB 0x8733
-#define GL_MODELVIEW20_ARB 0x8734
-#define GL_MODELVIEW21_ARB 0x8735
-#define GL_MODELVIEW22_ARB 0x8736
-#define GL_MODELVIEW23_ARB 0x8737
-#define GL_MODELVIEW24_ARB 0x8738
-#define GL_MODELVIEW25_ARB 0x8739
-#define GL_MODELVIEW26_ARB 0x873A
-#define GL_MODELVIEW27_ARB 0x873B
-#define GL_MODELVIEW28_ARB 0x873C
-#define GL_MODELVIEW29_ARB 0x873D
-#define GL_MODELVIEW30_ARB 0x873E
-#define GL_MODELVIEW31_ARB 0x873F
-
-typedef void (APIENTRY * glWeightbvARBPROC) (GLint size, GLbyte *weights);
-typedef void (APIENTRY * glWeightsvARBPROC) (GLint size, GLshort *weights);
-typedef void (APIENTRY * glWeightivARBPROC) (GLint size, GLint *weights);
-typedef void (APIENTRY * glWeightfvARBPROC) (GLint size, GLfloat *weights);
-typedef void (APIENTRY * glWeightdvARBPROC) (GLint size, GLdouble *weights);
-typedef void (APIENTRY * glWeightubvARBPROC) (GLint size, GLubyte *weights);
-typedef void (APIENTRY * glWeightusvARBPROC) (GLint size, GLushort *weights);
-typedef void (APIENTRY * glWeightuivARBPROC) (GLint size, GLuint *weights);
-typedef void (APIENTRY * glWeightPointerARBPROC) (GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
-typedef void (APIENTRY * glVertexBlendARBPROC) (GLint count);
-
-extern glWeightbvARBPROC glWeightbvARB;
-extern glWeightsvARBPROC glWeightsvARB;
-extern glWeightivARBPROC glWeightivARB;
-extern glWeightfvARBPROC glWeightfvARB;
-extern glWeightdvARBPROC glWeightdvARB;
-extern glWeightubvARBPROC glWeightubvARB;
-extern glWeightusvARBPROC glWeightusvARB;
-extern glWeightuivARBPROC glWeightuivARB;
-extern glWeightPointerARBPROC glWeightPointerARB;
-extern glVertexBlendARBPROC glVertexBlendARB;
-
-#endif /* GL_ARB_vertex_blend */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_MULTI_DRAW_ARRAYS----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_multi_draw_arrays
-#define GL_EXT_multi_draw_arrays 1
-
-typedef void (APIENTRY * glMultiDrawArraysEXTPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
-typedef void (APIENTRY * glMultiDrawElementsEXTPROC) (GLenum mode, GLsizei *count, GLenum type, const GLvoid **indices, GLsizei primcount);
-
-extern glMultiDrawArraysEXTPROC glMultiDrawArraysEXT;
-extern glMultiDrawElementsEXTPROC glMultiDrawElementsEXT;
-
-#endif /* GL_EXT_multi_draw_arrays */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_MATRIX_PALETTE-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_matrix_palette
-#define GL_ARB_matrix_palette 1
-
-#define GL_MATRIX_PALETTE_ARB 0x8840
-#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841
-#define GL_MAX_PALETTE_MATRICES_ARB 0x8842
-#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843
-#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844
-#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845
-#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846
-#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847
-#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848
-#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849
-
-typedef void (APIENTRY * glCurrentPaletteMatrixARBPROC) (GLint index);
-typedef void (APIENTRY * glMatrixIndexubvARBPROC) (GLint size, GLubyte *indices);
-typedef void (APIENTRY * glMatrixIndexusvARBPROC) (GLint size, GLushort *indices);
-typedef void (APIENTRY * glMatrixIndexuivARBPROC) (GLint size, GLuint *indices);
-typedef void (APIENTRY * glMatrixIndexPointerARBPROC) (GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
-
-extern glCurrentPaletteMatrixARBPROC glCurrentPaletteMatrixARB;
-extern glMatrixIndexubvARBPROC glMatrixIndexubvARB;
-extern glMatrixIndexusvARBPROC glMatrixIndexusvARB;
-extern glMatrixIndexuivARBPROC glMatrixIndexuivARB;
-extern glMatrixIndexPointerARBPROC glMatrixIndexPointerARB;
-
-#endif /* GL_ARB_matrix_palette */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_VERTEX_SHADER--------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_vertex_shader
-#define GL_EXT_vertex_shader 1
-
-#define GL_VERTEX_SHADER_EXT 0x8780
-#define GL_VERTEX_SHADER_BINDING_EXT 0x8781
-#define GL_OP_INDEX_EXT 0x8782
-#define GL_OP_NEGATE_EXT 0x8783
-#define GL_OP_DOT3_EXT 0x8784
-#define GL_OP_DOT4_EXT 0x8785
-#define GL_OP_MUL_EXT 0x8786
-#define GL_OP_ADD_EXT 0x8787
-#define GL_OP_MADD_EXT 0x8788
-#define GL_OP_FRAC_EXT 0x8789
-#define GL_OP_MAX_EXT 0x878A
-#define GL_OP_MIN_EXT 0x878B
-#define GL_OP_SET_GE_EXT 0x878C
-#define GL_OP_SET_LT_EXT 0x878D
-#define GL_OP_CLAMP_EXT 0x878E
-#define GL_OP_FLOOR_EXT 0x878F
-#define GL_OP_ROUND_EXT 0x8790
-#define GL_OP_EXP_BASE_2_EXT 0x8791
-#define GL_OP_LOG_BASE_2_EXT 0x8792
-#define GL_OP_POWER_EXT 0x8793
-#define GL_OP_RECIP_EXT 0x8794
-#define GL_OP_RECIP_SQRT_EXT 0x8795
-#define GL_OP_SUB_EXT 0x8796
-#define GL_OP_CROSS_PRODUCT_EXT 0x8797
-#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798
-#define GL_OP_MOV_EXT 0x8799
-#define GL_OUTPUT_VERTEX_EXT 0x879A
-#define GL_OUTPUT_COLOR0_EXT 0x879B
-#define GL_OUTPUT_COLOR1_EXT 0x879C
-#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D
-#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E
-#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F
-#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0
-#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1
-#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2
-#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3
-#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4
-#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5
-#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6
-#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7
-#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8
-#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9
-#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA
-#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB
-#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC
-#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD
-#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE
-#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF
-#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0
-#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1
-#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2
-#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3
-#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4
-#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5
-#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6
-#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7
-#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8
-#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9
-#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA
-#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB
-#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC
-#define GL_OUTPUT_FOG_EXT 0x87BD
-#define GL_SCALAR_EXT 0x87BE
-#define GL_VECTOR_EXT 0x87BF
-#define GL_MATRIX_EXT 0x87C0
-#define GL_VARIANT_EXT 0x87C1
-#define GL_INVARIANT_EXT 0x87C2
-#define GL_LOCAL_CONSTANT_EXT 0x87C3
-#define GL_LOCAL_EXT 0x87C4
-#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5
-#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6
-#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7
-#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8
-#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9
-#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA
-#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB
-#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CC
-#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CD
-#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE
-#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF
-#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0
-#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1
-#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2
-#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3
-#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4
-#define GL_X_EXT 0x87D5
-#define GL_Y_EXT 0x87D6
-#define GL_Z_EXT 0x87D7
-#define GL_W_EXT 0x87D8
-#define GL_NEGATIVE_X_EXT 0x87D9
-#define GL_NEGATIVE_Y_EXT 0x87DA
-#define GL_NEGATIVE_Z_EXT 0x87DB
-#define GL_NEGATIVE_W_EXT 0x87DC
-#define GL_ZERO_EXT 0x87DD
-#define GL_ONE_EXT 0x87DE
-#define GL_NEGATIVE_ONE_EXT 0x87DF
-#define GL_NORMALIZED_RANGE_EXT 0x87E0
-#define GL_FULL_RANGE_EXT 0x87E1
-#define GL_CURRENT_VERTEX_EXT 0x87E2
-#define GL_MVP_MATRIX_EXT 0x87E3
-#define GL_VARIANT_VALUE_EXT 0x87E4
-#define GL_VARIANT_DATATYPE_EXT 0x87E5
-#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6
-#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7
-#define GL_VARIANT_ARRAY_EXT 0x87E8
-#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9
-#define GL_INVARIANT_VALUE_EXT 0x87EA
-#define GL_INVARIANT_DATATYPE_EXT 0x87EB
-#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC
-#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED
-
-typedef void (APIENTRY * glBeginVertexShaderEXTPROC) ();
-typedef void (APIENTRY * glEndVertexShaderEXTPROC) ();
-typedef void (APIENTRY * glBindVertexShaderEXTPROC) (GLuint id);
-typedef GLuint (APIENTRY * glGenVertexShadersEXTPROC) (GLuint range);
-typedef void (APIENTRY * glDeleteVertexShaderEXTPROC) (GLuint id);
-typedef void (APIENTRY * glShaderOp1EXTPROC) (GLenum op, GLuint res, GLuint arg1);
-typedef void (APIENTRY * glShaderOp2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2);
-typedef void (APIENTRY * glShaderOp3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3);
-typedef void (APIENTRY * glSwizzleEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
-typedef void (APIENTRY * glWriteMaskEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
-typedef void (APIENTRY * glInsertComponentEXTPROC) (GLuint res, GLuint src, GLuint num);
-typedef void (APIENTRY * glExtractComponentEXTPROC) (GLuint res, GLuint src, GLuint num);
-typedef GLuint (APIENTRY * glGenSymbolsEXTPROC) (GLenum dataType, GLenum storageType, GLenum range, GLuint components);
-typedef void (APIENTRY * glSetInvariantEXTPROC) (GLuint id, GLenum type, GLvoid *addr);
-typedef void (APIENTRY * glSetLocalConstantEXTPROC) (GLuint id, GLenum type, GLvoid *addr);
-typedef void (APIENTRY * glVariantbvEXTPROC) (GLuint id, GLbyte *addr);
-typedef void (APIENTRY * glVariantsvEXTPROC) (GLuint id, GLshort *addr);
-typedef void (APIENTRY * glVariantivEXTPROC) (GLuint id, GLint *addr);
-typedef void (APIENTRY * glVariantfvEXTPROC) (GLuint id, GLfloat *addr);
-typedef void (APIENTRY * glVariantdvEXTPROC) (GLuint id, GLdouble *addr);
-typedef void (APIENTRY * glVariantubvEXTPROC) (GLuint id, GLubyte *addr);
-typedef void (APIENTRY * glVariantusvEXTPROC) (GLuint id, GLushort *addr);
-typedef void (APIENTRY * glVariantuivEXTPROC) (GLuint id, GLuint *addr);
-typedef void (APIENTRY * glVariantPointerEXTPROC) (GLuint id, GLenum type, GLuint stride, GLvoid *addr);
-typedef void (APIENTRY * glEnableVariantClientStateEXTPROC) (GLuint id);
-typedef void (APIENTRY * glDisableVariantClientStateEXTPROC) (GLuint id);
-typedef GLuint (APIENTRY * glBindLightParameterEXTPROC) (GLenum light, GLenum value);
-typedef GLuint (APIENTRY * glBindMaterialParameterEXTPROC) (GLenum face, GLenum value);
-typedef GLuint (APIENTRY * glBindTexGenParameterEXTPROC) (GLenum unit, GLenum coord, GLenum value);
-typedef GLuint (APIENTRY * glBindTextureUnitParameterEXTPROC) (GLenum unit, GLenum value);
-typedef GLuint (APIENTRY * glBindParameterEXTPROC) (GLenum value);
-typedef GLboolean (APIENTRY * glIsVariantEnabledEXTPROC) (GLuint id, GLenum cap);
-typedef void (APIENTRY * glGetVariantBooleanvEXTPROC) (GLuint id, GLenum value, GLboolean *data);
-typedef void (APIENTRY * glGetVariantIntegervEXTPROC) (GLuint id, GLenum value, GLint *data);
-typedef void (APIENTRY * glGetVariantFloatvEXTPROC) (GLuint id, GLenum value, GLfloat *data);
-typedef void (APIENTRY * glGetVariantPointervEXTPROC) (GLuint id, GLenum value, GLvoid **data);
-typedef void (APIENTRY * glGetInvariantBooleanvEXTPROC) (GLuint id, GLenum value, GLboolean *data);
-typedef void (APIENTRY * glGetInvariantIntegervEXTPROC) (GLuint id, GLenum value, GLint *data);
-typedef void (APIENTRY * glGetInvariantFloatvEXTPROC) (GLuint id, GLenum value, GLfloat *data);
-typedef void (APIENTRY * glGetLocalConstantBooleanvEXTPROC) (GLuint id, GLenum value, GLboolean *data);
-typedef void (APIENTRY * glGetLocalConstantIntegervEXTPROC) (GLuint id, GLenum value, GLint *data);
-typedef void (APIENTRY * glGetLocalConstantFloatvEXTPROC) (GLuint id, GLenum value, GLfloat *data);
-
-extern glBeginVertexShaderEXTPROC glBeginVertexShaderEXT;
-extern glEndVertexShaderEXTPROC glEndVertexShaderEXT;
-extern glBindVertexShaderEXTPROC glBindVertexShaderEXT;
-extern glGenVertexShadersEXTPROC glGenVertexShadersEXT;
-extern glDeleteVertexShaderEXTPROC glDeleteVertexShaderEXT;
-extern glShaderOp1EXTPROC glShaderOp1EXT;
-extern glShaderOp2EXTPROC glShaderOp2EXT;
-extern glShaderOp3EXTPROC glShaderOp3EXT;
-extern glSwizzleEXTPROC glSwizzleEXT;
-extern glWriteMaskEXTPROC glWriteMaskEXT;
-extern glInsertComponentEXTPROC glInsertComponentEXT;
-extern glExtractComponentEXTPROC glExtractComponentEXT;
-extern glGenSymbolsEXTPROC glGenSymbolsEXT;
-extern glSetInvariantEXTPROC glSetInvariantEXT;
-extern glSetLocalConstantEXTPROC glSetLocalConstantEXT;
-extern glVariantbvEXTPROC glVariantbvEXT;
-extern glVariantsvEXTPROC glVariantsvEXT;
-extern glVariantivEXTPROC glVariantivEXT;
-extern glVariantfvEXTPROC glVariantfvEXT;
-extern glVariantdvEXTPROC glVariantdvEXT;
-extern glVariantubvEXTPROC glVariantubvEXT;
-extern glVariantusvEXTPROC glVariantusvEXT;
-extern glVariantuivEXTPROC glVariantuivEXT;
-extern glVariantPointerEXTPROC glVariantPointerEXT;
-extern glEnableVariantClientStateEXTPROC glEnableVariantClientStateEXT;
-extern glDisableVariantClientStateEXTPROC glDisableVariantClientStateEXT;
-extern glBindLightParameterEXTPROC glBindLightParameterEXT;
-extern glBindMaterialParameterEXTPROC glBindMaterialParameterEXT;
-extern glBindTexGenParameterEXTPROC glBindTexGenParameterEXT;
-extern glBindTextureUnitParameterEXTPROC glBindTextureUnitParameterEXT;
-extern glBindParameterEXTPROC glBindParameterEXT;
-extern glIsVariantEnabledEXTPROC glIsVariantEnabledEXT;
-extern glGetVariantBooleanvEXTPROC glGetVariantBooleanvEXT;
-extern glGetVariantIntegervEXTPROC glGetVariantIntegervEXT;
-extern glGetVariantFloatvEXTPROC glGetVariantFloatvEXT;
-extern glGetVariantPointervEXTPROC glGetVariantPointervEXT;
-extern glGetInvariantBooleanvEXTPROC glGetInvariantBooleanvEXT;
-extern glGetInvariantIntegervEXTPROC glGetInvariantIntegervEXT;
-extern glGetInvariantFloatvEXTPROC glGetInvariantFloatvEXT;
-extern glGetLocalConstantBooleanvEXTPROC glGetLocalConstantBooleanvEXT;
-extern glGetLocalConstantIntegervEXTPROC glGetLocalConstantIntegervEXT;
-extern glGetLocalConstantFloatvEXTPROC glGetLocalConstantFloatvEXT;
-
-#endif /* GL_EXT_vertex_shader */
-
-/*-------------------------------------------------------------------*/
-/*------------ATI_ENVMAP_BUMPMAP-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATI_envmap_bumpmap
-#define GL_ATI_envmap_bumpmap 1
-
-#define GL_BUMP_ROT_MATRIX_ATI 0x8775
-#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776
-#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777
-#define GL_BUMP_TEX_UNITS_ATI 0x8778
-#define GL_DUDV_ATI 0x8779
-#define GL_DU8DV8_ATI 0x877A
-#define GL_BUMP_ENVMAP_ATI 0x877B
-#define GL_BUMP_TARGET_ATI 0x877C
-
-typedef void (APIENTRY * glTexBumpParameterivATIPROC) (GLenum pname, GLint *param);
-typedef void (APIENTRY * glTexBumpParameterfvATIPROC) (GLenum pname, GLfloat *param);
-typedef void (APIENTRY * glGetTexBumpParameterivATIPROC) (GLenum pname, GLint *param);
-typedef void (APIENTRY * glGetTexBumpParameterfvATIPROC) (GLenum pname, GLfloat *param);
-
-extern glTexBumpParameterivATIPROC glTexBumpParameterivATI;
-extern glTexBumpParameterfvATIPROC glTexBumpParameterfvATI;
-extern glGetTexBumpParameterivATIPROC glGetTexBumpParameterivATI;
-extern glGetTexBumpParameterfvATIPROC glGetTexBumpParameterfvATI;
-
-#endif /* GL_ATI_envmap_bumpmap */
-
-/*-------------------------------------------------------------------*/
-/*------------ATI_FRAGMENT_SHADER------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATI_fragment_shader
-#define GL_ATI_fragment_shader 1
-
-#define GL_FRAGMENT_SHADER_ATI 0x8920
-#define GL_REG_0_ATI 0x8921
-#define GL_REG_1_ATI 0x8922
-#define GL_REG_2_ATI 0x8923
-#define GL_REG_3_ATI 0x8924
-#define GL_REG_4_ATI 0x8925
-#define GL_REG_5_ATI 0x8926
-#define GL_REG_6_ATI 0x8927
-#define GL_REG_7_ATI 0x8928
-#define GL_REG_8_ATI 0x8929
-#define GL_REG_9_ATI 0x892A
-#define GL_REG_10_ATI 0x892B
-#define GL_REG_11_ATI 0x892C
-#define GL_REG_12_ATI 0x892D
-#define GL_REG_13_ATI 0x892E
-#define GL_REG_14_ATI 0x892F
-#define GL_REG_15_ATI 0x8930
-#define GL_REG_16_ATI 0x8931
-#define GL_REG_17_ATI 0x8932
-#define GL_REG_18_ATI 0x8933
-#define GL_REG_19_ATI 0x8934
-#define GL_REG_20_ATI 0x8935
-#define GL_REG_21_ATI 0x8936
-#define GL_REG_22_ATI 0x8937
-#define GL_REG_23_ATI 0x8938
-#define GL_REG_24_ATI 0x8939
-#define GL_REG_25_ATI 0x893A
-#define GL_REG_26_ATI 0x893B
-#define GL_REG_27_ATI 0x893C
-#define GL_REG_28_ATI 0x893D
-#define GL_REG_29_ATI 0x893E
-#define GL_REG_30_ATI 0x893F
-#define GL_REG_31_ATI 0x8940
-#define GL_CON_0_ATI 0x8941
-#define GL_CON_1_ATI 0x8942
-#define GL_CON_2_ATI 0x8943
-#define GL_CON_3_ATI 0x8944
-#define GL_CON_4_ATI 0x8945
-#define GL_CON_5_ATI 0x8946
-#define GL_CON_6_ATI 0x8947
-#define GL_CON_7_ATI 0x8948
-#define GL_CON_8_ATI 0x8949
-#define GL_CON_9_ATI 0x894A
-#define GL_CON_10_ATI 0x894B
-#define GL_CON_11_ATI 0x894C
-#define GL_CON_12_ATI 0x894D
-#define GL_CON_13_ATI 0x894E
-#define GL_CON_14_ATI 0x894F
-#define GL_CON_15_ATI 0x8950
-#define GL_CON_16_ATI 0x8951
-#define GL_CON_17_ATI 0x8952
-#define GL_CON_18_ATI 0x8953
-#define GL_CON_19_ATI 0x8954
-#define GL_CON_20_ATI 0x8955
-#define GL_CON_21_ATI 0x8956
-#define GL_CON_22_ATI 0x8957
-#define GL_CON_23_ATI 0x8958
-#define GL_CON_24_ATI 0x8959
-#define GL_CON_25_ATI 0x895A
-#define GL_CON_26_ATI 0x895B
-#define GL_CON_27_ATI 0x895C
-#define GL_CON_28_ATI 0x895D
-#define GL_CON_29_ATI 0x895E
-#define GL_CON_30_ATI 0x895F
-#define GL_CON_31_ATI 0x8960
-#define GL_MOV_ATI 0x8961
-#define GL_ADD_ATI 0x8963
-#define GL_MUL_ATI 0x8964
-#define GL_SUB_ATI 0x8965
-#define GL_DOT3_ATI 0x8966
-#define GL_DOT4_ATI 0x8967
-#define GL_MAD_ATI 0x8968
-#define GL_LERP_ATI 0x8969
-#define GL_CND_ATI 0x896A
-#define GL_CND0_ATI 0x896B
-#define GL_DOT2_ADD_ATI 0x896C
-#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D
-#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E
-#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F
-#define GL_NUM_PASSES_ATI 0x8970
-#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971
-#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972
-#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973
-#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974
-#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975
-#define GL_SWIZZLE_STR_ATI 0x8976
-#define GL_SWIZZLE_STQ_ATI 0x8977
-#define GL_SWIZZLE_STR_DR_ATI 0x8978
-#define GL_SWIZZLE_STQ_DQ_ATI 0x8979
-#define GL_SWIZZLE_STRQ_ATI 0x897A
-#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B
-#define GL_RED_BIT_ATI 0x00000001
-#define GL_GREEN_BIT_ATI 0x00000002
-#define GL_BLUE_BIT_ATI 0x00000004
-#define GL_2X_BIT_ATI 0x00000001
-#define GL_4X_BIT_ATI 0x00000002
-#define GL_8X_BIT_ATI 0x00000004
-#define GL_HALF_BIT_ATI 0x00000008
-#define GL_QUARTER_BIT_ATI 0x00000010
-#define GL_EIGHTH_BIT_ATI 0x00000020
-#define GL_SATURATE_BIT_ATI 0x00000040
-#define GL_COMP_BIT_ATI 0x00000002
-#define GL_NEGATE_BIT_ATI 0x00000004
-#define GL_BIAS_BIT_ATI 0x00000008
-
-typedef GLuint (APIENTRY * glGenFragmentShadersATIPROC) (GLuint range);
-typedef void (APIENTRY * glBindFragmentShaderATIPROC) (GLuint id);
-typedef void (APIENTRY * glDeleteFragmentShaderATIPROC) (GLuint id);
-typedef void (APIENTRY * glBeginFragmentShaderATIPROC) (GLvoid);
-typedef void (APIENTRY * glEndFragmentShaderATIPROC) (GLvoid);
-typedef void (APIENTRY * glPassTexCoordATIPROC) (GLuint dst, GLuint coord, GLenum swizzle);
-typedef void (APIENTRY * glSampleMapATIPROC) (GLuint dst, GLuint interp, GLenum swizzle);
-typedef void (APIENTRY * glColorFragmentOp1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
-typedef void (APIENTRY * glColorFragmentOp2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
-typedef void (APIENTRY * glColorFragmentOp3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
-typedef void (APIENTRY * glAlphaFragmentOp1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
-typedef void (APIENTRY * glAlphaFragmentOp2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
-typedef void (APIENTRY * glAlphaFragmentOp3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
-typedef void (APIENTRY * glSetFragmentShaderConstantATIPROC) (GLuint dst, const GLfloat *value);
-
-extern glGenFragmentShadersATIPROC glGenFragmentShadersATI;
-extern glBindFragmentShaderATIPROC glBindFragmentShaderATI;
-extern glDeleteFragmentShaderATIPROC glDeleteFragmentShaderATI;
-extern glBeginFragmentShaderATIPROC glBeginFragmentShaderATI;
-extern glEndFragmentShaderATIPROC glEndFragmentShaderATI;
-extern glPassTexCoordATIPROC glPassTexCoordATI;
-extern glSampleMapATIPROC glSampleMapATI;
-extern glColorFragmentOp1ATIPROC glColorFragmentOp1ATI;
-extern glColorFragmentOp2ATIPROC glColorFragmentOp2ATI;
-extern glColorFragmentOp3ATIPROC glColorFragmentOp3ATI;
-extern glAlphaFragmentOp1ATIPROC glAlphaFragmentOp1ATI;
-extern glAlphaFragmentOp2ATIPROC glAlphaFragmentOp2ATI;
-extern glAlphaFragmentOp3ATIPROC glAlphaFragmentOp3ATI;
-extern glSetFragmentShaderConstantATIPROC glSetFragmentShaderConstantATI;
-
-#endif /* GL_ATI_fragment_shader */
-
-/*-------------------------------------------------------------------*/
-/*------------ATI_TEXTURE_MIRROR_ONCE--------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATI_texture_mirror_once
-#define GL_ATI_texture_mirror_once 1
-
-#define GL_MIRROR_CLAMP_ATI 0x8742
-#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743
-
-#endif
-
-/*-------------------------------------------------------------------*/
-/*------------ATI_ELEMENT_ARRAY--------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATI_element_array
-#define GL_ATI_element_array 1
-
-#define GL_ELEMENT_ARRAY_ATI 0x8768
-#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769
-#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A
-
-typedef void (APIENTRY * glElementPointerATIPROC) (GLenum type, const GLvoid *pointer);
-typedef void (APIENTRY * glDrawElementArrayATIPROC) (GLenum mode, GLsizei count);
-typedef void (APIENTRY * glDrawRangeElementArrayATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count);
-
-extern glElementPointerATIPROC glElementPointerATI;
-extern glDrawElementArrayATIPROC glDrawElementArrayATI;
-extern glDrawRangeElementArrayATIPROC glDrawRangeElementArrayATI;
-
-#endif /* GL_ATI_element_array */
-
-/*-------------------------------------------------------------------*/
-/*------------ATI_VERTEX_STREAMS-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATI_vertex_streams
-#define GL_ATI_vertex_streams 1
-
-#define GL_MAX_VERTEX_STREAMS_ATI 0x876B
-#define GL_VERTEX_SOURCE_ATI 0x876C
-#define GL_VERTEX_STREAM0_ATI 0x876D
-#define GL_VERTEX_STREAM1_ATI 0x876E
-#define GL_VERTEX_STREAM2_ATI 0x876F
-#define GL_VERTEX_STREAM3_ATI 0x8770
-#define GL_VERTEX_STREAM4_ATI 0x8771
-#define GL_VERTEX_STREAM5_ATI 0x8772
-#define GL_VERTEX_STREAM6_ATI 0x8773
-#define GL_VERTEX_STREAM7_ATI 0x8774
-
-typedef void (APIENTRY * glClientActiveVertexStreamATIPROC) (GLenum stream);
-typedef void (APIENTRY * glVertexBlendEnviATIPROC) (GLenum pname, GLint param);
-typedef void (APIENTRY * glVertexBlendEnvfATIPROC) (GLenum pname, GLfloat param);
-typedef void (APIENTRY * glVertexStream2sATIPROC) (GLenum stream, GLshort x, GLshort y);
-typedef void (APIENTRY * glVertexStream2svATIPROC) (GLenum stream, const GLshort *v);
-typedef void (APIENTRY * glVertexStream2iATIPROC) (GLenum stream, GLint x, GLint y);
-typedef void (APIENTRY * glVertexStream2ivATIPROC) (GLenum stream, const GLint *v);
-typedef void (APIENTRY * glVertexStream2fATIPROC) (GLenum stream, GLfloat x, GLfloat y);
-typedef void (APIENTRY * glVertexStream2fvATIPROC) (GLenum stream, const GLfloat *v);
-typedef void (APIENTRY * glVertexStream2dATIPROC) (GLenum stream, GLdouble x, GLdouble y);
-typedef void (APIENTRY * glVertexStream2dvATIPROC) (GLenum stream, const GLdouble *v);
-typedef void (APIENTRY * glVertexStream3sATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
-typedef void (APIENTRY * glVertexStream3svATIPROC) (GLenum stream, const GLshort *v);
-typedef void (APIENTRY * glVertexStream3iATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
-typedef void (APIENTRY * glVertexStream3ivATIPROC) (GLenum stream, const GLint *v);
-typedef void (APIENTRY * glVertexStream3fATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
-typedef void (APIENTRY * glVertexStream3fvATIPROC) (GLenum stream, const GLfloat *v);
-typedef void (APIENTRY * glVertexStream3dATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
-typedef void (APIENTRY * glVertexStream3dvATIPROC) (GLenum stream, const GLdouble *v);
-typedef void (APIENTRY * glVertexStream4sATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w);
-typedef void (APIENTRY * glVertexStream4svATIPROC) (GLenum stream, const GLshort *v);
-typedef void (APIENTRY * glVertexStream4iATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w);
-typedef void (APIENTRY * glVertexStream4ivATIPROC) (GLenum stream, const GLint *v);
-typedef void (APIENTRY * glVertexStream4fATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
-typedef void (APIENTRY * glVertexStream4fvATIPROC) (GLenum stream, const GLfloat *v);
-typedef void (APIENTRY * glVertexStream4dATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
-typedef void (APIENTRY * glVertexStream4dvATIPROC) (GLenum stream, const GLdouble *v);
-typedef void (APIENTRY * glNormalStream3bATIPROC) (GLenum stream, GLbyte x, GLbyte y, GLbyte z);
-typedef void (APIENTRY * glNormalStream3bvATIPROC) (GLenum stream, const GLbyte *v);
-typedef void (APIENTRY * glNormalStream3sATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
-typedef void (APIENTRY * glNormalStream3svATIPROC) (GLenum stream, const GLshort *v);
-typedef void (APIENTRY * glNormalStream3iATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
-typedef void (APIENTRY * glNormalStream3ivATIPROC) (GLenum stream, const GLint *v);
-typedef void (APIENTRY * glNormalStream3fATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
-typedef void (APIENTRY * glNormalStream3fvATIPROC) (GLenum stream, const GLfloat *v);
-typedef void (APIENTRY * glNormalStream3dATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
-typedef void (APIENTRY * glNormalStream3dvATIPROC) (GLenum stream, const GLdouble *v);
-
-extern glClientActiveVertexStreamATIPROC glClientActiveVertexStreamATI;
-extern glVertexBlendEnviATIPROC glVertexBlendEnviATI;
-extern glVertexBlendEnvfATIPROC glVertexBlendEnvfATI;
-extern glVertexStream2sATIPROC glVertexStream2sATI;
-extern glVertexStream2svATIPROC glVertexStream2svATI;
-extern glVertexStream2iATIPROC glVertexStream2iATI;
-extern glVertexStream2ivATIPROC glVertexStream2ivATI;
-extern glVertexStream2fATIPROC glVertexStream2fATI;
-extern glVertexStream2fvATIPROC glVertexStream2fvATI;
-extern glVertexStream2dATIPROC glVertexStream2dATI;
-extern glVertexStream2dvATIPROC glVertexStream2dvATI;
-extern glVertexStream3sATIPROC glVertexStream3sATI;
-extern glVertexStream3svATIPROC glVertexStream3svATI;
-extern glVertexStream3iATIPROC glVertexStream3iATI;
-extern glVertexStream3ivATIPROC glVertexStream3ivATI;
-extern glVertexStream3fATIPROC glVertexStream3fATI;
-extern glVertexStream3fvATIPROC glVertexStream3fvATI;
-extern glVertexStream3dATIPROC glVertexStream3dATI;
-extern glVertexStream3dvATIPROC glVertexStream3dvATI;
-extern glVertexStream4sATIPROC glVertexStream4sATI;
-extern glVertexStream4svATIPROC glVertexStream4svATI;
-extern glVertexStream4iATIPROC glVertexStream4iATI;
-extern glVertexStream4ivATIPROC glVertexStream4ivATI;
-extern glVertexStream4fATIPROC glVertexStream4fATI;
-extern glVertexStream4fvATIPROC glVertexStream4fvATI;
-extern glVertexStream4dATIPROC glVertexStream4dATI;
-extern glVertexStream4dvATIPROC glVertexStream4dvATI;
-extern glNormalStream3bATIPROC glNormalStream3bATI;
-extern glNormalStream3bvATIPROC glNormalStream3bvATI;
-extern glNormalStream3sATIPROC glNormalStream3sATI;
-extern glNormalStream3svATIPROC glNormalStream3svATI;
-extern glNormalStream3iATIPROC glNormalStream3iATI;
-extern glNormalStream3ivATIPROC glNormalStream3ivATI;
-extern glNormalStream3fATIPROC glNormalStream3fATI;
-extern glNormalStream3fvATIPROC glNormalStream3fvATI;
-extern glNormalStream3dATIPROC glNormalStream3dATI;
-extern glNormalStream3dvATIPROC glNormalStream3dvATI;
-
-#endif /* GL_ATI_vertex_streams */
-
-/*-------------------------------------------------------------------*/
-/*------------ATI_VERTEX_ARRAY_OBJECT--------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATI_vertex_array_object
-#define GL_ATI_vertex_array_object 1
-
-#define GL_STATIC_ATI 0x8760
-#define GL_DYNAMIC_ATI 0x8761
-#define GL_PRESERVE_ATI 0x8762
-#define GL_DISCARD_ATI 0x8763
-#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764
-#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765
-#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766
-#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767
-
-typedef GLuint (APIENTRY * glNewObjectBufferATIPROC) (GLsizei size, const GLvoid *pointer, GLenum usage);
-typedef GLboolean (APIENTRY * glIsObjectBufferATIPROC) (GLuint buffer);
-typedef void (APIENTRY * glUpdateObjectBufferATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const GLvoid *pointer, GLenum preserve);
-typedef void (APIENTRY * glGetObjectBufferfvATIPROC) (GLuint buffer, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetObjectBufferivATIPROC) (GLuint buffer, GLenum pname, GLint *params);
-typedef void (APIENTRY * glFreeObjectBufferATIPROC) (GLuint buffer);
-typedef void (APIENTRY * glArrayObjectATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
-typedef void (APIENTRY * glGetArrayObjectfvATIPROC) (GLenum array, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetArrayObjectivATIPROC) (GLenum array, GLenum pname, GLint *params);
-typedef void (APIENTRY * glVariantArrayObjectATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
-typedef void (APIENTRY * glGetVariantArrayObjectfvATIPROC) (GLuint id, GLenum pname, GLfloat *params);
-typedef void (APIENTRY * glGetVariantArrayObjectivATIPROC) (GLuint id, GLenum pname, GLint *params);
-
-extern glNewObjectBufferATIPROC glNewObjectBufferATI;
-extern glIsObjectBufferATIPROC glIsObjectBufferATI;
-extern glUpdateObjectBufferATIPROC glUpdateObjectBufferATI;
-extern glGetObjectBufferfvATIPROC glGetObjectBufferfvATI;
-extern glGetObjectBufferivATIPROC glGetObjectBufferivATI;
-extern glFreeObjectBufferATIPROC glFreeObjectBufferATI;
-extern glArrayObjectATIPROC glArrayObjectATI;
-extern glGetArrayObjectfvATIPROC glGetArrayObjectfvATI;
-extern glGetArrayObjectivATIPROC glGetArrayObjectivATI;
-extern glVariantArrayObjectATIPROC glVariantArrayObjectATI;
-extern glGetVariantArrayObjectfvATIPROC glGetVariantArrayObjectfvATI;
-extern glGetVariantArrayObjectivATIPROC glGetVariantArrayObjectivATI;
-
-#endif /* GL_ATI_vertex_array_object */
-
-/*-------------------------------------------------------------------*/
-/*------------HP_OCCLUSION_TEST--------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_HP_occlusion_test
-#define GL_HP_occlusion_test 1
-
-#define GL_OCCLUSION_TEST_HP 0x8165;
-#define GL_OCCLUSION_TEST_RESULT_HP 0x8166;
-
-#endif /* GL_HP_occlusion_test */
-
-/*-------------------------------------------------------------------*/
-/*------------ATIX_POINT_SPRITES-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATIX_point_sprites
-#define GL_ATIX_point_sprites 1
-
-#define GL_TEXTURE_POINT_MODE_ATIX 0x60b0
-#define GL_TEXTURE_POINT_ONE_COORD_ATIX 0x60b1
-#define GL_TEXTURE_POINT_SPRITE_ATIX 0x60b2
-#define GL_POINT_SPRITE_CULL_MODE_ATIX 0x60b3
-#define GL_POINT_SPRITE_CULL_CENTER_ATIX 0x60b4
-#define GL_POINT_SPRITE_CULL_CLIP_ATIX 0x60b5
-
-#endif /* GL_ATIX_point_sprites */
-
-/*-------------------------------------------------------------------*/
-/*------------ATIX_TEXTURE_ENV_ROUTE---------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ATIX_texture_env_route
-#define GL_ATIX_texture_env_route 1
-
-#define GL_SECONDARY_COLOR_ATIX 0x8747
-#define GL_TEXTURE_OUTPUT_RGB_ATIX 0x8748
-#define GL_TEXTURE_OUTPUT_ALPHA_ATIX 0x8749
-
-#endif /* GL_ATIX_texture_env_route */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_DEPTH_CLAMP-----------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_depth_clamp
-#define GL_NV_depth_clamp 1
-
-#define GL_DEPTH_CLAMP_NV 0x864F
-
-#endif /* GL_NV_depth_clamp */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_OCCLUSION_QUERY-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_occlusion_query
-#define GL_NV_occlusion_query 1
-
-#ifndef GL_HP_occlusion_test
-#define GL_OCCLUSION_TEST_HP 0x8165
-#define GL_OCCLUSION_TEST_RESULT_HP 0x8166
-#endif /* GL_HP_occlusion_test */
-#define GL_PIXEL_COUNTER_BITS_NV 0x8864
-#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865
-#define GL_PIXEL_COUNT_NV 0x8866
-#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867
-
-typedef void (APIENTRY * glGenOcclusionQueriesNVPROC) (GLsizei n, GLuint *ids);
-typedef void (APIENTRY * glDeleteOcclusionQueriesNVPROC) (GLsizei n, const GLuint *ids);
-typedef GLboolean (APIENTRY * glIsOcclusionQueryNVPROC) (GLuint id);
-typedef void (APIENTRY * glBeginOcclusionQueryNVPROC) (GLuint id);
-typedef void (APIENTRY * glEndOcclusionQueryNVPROC) (void);
-typedef void (APIENTRY * glGetOcclusionQueryivNVPROC) (GLuint id, GLenum pname, GLint *params);
-typedef void (APIENTRY * glGetOcclusionQueryuivNVPROC) (GLuint id, GLenum pname, GLuint *params);
-
-extern glGenOcclusionQueriesNVPROC glGenOcclusionQueriesNV;
-extern glDeleteOcclusionQueriesNVPROC glDeleteOcclusionQueriesNV;
-extern glIsOcclusionQueryNVPROC glIsOcclusionQueryNV;
-extern glBeginOcclusionQueryNVPROC glBeginOcclusionQueryNV;
-extern glEndOcclusionQueryNVPROC glEndOcclusionQueryNV;
-extern glGetOcclusionQueryivNVPROC glGetOcclusionQueryivNV;
-extern glGetOcclusionQueryuivNVPROC glGetOcclusionQueryuivNV;
-
-#endif /* GL_NV_occlusion_query */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_POINT_SPRITE----------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_point_sprite
-#define GL_NV_point_sprite 1
-
-#define GL_POINT_SPRITE_NV 0x8861
-#define GL_COORD_REPLACE_NV 0x8862
-#define GL_POINT_SPRITE_R_MODE_NV 0x8863
-
-typedef void (APIENTRY * glPointParameteriNVPROC) (GLenum pname, GLint param);
-typedef void (APIENTRY * glPointParameterivNVPROC) (GLenum pname, const GLint *params);
-
-extern glPointParameteriNVPROC glPointParameteriNV;
-extern glPointParameterivNVPROC glPointParameterivNV;
-
-#endif /* GL_NV_point_sprite */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_TEXTURE_SHADER3-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_texture_shader3
-#define GL_NV_texture_shader3 1
-
-#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850
-#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851
-#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852
-#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853
-#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854
-#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855
-#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856
-#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857
-#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858
-#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859
-#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A
-#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B
-#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C
-#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D
-#define GL_HILO8_NV 0x885E
-#define GL_SIGNED_HILO8_NV 0x885F
-#define GL_FORCE_BLUE_TO_ONE_NV 0x8860
-
-#endif /* GL_NV_texture_shader3 */
-
-/*-------------------------------------------------------------------*/
-/*------------NV_VERTEX_PROGRAM1_1-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_NV_vertex_program1_1
-#define GL_NV_vertex_program1_1
-
-#endif /* GL_NV_vertex_program1_1 */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_TEXTURE_MIRRORED_REPEAT----------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_texture_mirrored_repeat
-#define GL_ARB_texture_mirrored_repeat 1
-
-#define GL_GL_MIRRORED_REPEAT_ARB 0x8370
-
-#endif /* GL_ARB_texture_mirrored_repeat */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_SHADOW---------------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_shadow
-#define GL_ARB_shadow 1
-
-#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C
-#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D
-#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E
-
-#endif /* GL_ARB_shadow */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_SHADOW_AMBIENT-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_shadow_ambient
-#define GL_ARB_shadow_ambient 1
-
-#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
-
-#endif /* GL_ARB_shadow_ambient */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_DEPTH_TEXTURE--------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_depth_texture
-#define GL_ARB_depth_texture 1
-
-#define GL_DEPTH_COMPONENT16_ARB 0x81A5
-#define GL_DEPTH_COMPONENT24_ARB 0x81A6
-#define GL_DEPTH_COMPONENT32_ARB 0x81A7
-#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
-#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
-
-#endif /* GL_ARB_depth_texture */
-
-/*-------------------------------------------------------------------*/
-/*------------ARB_WINDOW_POS-----------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_ARB_window_pos
-#define GL_ARB_window_pos 1
-
-typedef void (APIENTRY * glWindowPos2dARBPROC) (GLdouble x, GLdouble y);
-typedef void (APIENTRY * glWindowPos2fARBPROC) (GLfloat x, GLfloat y);
-typedef void (APIENTRY * glWindowPos2iARBPROC) (GLint x, GLint y);
-typedef void (APIENTRY * glWindowPos2sARBPROC) (GLshort x, GLshort y);
-typedef void (APIENTRY * glWindowPos2dvARBPROC) (const GLdouble *p);
-typedef void (APIENTRY * glWindowPos2fvARBPROC) (const GLfloat *p);
-typedef void (APIENTRY * glWindowPos2ivARBPROC) (const GLint *p);
-typedef void (APIENTRY * glWindowPos2svARBPROC) (const GLshort *p);
-typedef void (APIENTRY * glWindowPos3dARBPROC) (GLdouble x, GLdouble y, GLdouble z);
-typedef void (APIENTRY * glWindowPos3fARBPROC) (GLfloat x, GLfloat y, GLfloat z);
-typedef void (APIENTRY * glWindowPos3iARBPROC) (GLint x, GLint y, GLint z);
-typedef void (APIENTRY * glWindowPos3sARBPROC) (GLshort x, GLshort y, GLshort z);
-typedef void (APIENTRY * glWindowPos3dvARBPROC) (const GLdouble *p);
-typedef void (APIENTRY * glWindowPos3fvARBPROC) (const GLfloat *p);
-typedef void (APIENTRY * glWindowPos3ivARBPROC) (const GLint *p);
-typedef void (APIENTRY * glWindowPos3svARBPROC) (const GLshort *p);
-
-extern glWindowPos2dARBPROC glWindowPos2dARB;
-extern glWindowPos2fARBPROC glWindowPos2fARB;
-extern glWindowPos2iARBPROC glWindowPos2iARB;
-extern glWindowPos2sARBPROC glWindowPos2sARB;
-extern glWindowPos2dvARBPROC glWindowPos2dvARB;
-extern glWindowPos2fvARBPROC glWindowPos2fvARB;
-extern glWindowPos2ivARBPROC glWindowPos2ivARB;
-extern glWindowPos2svARBPROC glWindowPos2svARB;
-extern glWindowPos3dARBPROC glWindowPos3dARB;
-extern glWindowPos3fARBPROC glWindowPos3fARB;
-extern glWindowPos3iARBPROC glWindowPos3iARB;
-extern glWindowPos3sARBPROC glWindowPos3sARB;
-extern glWindowPos3dvARBPROC glWindowPos3dvARB;
-extern glWindowPos3fvARBPROC glWindowPos3fvARB;
-extern glWindowPos3ivARBPROC glWindowPos3ivARB;
-extern glWindowPos3svARBPROC glWindowPos3svARB;
-
-#endif /* GL_ARB_window_pos */
-
-/*-------------------------------------------------------------------*/
-/*------------EXT_SHADOW_FUNCS---------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef GL_EXT_shadow_funcs
-#define GL_EXT_shadow_funcs 1
-
-#endif /* GL_EXT_shadow_funcs */
-
-/*-------------------------------------------------------------------*/
-/*------------END GL EXTENSIONS--------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-/*-------------------------------------------------------------------*/
-/*------------WGL EXTENSIONS HERE------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifdef WIN32
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_EXT_EXTENSION_STRING-------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_EXT_extensions_string
-#define WGL_EXT_extensions_string 1
-
-typedef const char* (APIENTRY * wglGetExtensionsStringEXTPROC) ();
-
-extern wglGetExtensionsStringEXTPROC wglGetExtensionsStringEXT;
-
-#endif /* WGL_EXT_extensions_string */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_ARB_BUFFER_REGION----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_ARB_buffer_region
-#define WGL_ARB_buffer_region 1
-
-#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001
-#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002
-#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004
-#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008
-
-typedef HANDLE (APIENTRY * wglCreateBufferRegionARBPROC) (HDC hDC, int iLayerPlane, UINT uType);
-typedef VOID (APIENTRY * wglDeleteBufferRegionARBPROC) (HANDLE hRegion);
-typedef BOOL (APIENTRY * wglSaveBufferRegionARBPROC) (HANDLE hRegion, int x, int y, int width, int height);
-typedef BOOL (APIENTRY * wglRestoreBufferRegionARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
-
-extern wglCreateBufferRegionARBPROC wglCreateBufferRegionARB;
-extern wglDeleteBufferRegionARBPROC wglDeleteBufferRegionARB;
-extern wglSaveBufferRegionARBPROC wglSaveBufferRegionARB;
-extern wglRestoreBufferRegionARBPROC wglRestoreBufferRegionARB;
-
-#endif /* WGL_ARB_buffer_region */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_ARB_EXTENSION_STRING-------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_ARB_extensions_string
-#define WGL_ARB_extensions_string 1
-
-typedef const char* (APIENTRY * wglGetExtensionsStringARBPROC) (HDC hdc);
-
-extern wglGetExtensionsStringARBPROC wglGetExtensionsStringARB;
-
-#endif /* WGL_ARB_extensions_string */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_ARB_PBUFFER----------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_ARB_pbuffer
-#define WGL_ARB_pbuffer 1
-
-#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
-#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
-#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
-#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
-#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
-#define WGL_PBUFFER_LARGEST_ARB 0x2033
-#define WGL_PBUFFER_WIDTH_ARB 0x2034
-#define WGL_PBUFFER_HEIGHT_ARB 0x2035
-#define WGL_PBUFFER_LOST_ARB 0x2036
-
-DECLARE_HANDLE(HPBUFFERARB);
-
-typedef HPBUFFERARB (APIENTRY * wglCreatePbufferARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
-typedef HDC (APIENTRY * wglGetPbufferDCARBPROC) (HPBUFFERARB hPbuffer);
-typedef int (APIENTRY * wglReleasePbufferDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);
-typedef BOOL (APIENTRY * wglDestroyPbufferARBPROC) (HPBUFFERARB hPbuffer);
-typedef BOOL (APIENTRY * wglQueryPbufferARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
-
-extern wglCreatePbufferARBPROC wglCreatePbufferARB;
-extern wglGetPbufferDCARBPROC wglGetPbufferDCARB;
-extern wglReleasePbufferDCARBPROC wglReleasePbufferDCARB;
-extern wglDestroyPbufferARBPROC wglDestroyPbufferARB;
-extern wglQueryPbufferARBPROC wglQueryPbufferARB;
-
-#endif /* WGL_ARB_pbuffer */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_ARB_PIXEL_FORMAT-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_ARB_pixel_format
-#define WGL_ARB_pixel_format 1
-
-#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
-#define WGL_DRAW_TO_WINDOW_ARB 0x2001
-#define WGL_DRAW_TO_BITMAP_ARB 0x2002
-#define WGL_ACCELERATION_ARB 0x2003
-#define WGL_NEED_PALETTE_ARB 0x2004
-#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
-#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
-#define WGL_SWAP_METHOD_ARB 0x2007
-#define WGL_NUMBER_OVERLAYS_ARB 0x2008
-#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
-#define WGL_TRANSPARENT_ARB 0x200A
-#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
-#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
-#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
-#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
-#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
-#define WGL_SHARE_DEPTH_ARB 0x200C
-#define WGL_SHARE_STENCIL_ARB 0x200D
-#define WGL_SHARE_ACCUM_ARB 0x200E
-#define WGL_SUPPORT_GDI_ARB 0x200F
-#define WGL_SUPPORT_OPENGL_ARB 0x2010
-#define WGL_DOUBLE_BUFFER_ARB 0x2011
-#define WGL_STEREO_ARB 0x2012
-#define WGL_PIXEL_TYPE_ARB 0x2013
-#define WGL_COLOR_BITS_ARB 0x2014
-#define WGL_RED_BITS_ARB 0x2015
-#define WGL_RED_SHIFT_ARB 0x2016
-#define WGL_GREEN_BITS_ARB 0x2017
-#define WGL_GREEN_SHIFT_ARB 0x2018
-#define WGL_BLUE_BITS_ARB 0x2019
-#define WGL_BLUE_SHIFT_ARB 0x201A
-#define WGL_ALPHA_BITS_ARB 0x201B
-#define WGL_ALPHA_SHIFT_ARB 0x201C
-#define WGL_ACCUM_BITS_ARB 0x201D
-#define WGL_ACCUM_RED_BITS_ARB 0x201E
-#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
-#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
-#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
-#define WGL_DEPTH_BITS_ARB 0x2022
-#define WGL_STENCIL_BITS_ARB 0x2023
-#define WGL_AUX_BUFFERS_ARB 0x2024
-#define WGL_NO_ACCELERATION_ARB 0x2025
-#define WGL_GENERIC_ACCELERATION_ARB 0x2026
-#define WGL_FULL_ACCELERATION_ARB 0x2027
-#define WGL_SWAP_EXCHANGE_ARB 0x2028
-#define WGL_SWAP_COPY_ARB 0x2029
-#define WGL_SWAP_UNDEFINED_ARB 0x202A
-#define WGL_TYPE_RGBA_ARB 0x202B
-#define WGL_TYPE_COLORINDEX_ARB 0x202C
-
-typedef BOOL (APIENTRY * wglGetPixelFormatAttribivARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
-typedef BOOL (APIENTRY * wglGetPixelFormatAttribfvARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
-typedef BOOL (APIENTRY * wglChoosePixelFormatARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
-
-extern wglGetPixelFormatAttribivARBPROC wglGetPixelFormatAttribivARB;
-extern wglGetPixelFormatAttribfvARBPROC wglGetPixelFormatAttribfvARB;
-extern wglChoosePixelFormatARBPROC wglChoosePixelFormatARB;
-
-#endif /* WGL_ARB_pixel_format */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_ARB_RENDER_TEXTURE---------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_ARB_render_texture
-#define WGL_ARB_render_texture 1
-
-#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070
-#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071
-#define WGL_TEXTURE_FORMAT_ARB 0x2072
-#define WGL_TEXTURE_TARGET_ARB 0x2073
-#define WGL_MIPMAP_TEXTURE_ARB 0x2074
-#define WGL_TEXTURE_RGB_ARB 0x2075
-#define WGL_TEXTURE_RGBA_ARB 0x2076
-#define WGL_NO_TEXTURE_ARB 0x2077
-#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078
-#define WGL_TEXTURE_1D_ARB 0x2079
-#define WGL_TEXTURE_2D_ARB 0x207A
-#define WGL_NO_TEXTURE_ARB 0x2077
-#define WGL_MIPMAP_LEVEL_ARB 0x207B
-#define WGL_CUBE_MAP_FACE_ARB 0x207C
-#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D
-#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E
-#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F
-#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080
-#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081
-#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082
-#define WGL_FRONT_LEFT_ARB 0x2083
-#define WGL_FRONT_RIGHT_ARB 0x2084
-#define WGL_BACK_LEFT_ARB 0x2085
-#define WGL_BACK_RIGHT_ARB 0x2086
-#define WGL_AUX0_ARB 0x2087
-#define WGL_AUX1_ARB 0x2088
-#define WGL_AUX2_ARB 0x2089
-#define WGL_AUX3_ARB 0x208A
-#define WGL_AUX4_ARB 0x208B
-#define WGL_AUX5_ARB 0x208C
-#define WGL_AUX6_ARB 0x208D
-#define WGL_AUX7_ARB 0x208E
-#define WGL_AUX8_ARB 0x208F
-#define WGL_AUX9_ARB 0x2090
-
-typedef BOOL (APIENTRY * wglBindTexImageARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
-typedef BOOL (APIENTRY * wglReleaseTexImageARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
-typedef BOOL (APIENTRY * wglSetPbufferAttribARBPROC) (HPBUFFERARB hPbuffer, const int *piAttribList);
-
-extern wglBindTexImageARBPROC wglBindTexImageARB;
-extern wglReleaseTexImageARBPROC wglReleaseTexImageARB;
-extern wglSetPbufferAttribARBPROC wglSetPbufferAttribARB;
-
-#endif /*WGL_ARB_render_texture */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_EXT_SWAP_CONTROL-----------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_EXT_swap_control
-#define WGL_EXT_swap_control 1
-
-typedef BOOL (APIENTRY * wglSwapIntervalEXTPROC) (int interval);
-typedef int (APIENTRY * wglGetSwapIntervalEXTPROC) (void);
-
-extern wglSwapIntervalEXTPROC wglSwapIntervalEXT;
-extern wglGetSwapIntervalEXTPROC wglGetSwapIntervalEXT;
-
-#endif /* WGL_EXT_swap_control */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_ARB_MAKE_CURRENT_READ------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_ARB_make_current_read
-#define WGL_ARB_make_current_read 1
-
-#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043
-#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054
-
-typedef BOOL (APIENTRY * wglMakeContextCurrentARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
-typedef HDC (APIENTRY * wglGetCurrentReadDCARBPROC) (void);
-
-extern wglMakeContextCurrentARBPROC wglMakeContextCurrentARB;
-extern wglGetCurrentReadDCARBPROC wglGetCurrentReadDCARB;
-
-#endif /* WGL_ARB_make_current_read */
-
-/*-------------------------------------------------------------------*/
-/*------------WGL_ARB_MULTISAMPLE------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#ifndef WGL_ARB_multisample
-#define WGL_ARB_multisample 1
-
-#define WGL_SAMPLE_BUFFERS_ARB 0x2041
-#define WGL_SAMPLES_ARB 0x2042
-
-#endif /* WGL_ARB_multisample */
-
-/*-------------------------------------------------------------------*/
-/*------------END WGL EXTENSIONS-------------------------------------*/
-/*-------------------------------------------------------------------*/
-
-#endif /* WIN32 */
-
-/* helper stuff */
-
-/* I use int here because C does not know bool */
-
-#ifdef WIN32
-
-struct WGLExtensionTypes
-{
- int EXT_extensions_string;
- int ARB_buffer_region;
- int ARB_extensions_string;
- int ARB_pbuffer;
- int ARB_pixel_format;
- int ARB_render_texture;
- int EXT_swap_control;
- int ARB_make_current_read;
- int ARB_multisample;
-};
-
-#endif /* WIN32 */
-
-struct ExtensionTypes
-{
-#ifdef WIN32 /* WGL extensions */
- struct WGLExtensionTypes wgl;
-#endif /* WIN32 */
- int ARB_imaging;
- int ARB_matrix_palette;
- int ARB_multisample;
- int ARB_multitexture;
- int ARB_point_parameters;
- int ARB_texture_compression;
- int ARB_texture_env_add;
- int ARB_texture_env_dot3;
- int ARB_texture_env_combine;
- int ARB_texture_env_crossbar;
- int ARB_texture_border_clamp;
- int ARB_texture_cube_map;
- int ARB_transpose_matrix;
- int ARB_vertex_blend;
- int EXT_abgr;
- int EXT_compiled_vertex_array;
- int EXT_fog_coord;
- int EXT_multi_draw_arrays;
- int EXT_point_parameters;
- int EXT_secondary_color;
- int EXT_stencil_wrap;
- int EXT_texture_filter_anisotropic;
- int EXT_texture_lod_bias;
- int EXT_vertex_shader;
- int EXT_vertex_weighting;
- int ATI_element_array;
- int ATI_envmap_bumpmap;
- int ATI_fragment_shader;
- int ATI_pn_triangles;
- int ATI_texture_mirror_once;
- int ATI_vertex_array_object;
- int ATI_vertex_streams;
- int ATIX_point_sprites;
- int ATIX_texture_env_route;
- int HP_occlusion_test;
- int NV_blend_square;
- int NV_copy_depth_to_color;
- int NV_depth_clamp;
- int NV_evaluators;
- int NV_fence;
- int NV_fog_distance;
- int NV_light_max_exponent;
- int NV_occlusion_query;
- int NV_packed_depth_stencil;
- int NV_point_sprite;
- int NV_register_combiners;
- int NV_register_combiners2;
- int NV_texgen_reflection;
- int NV_texture_env_combine4;
- int NV_texture_rectangle;
- int NV_texture_shader;
- int NV_texture_shader2;
- int NV_texture_shader3;
- int NV_vertex_array_range;
- int NV_vertex_array_range2;
- int NV_vertex_program;
- int NV_vertex_program1_1;
- int SGIS_generate_mipmap;
- int SGIX_shadow;
- int SGIX_depth_texture;
- int OpenGL12;
- int OpenGL13;
- int ARB_texture_mirrored_repeat;
- int ARB_depth_texture;
- int ARB_shadow_ambient;
- int ARB_shadow;
- int ARB_window_pos;
- int EXT_shadow_funcs;
-};
-
-extern struct ExtensionTypes SupportedExtensions;
-
-/* initializes everything, call this right after the rc is created. the function returns 0 if successful */
-int glInitialize();
-
-int QueryExtension(const char *name);
-
-/* WGL stuff */
-
-#ifdef WIN32
-
-/* sets the DC */
-
-void _wglSetDC(HDC dc);
-
-#endif /* WIN32 */
-
-/* helpers end */
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* __EXTGL_H__ */
+++ /dev/null
-
-/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
-
-/**
-(c) Copyright 1993, Silicon Graphics, Inc.
-
-ALL RIGHTS RESERVED
-
-Permission to use, copy, modify, and distribute this software
-for any purpose and without fee is hereby granted, provided
-that the above copyright notice appear in all copies and that
-both the copyright notice and this permission notice appear in
-supporting documentation, and that the name of Silicon
-Graphics, Inc. not be used in advertising or publicity
-pertaining to distribution of the software without specific,
-written prior permission.
-
-THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
-"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
-OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
-MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. IN NO
-EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE
-ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
-CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
-INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
-SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
-NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY
-OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
-ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
-PERFORMANCE OF THIS SOFTWARE.
-
-US Government Users Restricted Rights
-
-Use, duplication, or disclosure by the Government is subject to
-restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
-(c)(1)(ii) of the Rights in Technical Data and Computer
-Software clause at DFARS 252.227-7013 and/or in similar or
-successor clauses in the FAR or the DOD or NASA FAR
-Supplement. Unpublished-- rights reserved under the copyright
-laws of the United States. Contractor/manufacturer is Silicon
-Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA
-94039-7311.
-
-OpenGL(TM) is a trademark of Silicon Graphics, Inc.
-*/
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#include <math.h>
-
-#include <simgear/compiler.h>
-
-#include "glut_shapes.h"
-
-#include SG_GLU_H
-
-
-/* Some <math.h> files do not define M_PI... */
-#ifndef M_PI
-#define M_PI 3.14159265358979323846
-#endif
-
-static GLUquadricObj *quadObj;
-
-#define QUAD_OBJ_INIT() { if(!quadObj) initQuadObj(); }
-
-static void
-initQuadObj(void)
-{
- quadObj = gluNewQuadric();
- if (!quadObj)
- /* __glutFatalError("out of memory.") */;
-}
-
-/* CENTRY */
-void APIENTRY
-glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
-{
- QUAD_OBJ_INIT();
- gluQuadricDrawStyle(quadObj, GLU_LINE);
- gluQuadricNormals(quadObj, GLU_SMOOTH);
- /* If we ever changed/used the texture or orientation state
- of quadObj, we'd need to change it to the defaults here
- with gluQuadricTexture and/or gluQuadricOrientation. */
- gluSphere(quadObj, radius, slices, stacks);
-}
-
-void APIENTRY
-glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
-{
- QUAD_OBJ_INIT();
- gluQuadricDrawStyle(quadObj, GLU_FILL);
- gluQuadricNormals(quadObj, GLU_SMOOTH);
- /* If we ever changed/used the texture or orientation state
- of quadObj, we'd need to change it to the defaults here
- with gluQuadricTexture and/or gluQuadricOrientation. */
- gluSphere(quadObj, radius, slices, stacks);
-}
-
-void APIENTRY
-glutWireCone(GLdouble base, GLdouble height,
- GLint slices, GLint stacks)
-{
- QUAD_OBJ_INIT();
- gluQuadricDrawStyle(quadObj, GLU_LINE);
- gluQuadricNormals(quadObj, GLU_SMOOTH);
- /* If we ever changed/used the texture or orientation state
- of quadObj, we'd need to change it to the defaults here
- with gluQuadricTexture and/or gluQuadricOrientation. */
- gluCylinder(quadObj, base, 0.0, height, slices, stacks);
-}
-
-void APIENTRY
-glutSolidCone(GLdouble base, GLdouble height,
- GLint slices, GLint stacks)
-{
- QUAD_OBJ_INIT();
- gluQuadricDrawStyle(quadObj, GLU_FILL);
- gluQuadricNormals(quadObj, GLU_SMOOTH);
- /* If we ever changed/used the texture or orientation state
- of quadObj, we'd need to change it to the defaults here
- with gluQuadricTexture and/or gluQuadricOrientation. */
- gluCylinder(quadObj, base, 0.0, height, slices, stacks);
-}
-
-/* ENDCENTRY */
-
-static void
-drawBox(GLfloat size, GLenum type)
-{
- static GLfloat n[6][3] =
- {
- {-1.0, 0.0, 0.0},
- {0.0, 1.0, 0.0},
- {1.0, 0.0, 0.0},
- {0.0, -1.0, 0.0},
- {0.0, 0.0, 1.0},
- {0.0, 0.0, -1.0}
- };
- static GLint faces[6][4] =
- {
- {0, 1, 2, 3},
- {3, 2, 6, 7},
- {7, 6, 5, 4},
- {4, 5, 1, 0},
- {5, 6, 2, 1},
- {7, 4, 0, 3}
- };
- GLfloat v[8][3];
- GLint i;
-
- v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
- v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
- v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
- v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
- v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
- v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
-
- for (i = 5; i >= 0; i--) {
- glBegin(type);
- glNormal3fv(&n[i][0]);
- glVertex3fv(&v[faces[i][0]][0]);
- glVertex3fv(&v[faces[i][1]][0]);
- glVertex3fv(&v[faces[i][2]][0]);
- glVertex3fv(&v[faces[i][3]][0]);
- glEnd();
- }
-}
-
-/* CENTRY */
-void APIENTRY
-glutWireCube(GLdouble size)
-{
- drawBox(size, GL_LINE_LOOP);
-}
-
-void APIENTRY
-glutSolidCube(GLdouble size)
-{
- drawBox(size, GL_QUADS);
-}
-
-/* ENDCENTRY */
-
-static void
-doughnut(GLfloat r, GLfloat R, GLint nsides, GLint rings)
-{
- int i, j;
- GLfloat theta, phi, theta1;
- GLfloat cosTheta, sinTheta;
- GLfloat cosTheta1, sinTheta1;
- GLfloat ringDelta, sideDelta;
-
- ringDelta = 2.0 * M_PI / rings;
- sideDelta = 2.0 * M_PI / nsides;
-
- theta = 0.0;
- cosTheta = 1.0;
- sinTheta = 0.0;
- for (i = rings - 1; i >= 0; i--) {
- theta1 = theta + ringDelta;
- cosTheta1 = cos(theta1);
- sinTheta1 = sin(theta1);
- glBegin(GL_QUAD_STRIP);
- phi = 0.0;
- for (j = nsides; j >= 0; j--) {
- GLfloat cosPhi, sinPhi, dist;
-
- phi += sideDelta;
- cosPhi = cos(phi);
- sinPhi = sin(phi);
- dist = R + r * cosPhi;
-
- glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
- glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
- glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
- glVertex3f(cosTheta * dist, -sinTheta * dist, r * sinPhi);
- }
- glEnd();
- theta = theta1;
- cosTheta = cosTheta1;
- sinTheta = sinTheta1;
- }
-}
-
-/* CENTRY */
-void APIENTRY
-glutWireTorus(GLdouble innerRadius, GLdouble outerRadius,
- GLint nsides, GLint rings)
-{
- glPushAttrib(GL_POLYGON_BIT);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- doughnut(innerRadius, outerRadius, nsides, rings);
- glPopAttrib();
-}
-
-void APIENTRY
-glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius,
- GLint nsides, GLint rings)
-{
- doughnut(innerRadius, outerRadius, nsides, rings);
-}
-
-/* ENDCENTRY */
-
-static GLfloat dodec[20][3];
-
-static void
-initDodecahedron(void)
-{
- GLfloat alpha, beta;
-
- alpha = sqrt(2.0 / (3.0 + sqrt(5.0)));
- beta = 1.0 + sqrt(6.0 / (3.0 + sqrt(5.0)) -
- 2.0 + 2.0 * sqrt(2.0 / (3.0 + sqrt(5.0))));
- /* *INDENT-OFF* */
- dodec[0][0] = -alpha; dodec[0][1] = 0; dodec[0][2] = beta;
- dodec[1][0] = alpha; dodec[1][1] = 0; dodec[1][2] = beta;
- dodec[2][0] = -1; dodec[2][1] = -1; dodec[2][2] = -1;
- dodec[3][0] = -1; dodec[3][1] = -1; dodec[3][2] = 1;
- dodec[4][0] = -1; dodec[4][1] = 1; dodec[4][2] = -1;
- dodec[5][0] = -1; dodec[5][1] = 1; dodec[5][2] = 1;
- dodec[6][0] = 1; dodec[6][1] = -1; dodec[6][2] = -1;
- dodec[7][0] = 1; dodec[7][1] = -1; dodec[7][2] = 1;
- dodec[8][0] = 1; dodec[8][1] = 1; dodec[8][2] = -1;
- dodec[9][0] = 1; dodec[9][1] = 1; dodec[9][2] = 1;
- dodec[10][0] = beta; dodec[10][1] = alpha; dodec[10][2] = 0;
- dodec[11][0] = beta; dodec[11][1] = -alpha; dodec[11][2] = 0;
- dodec[12][0] = -beta; dodec[12][1] = alpha; dodec[12][2] = 0;
- dodec[13][0] = -beta; dodec[13][1] = -alpha; dodec[13][2] = 0;
- dodec[14][0] = -alpha; dodec[14][1] = 0; dodec[14][2] = -beta;
- dodec[15][0] = alpha; dodec[15][1] = 0; dodec[15][2] = -beta;
- dodec[16][0] = 0; dodec[16][1] = beta; dodec[16][2] = alpha;
- dodec[17][0] = 0; dodec[17][1] = beta; dodec[17][2] = -alpha;
- dodec[18][0] = 0; dodec[18][1] = -beta; dodec[18][2] = alpha;
- dodec[19][0] = 0; dodec[19][1] = -beta; dodec[19][2] = -alpha;
- /* *INDENT-ON* */
-
-}
-
-#define DIFF3(_a,_b,_c) { \
- (_c)[0] = (_a)[0] - (_b)[0]; \
- (_c)[1] = (_a)[1] - (_b)[1]; \
- (_c)[2] = (_a)[2] - (_b)[2]; \
-}
-
-static void
-crossprod(GLfloat v1[3], GLfloat v2[3], GLfloat prod[3])
-{
- GLfloat p[3]; /* in case prod == v1 or v2 */
-
- p[0] = v1[1] * v2[2] - v2[1] * v1[2];
- p[1] = v1[2] * v2[0] - v2[2] * v1[0];
- p[2] = v1[0] * v2[1] - v2[0] * v1[1];
- prod[0] = p[0];
- prod[1] = p[1];
- prod[2] = p[2];
-}
-
-static void
-normalize(GLfloat v[3])
-{
- GLfloat d;
-
- d = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
- if (d == 0.0) {
- /* __glutWarning("normalize: zero length vector"); */
- v[0] = d = 1.0;
- }
- d = 1 / d;
- v[0] *= d;
- v[1] *= d;
- v[2] *= d;
-}
-
-static void
-pentagon(int a, int b, int c, int d, int e, GLenum shadeType)
-{
- GLfloat n0[3], d1[3], d2[3];
-
- DIFF3(dodec[a], dodec[b], d1);
- DIFF3(dodec[b], dodec[c], d2);
- crossprod(d1, d2, n0);
- normalize(n0);
-
- glBegin(shadeType);
- glNormal3fv(n0);
- glVertex3fv(&dodec[a][0]);
- glVertex3fv(&dodec[b][0]);
- glVertex3fv(&dodec[c][0]);
- glVertex3fv(&dodec[d][0]);
- glVertex3fv(&dodec[e][0]);
- glEnd();
-}
-
-static void
-dodecahedron(GLenum type)
-{
- static int inited = 0;
-
- if (inited == 0) {
- inited = 1;
- initDodecahedron();
- }
- pentagon(0, 1, 9, 16, 5, type);
- pentagon(1, 0, 3, 18, 7, type);
- pentagon(1, 7, 11, 10, 9, type);
- pentagon(11, 7, 18, 19, 6, type);
- pentagon(8, 17, 16, 9, 10, type);
- pentagon(2, 14, 15, 6, 19, type);
- pentagon(2, 13, 12, 4, 14, type);
- pentagon(2, 19, 18, 3, 13, type);
- pentagon(3, 0, 5, 12, 13, type);
- pentagon(6, 15, 8, 10, 11, type);
- pentagon(4, 17, 8, 15, 14, type);
- pentagon(4, 12, 5, 16, 17, type);
-}
-
-/* CENTRY */
-void APIENTRY
-glutWireDodecahedron(void)
-{
- dodecahedron(GL_LINE_LOOP);
-}
-
-void APIENTRY
-glutSolidDodecahedron(void)
-{
- dodecahedron(GL_TRIANGLE_FAN);
-}
-
-/* ENDCENTRY */
-
-static void
-recorditem(GLfloat * n1, GLfloat * n2, GLfloat * n3,
- GLenum shadeType)
-{
- GLfloat q0[3], q1[3];
-
- DIFF3(n1, n2, q0);
- DIFF3(n2, n3, q1);
- crossprod(q0, q1, q1);
- normalize(q1);
-
- glBegin(shadeType);
- glNormal3fv(q1);
- glVertex3fv(n1);
- glVertex3fv(n2);
- glVertex3fv(n3);
- glEnd();
-}
-
-static void
-subdivide(GLfloat * v0, GLfloat * v1, GLfloat * v2,
- GLenum shadeType)
-{
- int depth;
- GLfloat w0[3], w1[3], w2[3];
- GLfloat l;
- int i, j, k, n;
-
- depth = 1;
- for (i = 0; i < depth; i++) {
- for (j = 0; i + j < depth; j++) {
- k = depth - i - j;
- for (n = 0; n < 3; n++) {
- w0[n] = (i * v0[n] + j * v1[n] + k * v2[n]) / depth;
- w1[n] = ((i + 1) * v0[n] + j * v1[n] + (k - 1) * v2[n])
- / depth;
- w2[n] = (i * v0[n] + (j + 1) * v1[n] + (k - 1) * v2[n])
- / depth;
- }
- l = sqrt(w0[0] * w0[0] + w0[1] * w0[1] + w0[2] * w0[2]);
- w0[0] /= l;
- w0[1] /= l;
- w0[2] /= l;
- l = sqrt(w1[0] * w1[0] + w1[1] * w1[1] + w1[2] * w1[2]);
- w1[0] /= l;
- w1[1] /= l;
- w1[2] /= l;
- l = sqrt(w2[0] * w2[0] + w2[1] * w2[1] + w2[2] * w2[2]);
- w2[0] /= l;
- w2[1] /= l;
- w2[2] /= l;
- recorditem(w1, w0, w2, shadeType);
- }
- }
-}
-
-static void
-drawtriangle(int i, GLfloat data[][3], int ndx[][3],
- GLenum shadeType)
-{
- GLfloat *x0, *x1, *x2;
-
- x0 = data[ndx[i][0]];
- x1 = data[ndx[i][1]];
- x2 = data[ndx[i][2]];
- subdivide(x0, x1, x2, shadeType);
-}
-
-/* octahedron data: The octahedron produced is centered at the
- origin and has radius 1.0 */
-static GLfloat odata[6][3] =
-{
- {1.0, 0.0, 0.0},
- {-1.0, 0.0, 0.0},
- {0.0, 1.0, 0.0},
- {0.0, -1.0, 0.0},
- {0.0, 0.0, 1.0},
- {0.0, 0.0, -1.0}
-};
-
-static int ondex[8][3] =
-{
- {0, 4, 2},
- {1, 2, 4},
- {0, 3, 4},
- {1, 4, 3},
- {0, 2, 5},
- {1, 5, 2},
- {0, 5, 3},
- {1, 3, 5}
-};
-
-static void
-octahedron(GLenum shadeType)
-{
- int i;
-
- for (i = 7; i >= 0; i--) {
- drawtriangle(i, odata, ondex, shadeType);
- }
-}
-
-/* CENTRY */
-void APIENTRY
-glutWireOctahedron(void)
-{
- octahedron(GL_LINE_LOOP);
-}
-
-void APIENTRY
-glutSolidOctahedron(void)
-{
- octahedron(GL_TRIANGLES);
-}
-
-/* ENDCENTRY */
-
-/* icosahedron data: These numbers are rigged to make an
- icosahedron of radius 1.0 */
-
-#define X .525731112119133606
-#define Z .850650808352039932
-
-static GLfloat idata[12][3] =
-{
- {-X, 0, Z},
- {X, 0, Z},
- {-X, 0, -Z},
- {X, 0, -Z},
- {0, Z, X},
- {0, Z, -X},
- {0, -Z, X},
- {0, -Z, -X},
- {Z, X, 0},
- {-Z, X, 0},
- {Z, -X, 0},
- {-Z, -X, 0}
-};
-
-static int iindex[20][3] =
-{
- {0, 4, 1},
- {0, 9, 4},
- {9, 5, 4},
- {4, 5, 8},
- {4, 8, 1},
- {8, 10, 1},
- {8, 3, 10},
- {5, 3, 8},
- {5, 2, 3},
- {2, 7, 3},
- {7, 10, 3},
- {7, 6, 10},
- {7, 11, 6},
- {11, 0, 6},
- {0, 1, 6},
- {6, 1, 10},
- {9, 0, 11},
- {9, 11, 2},
- {9, 2, 5},
- {7, 2, 11},
-};
-
-static void
-icosahedron(GLenum shadeType)
-{
- int i;
-
- for (i = 19; i >= 0; i--) {
- drawtriangle(i, idata, iindex, shadeType);
- }
-}
-
-/* CENTRY */
-void APIENTRY
-glutWireIcosahedron(void)
-{
- icosahedron(GL_LINE_LOOP);
-}
-
-void APIENTRY
-glutSolidIcosahedron(void)
-{
- icosahedron(GL_TRIANGLES);
-}
-
-/* ENDCENTRY */
-
-/* tetrahedron data: */
-
-#define T 1.73205080756887729
-
-static GLfloat tdata[4][3] =
-{
- {T, T, T},
- {T, -T, -T},
- {-T, T, -T},
- {-T, -T, T}
-};
-
-static int tndex[4][3] =
-{
- {0, 1, 3},
- {2, 1, 0},
- {3, 2, 0},
- {1, 2, 3}
-};
-
-static void
-tetrahedron(GLenum shadeType)
-{
- int i;
-
- for (i = 3; i >= 0; i--)
- drawtriangle(i, tdata, tndex, shadeType);
-}
-
-/* CENTRY */
-void APIENTRY
-glutWireTetrahedron(void)
-{
- tetrahedron(GL_LINE_LOOP);
-}
-
-void APIENTRY
-glutSolidTetrahedron(void)
-{
- tetrahedron(GL_TRIANGLES);
-}
-
-/* ENDCENTRY */
+++ /dev/null
-
-#ifndef __GLUT_SHAPES_H
-#define __GLUT_SHAPES_H 1
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#if defined(__CYGWIN__) /* && !defined(USING_X) */
-#define WIN32
-#endif
-
-#if defined(WIN32) /* MINGW and MSC predefine WIN32 */
-# include <windows.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include SG_GL_H
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#ifndef APIENTRY
-#define APIENTRY
-#endif
-
-
-extern void APIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
-;
-extern void APIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks
-);
-extern void APIENTRY glutWireCone(GLdouble base, GLdouble height, GLint slices,
-GLint stacks);
-extern void APIENTRY glutSolidCone(GLdouble base, GLdouble height, GLint slices,
- GLint stacks);
-extern void APIENTRY glutWireCube(GLdouble size);
-extern void APIENTRY glutSolidCube(GLdouble size);
-extern void APIENTRY glutWireTorus(GLdouble innerRadius, GLdouble outerRadius, GLint sides, GLint rings);
-extern void APIENTRY glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius, GLint sides, GLint rings);
-extern void APIENTRY glutWireDodecahedron(void);
-extern void APIENTRY glutSolidDodecahedron(void);
-extern void APIENTRY glutWireTeapot(GLdouble size);
-extern void APIENTRY glutSolidTeapot(GLdouble size);
-extern void APIENTRY glutWireOctahedron(void);
-extern void APIENTRY glutSolidOctahedron(void);
-extern void APIENTRY glutWireTetrahedron(void);
-extern void APIENTRY glutSolidTetrahedron(void);
-extern void APIENTRY glutWireIcosahedron(void);
-extern void APIENTRY glutSolidIcosahedron(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // !__GLUT_SHAPES_H
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : mat16fv.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// $Id$
-//----------------------------------------------------------------------------
-// mat16fv.cpp : opengl-style float[16] matrix routines.
-//
-// OPENGL STYLE CAMERA VIEWING MATRIX ROUTINES (PREMULT/ROW VECT, 4x4 MATRIX)
-// A POINT IN THE WORLD SPACE CAN BE TRANSFORMED TO A PIXEL ON THE CAMERA
-// VIEWPLANE BY TRANSFORMING WITH THE COMPOSITE MATRIX: C = V*P*M
-// WHERE V IS THE Viewport XFORM, P IS THE Projection XFORM, AND M IS THE
-// Modelview XFORM. The associated inverse matrices are also provided.
-// Matrices are of the following form:
-// M[16] : 0 4 8 12
-// 1 5 9 13
-// 2 6 10 14
-// 3 7 11 15
-//============================================================================
-
-#include <stdio.h>
-#include <math.h>
-#include "vec3fv.hpp"
-
-
-float* Copy16fv(float* A, const float* B) // A=B
-{
- A[0]=B[0]; A[1]=B[1]; A[2]=B[2]; A[3]=B[3];
- A[4]=B[4]; A[5]=B[5]; A[6]=B[6]; A[7]=B[7];
- A[8]=B[8]; A[9]=B[9]; A[10]=B[10]; A[11]=B[11];
- A[12]=B[12]; A[13]=B[13]; A[14]=B[14]; A[15]=B[15];
- return A;
-}
-
-float* Mult16fv(float* C, const float* A, const float* B) // C=A*B
-{
- float tC[16];
-
- tC[0] = A[0]*B[0] + A[4]*B[1] + A[8]*B[2] + A[12]*B[3];
- tC[1] = A[1]*B[0] + A[5]*B[1] + A[9]*B[2] + A[13]*B[3];
- tC[2] = A[2]*B[0] + A[6]*B[1] + A[10]*B[2] + A[14]*B[3];
- tC[3] = A[3]*B[0] + A[7]*B[1] + A[11]*B[2] + A[15]*B[3];
-
- tC[4] = A[0]*B[4] + A[4]*B[5] + A[8]*B[6] + A[12]*B[7];
- tC[5] = A[1]*B[4] + A[5]*B[5] + A[9]*B[6] + A[13]*B[7];
- tC[6] = A[2]*B[4] + A[6]*B[5] + A[10]*B[6] + A[14]*B[7];
- tC[7] = A[3]*B[4] + A[7]*B[5] + A[11]*B[6] + A[15]*B[7];
-
- tC[8] = A[0]*B[8] + A[4]*B[9] + A[8]*B[10] + A[12]*B[11];
- tC[9] = A[1]*B[8] + A[5]*B[9] + A[9]*B[10] + A[13]*B[11];
- tC[10] = A[2]*B[8] + A[6]*B[9] + A[10]*B[10] + A[14]*B[11];
- tC[11] = A[3]*B[8] + A[7]*B[9] + A[11]*B[10] + A[15]*B[11];
-
- tC[12] = A[0]*B[12] + A[4]*B[13] + A[8]*B[14] + A[12]*B[15];
- tC[13] = A[1]*B[12] + A[5]*B[13] + A[9]*B[14] + A[13]*B[15];
- tC[14] = A[2]*B[12] + A[6]*B[13] + A[10]*B[14] + A[14]*B[15];
- tC[15] = A[3]*B[12] + A[7]*B[13] + A[11]*B[14] + A[15]*B[15];
-
- Copy16fv(C,tC);
-
- return(C);
-}
-
-float* Mult16fv3fv(float *NewV, const float* M, const float *V)
-{
- NewV[0] = M[0]*V[0] + M[4]*V[1] + M[8]*V[2];
- NewV[1] = M[1]*V[0] + M[5]*V[1] + M[9]*V[2];
- NewV[2] = M[2]*V[0] + M[6]*V[1] + M[10]*V[2];
- return(NewV);
-}
-
-float* Mult16fv3fvPerspDiv(float *NewV, const float* M, const float *V)
-{
- float W = M[3]*V[0] + M[7]*V[1] + M[11]*V[2] + M[15];
- NewV[0] = (M[0]*V[0] + M[4]*V[1] + M[8]*V[2] + M[12]) / W;
- NewV[1] = (M[1]*V[0] + M[5]*V[1] + M[9]*V[2] + M[13]) / W;
- NewV[2] = (M[2]*V[0] + M[6]*V[1] + M[10]*V[2] + M[14]) / W;
- return(NewV);
-}
-
-float* Mult16fv4fv(float *NewV, const float* M, const float *V)
-{
- NewV[0] = M[0]*V[0] + M[4]*V[1] + M[8]*V[2] + M[12]*V[3];
- NewV[1] = M[1]*V[0] + M[5]*V[1] + M[9]*V[2] + M[13]*V[3];
- NewV[2] = M[2]*V[0] + M[6]*V[1] + M[10]*V[2] + M[14]*V[3];
- NewV[3] = M[3]*V[0] + M[7]*V[1] + M[11]*V[2] + M[15]*V[3];
- return(NewV);
-}
-
-float* Identity16fv(float* M)
-{
- M[0]=M[5]=M[10]=M[15]=1;
- M[1]=M[2]=M[3]=M[4]=M[6]=M[7]=M[8]=M[9]=M[11]=M[12]=M[13]=M[14]=0;
- return(M);
-}
-
-float* Transpose16fv(float* M)
-{
- #define SWAP(a,b,t) (t)=(a);(a)=(b);(b)=(t);
- float t;
- SWAP(M[1],M[4],t);
- SWAP(M[2],M[8],t);
- SWAP(M[6],M[9],t);
- SWAP(M[3],M[12],t);
- SWAP(M[7],M[13],t);
- SWAP(M[11],M[14],t);
- return(M);
-}
-
-float* Rotate16fv(float *M, float DegAng, const float Axis[3])
-{
- float RadAng = DegAng * 0.0174532f;
- float ca=(float)cos(RadAng),
- sa=(float)sin(RadAng);
- if (Axis[0]==1 && Axis[1]==0 && Axis[2]==0) // ABOUT X-AXIS
- {
- M[0]=1; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=ca; M[9]=-sa; M[13]=0;
- M[2]=0; M[6]=sa; M[10]=ca; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- }
- if (Axis[0]==0 && Axis[1]==1 && Axis[2]==0) // ABOUT Y-AXIS
- {
- M[0]=ca; M[4]=0; M[8]=sa; M[12]=0;
- M[1]=0; M[5]=1; M[9]=0; M[13]=0;
- M[2]=-sa; M[6]=0; M[10]=ca; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- }
- if (Axis[0]==0 && Axis[1]==0 && Axis[2]==1) // ABOUT Z-AXIS
- {
- M[0]=ca; M[4]=-sa; M[8]=0; M[12]=0;
- M[1]=sa; M[5]=ca; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=1; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- }
- else // ARBITRARY AXIS
- {
- float l = Axis[0]*Axis[0]+Axis[1]*Axis[1]+Axis[2]*Axis[2];
- float x, y, z;
- x=Axis[0],y=Axis[1],z=Axis[2];
- if (l > 1.0001f || l < 0.9999f && l!=0)
- {
- // needs normalization
- l=1.0f/(float)sqrt(l);
- x*=l; y*=l; z*=l;
- }
- float x2=x*x, y2=y*y, z2=z*z;
- M[0]=x2+ca*(1-x2); M[4]=(x*y)+ca*(-x*y)+sa*(-z); M[8]=(x*z)+ca*(-x*z)+sa*y;
- M[1]=(x*y)+ca*(-x*y)+sa*z; M[5]=y2+ca*(1-y2); M[9]=(y*z)+ca*(-y*z)+sa*(-x);
- M[2]=(x*z)+ca*(-x*z)+sa*(-y); M[6]=(y*z)+ca*(-y*z)+sa*x; M[10]=z2+ca*(1-z2);
- M[12]=M[13]=M[14]=M[3]=M[7]=M[11]=0;
- M[15]=1;
- }
- return(M);
-}
-
-float* invRotate16fv(float *M, float DegAng, const float Axis[3])
-{
- Rotate16fv(M,DegAng,Axis);
- Transpose16fv(M);
- return(M);
-}
-
-float* Scale16fv(float* M, float sx, float sy, float sz)
-{
- M[0]=sx; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=sy; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=sz; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* invScale16fv(float* M, float sx, float sy, float sz)
-{
- M[0]=1/sx; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=1/sy; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=1/sz; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* Translate16fv(float* M, float tx, float ty, float tz)
-{
- M[0]=1; M[4]=0; M[8]=0; M[12]=tx;
- M[1]=0; M[5]=1; M[9]=0; M[13]=ty;
- M[2]=0; M[6]=0; M[10]=1; M[14]=tz;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* invTranslate16fv(float* M, float tx, float ty, float tz)
-{
- M[0]=1; M[4]=0; M[8]=0; M[12]=-tx;
- M[1]=0; M[5]=1; M[9]=0; M[13]=-ty;
- M[2]=0; M[6]=0; M[10]=1; M[14]=-tz;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* LookAt(float* M,
- const float Eye[3],
- const float LookAtPt[3],
- const float ViewUp[3])
-{
- float X[3], Y[3], Z[3];
- Subtract3fv(Z,Eye,LookAtPt); Normalize3fv(Z);
- CrossProd3fv(X,ViewUp,Z); Normalize3fv(X);
- CrossProd3fv(Y,Z,X); Normalize3fv(Y);
- M[0]=X[0]; M[4]=X[1]; M[8]=X[2]; M[12]=-DotProd3fv(X,Eye); // TRANS->ROT
- M[1]=Y[0]; M[5]=Y[1]; M[9]=Y[2]; M[13]=-DotProd3fv(Y,Eye);
- M[2]=Z[0]; M[6]=Z[1]; M[10]=Z[2]; M[14]=-DotProd3fv(Z,Eye);
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* invLookAt(float* M,
- const float Eye[3],
- const float LookAtPt[3],
- const float ViewUp[3])
-{
- float X[3], Y[3], Z[3];
- Subtract3fv(Z,Eye,LookAtPt); Normalize3fv(Z);
- CrossProd3fv(X,ViewUp,Z); Normalize3fv(X);
- CrossProd3fv(Y,Z,X); Normalize3fv(Y);
- M[0]=X[0]; M[4]=Y[0]; M[8]=Z[0]; M[12]=Eye[0]; // ROT->TRANS
- M[1]=X[1]; M[5]=Y[1]; M[9]=Z[1]; M[13]=Eye[1];
- M[2]=X[2]; M[6]=Y[2]; M[10]=Z[2]; M[14]=Eye[2];
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* Frustum16fv(float* M, float l, float r, float b, float t,
- float n, float f)
-{
- M[0]=(2*n)/(r-l); M[4]=0; M[8]=(r+l)/(r-l); M[12]=0;
- M[1]=0; M[5]=(2*n)/(t-b); M[9]=(t+b)/(t-b); M[13]=0;
- M[2]=0; M[6]=0; M[10]=-(f+n)/(f-n); M[14]=(-2*f*n)/(f-n);
- M[3]=0; M[7]=0; M[11]=-1; M[15]=0;
- return(M);
-}
-
-float* invFrustum16fv(float* M, float l, float r, float b, float t,
- float n, float f)
-{
- M[0]=(r-l)/(2*n); M[4]=0; M[8]=0; M[12]=(r+l)/(2*n);
- M[1]=0; M[5]=(t-b)/(2*n); M[9]=0; M[13]=(t+b)/(2*n);
- M[2]=0; M[6]=0; M[10]=0; M[14]=-1;
- M[3]=0; M[7]=0; M[11]=-(f-n)/(2*f*n); M[15]=(f+n)/(2*f*n);
- return(M);
-}
-
-float* Perspective(float* M, float Yfov, float Aspect,
- float Ndist, float Fdist)
-{
- Yfov *= 0.0174532f; // CONVERT TO RADIANS
- float wT=(float)tan(Yfov*0.5f)*Ndist, wB=-wT;
- float wR=wT*Aspect, wL=-wR;
- Frustum16fv(M,wL,wR,wB,wT,Ndist,Fdist);
- return(M);
-}
-
-float* invPerspective(float* M, float Yfov, float Aspect,
- float Ndist, float Fdist)
-{
- Yfov *= 0.0174532f; // CONVERT TO RADIANS
- float wT=(float)tan(Yfov*0.5f)*Ndist, wB=-wT;
- float wR=wT*Aspect, wL=-wR;
- invFrustum16fv(M,wL,wR,wB,wT,Ndist,Fdist);
- return(M);
-}
-
-float* Viewing16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3], const float O[3])
-{
- M[0]=X[0]; M[4]=X[1]; M[8]=X[2]; M[12]=-DotProd3fv(X,O);
- M[1]=Y[0]; M[5]=Y[1]; M[9]=Y[2]; M[13]=-DotProd3fv(Y,O);
- M[2]=Z[0]; M[6]=Z[1]; M[10]=Z[2]; M[14]=-DotProd3fv(Z,O);
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-// THE INVERSE OF Viewing16fv,
-// THIS TAKES A VIEW MATRIX AND RETURNS VIEWING AXES.
-// MATRIX ASSUMED TO BE ORTHONORMAL
-void Viewing2CoordFrame16fv(
- const float *M, float X[3], float Y[3], float Z[3], float O[3])
-{
- X[0]=M[0]; X[1]=M[4]; X[2]=M[8]; O[0]=-DotProd3fv(M,M+12);
- Y[0]=M[1]; Y[1]=M[5]; Y[2]=M[9]; O[1]=-DotProd3fv(M+4,M+12);
- Z[0]=M[2]; Z[1]=M[6]; Z[2]=M[10]; O[2]=-DotProd3fv(M+8,M+12);
-};
-
-float* invViewing16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3], const float O[3])
-{
- M[0]=X[0]; M[4]=Y[0]; M[8]=Z[0]; M[12]=O[0];
- M[1]=X[1]; M[5]=Y[1]; M[9]=Z[1]; M[13]=O[1];
- M[2]=X[2]; M[6]=Y[2]; M[10]=Z[2]; M[14]=O[2];
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* Viewport16fv(float* M, int WW, int WH)
-{
- float WW2=(float)WW*0.5f, WH2=(float)WH*0.5f;
- M[0]=WW2; M[4]=0; M[8]=0; M[12]=WW2;
- M[1]=0; M[5]=WH2; M[9]=0; M[13]=WH2;
- M[2]=0; M[6]=0; M[10]=0.5f; M[14]=0.5f;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* invViewport16fv(float* M, int WW, int WH)
-{
- float WW2=2.0f/(float)WW, WH2=2.0f/(float)WH;
- M[0]=WW2; M[4]=0; M[8]=0; M[12]=-1.0;
- M[1]=0; M[5]=WH2; M[9]=0; M[13]=-1.0;
- M[2]=0; M[6]=0; M[10]=2.0; M[14]=-1.0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-//--------------------------------------------------------------------------
-// Given the coefficient [A B C D] of a plane in the implicit form
-// Ax+By+Cz+D=0 (see plane.hpp), this routine generates a reflection matrix
-// that will "reflect" all points/vectors about the given plane.
-// NOTE: the plane is assumed to be normalized: normal vector (A,B,C) is
-// normalized (unit-length), and D is the negative distance from the origin
-// to the plane along the normal.
-//--------------------------------------------------------------------------
-float* PlanarReflection16fv(float M[16], const float P[4])
-{
- float AA=P[0]*P[0], AB=P[0]*P[1], AC=P[0]*P[2], AD=P[0]*P[3],
- BB=P[1]*P[1], BC=P[1]*P[2], BD=P[1]*P[3],
- CC=P[2]*P[2], CD=P[2]*P[3];
- M[0]=1-2*AA; M[4]=-2*AB; M[8]=-2*AC; M[12]=-2*AD;
- M[1]=-2*AB; M[5]=1-2*BB; M[9]=-2*BC; M[13]=-2*BD;
- M[2]=-2*AC; M[6]=-2*BC; M[10]=1-2*CC; M[14]=-2*CD;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-//--------------------------------------------------------------------------
-// Returns a matrix that will xform a point from the given object-space
-// coordinate frame to world space
-// A composite matrix is formed as follows:
-// C = Translation * Rotation * Scaling (using column vectors/pre-multiplication)
-// WorldPt = C * ModelPt
-// The corresponding inverse Xform is also provided (GetWorld2ObjXform)
-//--------------------------------------------------------------------------
-float* Obj2WorldXform16fv(
- float *M,
- const float X[3], const float Y[3], const float Z[3],
- const float O[3], float Scale)
-{
- float sX[3], sY[3], sZ[3]; // CREATE SCALED VERSION OF ROT AXES
- ScalarMult3fv(sX,X,Scale);
- ScalarMult3fv(sY,Y,Scale);
- ScalarMult3fv(sZ,Z,Scale);
- M[0]=sX[0]; M[4]=sY[0]; M[8]=sZ[0]; M[12]=O[0];
- M[1]=sX[1]; M[5]=sY[1]; M[9]=sZ[1]; M[13]=O[1];
- M[2]=sX[2]; M[6]=sY[2]; M[10]=sZ[2]; M[14]=O[2];
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-float* World2ObjXform16fv(
- float *M,
- const float X[3], const float Y[3], const float Z[3],
- const float O[3], float Scale)
-{
- if (Scale<=0) { printf("Too small scale!\n"); Scale=1; }
- float invScale = 1/Scale;
- float sX[3], sY[3], sZ[3];
- ScalarMult3fv(sX,X,invScale);
- ScalarMult3fv(sY,Y,invScale);
- ScalarMult3fv(sZ,Z,invScale);
- M[0]=sX[0]; M[4]=sX[1]; M[8]=sX[2]; M[12]=-DotProd3fv(O,sX);
- M[1]=sY[0]; M[5]=sY[1]; M[9]=sY[2]; M[13]=-DotProd3fv(O,sY);
- M[2]=sZ[0]; M[6]=sZ[1]; M[10]=sZ[2]; M[14]=-DotProd3fv(O,sZ);
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- return(M);
-}
-
-// ONLY TRANSLATES, ROTATES, AND SCALES ARE ALLOWED
-float XformCoordFrame16fv(
- const float *M, float X[3], float Y[3], float Z[3], float O[3])
-{
- Set3fv(X, X[0]*M[0] + X[1]*M[4] + X[2]*M[8],
- X[0]*M[1] + X[1]*M[5] + X[2]*M[9],
- X[0]*M[2] + X[1]*M[6] + X[2]*M[10] );
- Set3fv(Y, Y[0]*M[0] + Y[1]*M[4] + Y[2]*M[8],
- Y[0]*M[1] + Y[1]*M[5] + Y[2]*M[9],
- Y[0]*M[2] + Y[1]*M[6] + Y[2]*M[10] );
- Set3fv(Z, Z[0]*M[0] + Z[1]*M[4] + Z[2]*M[8],
- Z[0]*M[1] + Z[1]*M[5] + Z[2]*M[9],
- Z[0]*M[2] + Z[1]*M[6] + Z[2]*M[10] );
- Set3fv(O, O[0]*M[0] + O[1]*M[4] + O[2]*M[8] + M[12],
- O[0]*M[1] + O[1]*M[5] + O[2]*M[9] + M[13],
- O[0]*M[2] + O[1]*M[6] + O[2]*M[10] + M[14] );
-
- // MUST RENORMALIZE AXES TO FIND THE UNIFORM SCALE
- float Scale = Length3fv(X);
- ScalarDiv3fv(X,Scale);
- ScalarDiv3fv(Y,Scale);
- ScalarDiv3fv(Z,Scale);
-
- // RETURN UNIFORM SCALING OF AXES (how much coordinate frame was scaled)
- return(Scale);
-};
-
-
-//----------------------------------------------------------------------------
-// Given a complete definition for a particular view (viewing, projection,
-// and viewport), returns the COMPOSITE xform matrix that takes a point in the
-// world space to a screen space (pixel) point. The inverse is also provided.
-//----------------------------------------------------------------------------
-float* Screen2WorldXform16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3], // VIEWING AXES
- const float O[3], // VIEWING ORIGIN
- float l, float r, float b, float t, float n, float f, // PROJECTION
- int WW, int WH) // VIEWPORT
-{
- // C = InverseModelview * InverseProjection * InverseViewport
- float N[16];
- invViewing16fv(M,X,Y,Z,O);
- invFrustum16fv(N,l,r,b,t,n,f);
- Mult16fv(M,M,N); // M=M*N;
- invViewport16fv(N,WW,WH);
- Mult16fv(M,M,N); // M=M*N;
- return(M);
-}
-
-float* World2ScreenXform16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3], // VIEWING AXES
- const float O[3], // VIEWING ORIGIN
- float l, float r, float b, float t, float n, float f, // PROJECTION
- int WW, int WH) // VIEWPORT
-{
- // C = Viewport * Projection * Modelview
- float N[16];
- Viewport16fv(M,WW,WH);
- Frustum16fv(N,l,r,b,t,n,f);
- Mult16fv(M,M,N); // M=M*N;
- Viewing16fv(N,X,Y,Z,O);
- Mult16fv(M,M,N); // M=M*N;
- return(M);
-}
-
-void Print16fv(const float* M)
-{
- printf("\n%f %f %f %f\n",M[0],M[4],M[8],M[12]);
- printf("%f %f %f %f\n",M[1],M[5],M[9],M[13]);
- printf("%f %f %f %f\n",M[2],M[6],M[10],M[14]);
- printf("%f %f %f %f\n\n",M[3],M[7],M[11],M[15]);
-}
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : mat16fv.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// mat16fv.hpp : opengl-style float[16] matrix routines.
-//----------------------------------------------------------------------------
-// $Id$
-//============================================================================
-
-float* Copy16fv(float* A, const float* B); // A=B
-
-float* Mult16fv(float* C, const float* A, const float* B); // C=A*B
-
-float* Mult16fv3fv(
- float *NewV, const float* M, const float *V); // NewV = M * [Vx,Vy,Vz,0]
-
-float* Mult16fv3fvPerspDiv(
- float *NewV, const float* M, const float *V); // NewV = M * [Vx,Vy,Vz,1]
-
-float* Mult16fv4fv(
- float *NewV, const float* M, const float *V); // NewV = M * [Vx,Vy,Vz,Vw]
-
-float* Identity16fv(float* M);
-float* Transpose16fv(float* M);
-
-float* Rotate16fv(float *M, float DegAng, const float Axis[3]);
-float* invRotate16fv(float *M, float DegAng, const float Axis[3]);
-
-float* Scale16fv(float* M, float sx, float sy, float sz);
-float* invScale16fv(float* M, float sx, float sy, float sz);
-
-float* Translate16fv(float* M, float tx, float ty, float tz);
-float* invTranslate16fv(float* M, float tx, float ty, float tz);
-
-float* LookAt(
- float* M,
- const float Eye[3],
- const float LookAtPt[3],
- const float ViewUp[3]);
-
-float* invLookAt(
- float* M,
- const float Eye[3],
- const float LookAtPt[3],
- const float ViewUp[3]);
-
-float* Frustum16fv(
- float* M, float l, float r, float b, float t, float n, float f);
-
-float* invFrustum16fv(
- float* M, float l, float r, float b, float t, float n, float f);
-
-float* Perspective(
- float* M, float Yfov, float Aspect, float Ndist, float Fdist);
-
-float* invPerspective(
- float* M, float Yfov, float Aspect, float Ndist, float Fdist);
-
-float* Viewing16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3],
- const float O[3]);
-
-float* invViewing16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3],
- const float O[3]);
-
-void Viewing2CoordFrame16fv(
- const float *M, float X[3], float Y[3], float Z[3], float O[3]);
-
-
-float* Viewport16fv(float* M, int WW, int WH);
-
-float* invViewport16fv(float* M, int WW, int WH);
-
-float* PlanarReflection16fv(float M[16], const float P[4]);
-
-float XformCoordFrame16fv(
- const float *M, float X[3], float Y[3], float Z[3], float O[3]);
-
-float* Obj2WorldXform16fv(
- float *M, float X[3], float Y[3], float Z[3], float O[3], float Scale);
-
-float* World2ObjXform16fv(
- float *M,
- const float X[3],
- const float Y[3],
- const float Z[3],
- const float O[3],
- float Scale);
-
-float* Screen2WorldXform16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3], const float O[3],
- float l, float r, float b, float t, float n, float f,
- int WW, int WH);
-
-float* World2ScreenXform16fv(
- float* M,
- const float X[3], const float Y[3], const float Z[3], const float O[3],
- float l, float r, float b, float t, float n, float f,
- int WW, int WH);
-
-void Print16fv(const float* M);
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : mat33.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// mat33.hpp : 3x3 matrix template.
-//============================================================================
-
-#ifndef _MAT33_
-#define _MAT33_
-
-#include "vec3f.hpp"
-#include "mat44.hpp"
-
-static const float Mat33TORADS = 0.0174532f;
-static const float Mat33VIEWPORT_TOL = 0.001f;
-
-//----------------------------------------------------------------------------
-// M[9] = [ 0 3 6 ]
-// [ 1 4 7 ]
-// [ 2 5 8 ]
-//
-//
-//
-// [ x' y' z' ] = [ 0 3 6 ] [ x ]
-// [ 1 4 7 ] * [ y ]
-// [ 2 5 8 ] [ z ]
-//----------------------------------------------------------------------------
-template<class Type>
-class Mat33
-{
-public:
- Type M[9]; // 0,1,2 = 1st col; 3,4,5 = 2nd col; etc.
-
- Mat33();
- Mat33(const Type *N);
- Mat33(Type M0, Type M3, Type M6,
- Type M1, Type M4, Type M7,
- Type M2, Type M5, Type M8);
- Mat33<Type>& operator = (const Mat33& A); // ASSIGNMENT (=)
- // ASSIGNMENT (=) FROM AN ARRAY OF Type
- Mat33<Type>& operator = (const Type* a);
- Mat33<Type> operator * (const Mat33& A) const; // MULTIPLICATION (*)
- // MAT-VECTOR MULTIPLICATION (*)
- Vec3<Type> operator * (const Vec3<Type>& V) const;
- // MAT-VECTOR PRE-MULTIPLICATON (*)
- friend Vec3<Type> operator * (const Vec3<Type>& V, const Mat33<Type>& M);
- // SCALAR POST-MULTIPLICATION
- Mat33<Type> operator * (Type a) const;
- // SCALAR PRE-MULTIPLICATION
- friend Mat33<Type> operator * (Type a, const Mat44<Type>& M);
-
- Mat33<Type> operator / (Type a) const; // SCALAR DIVISION
- Mat33<Type> operator + (Mat33& M) const; // ADDITION (+)
- Mat33<Type>& operator += (Mat33& M); // ACCUMULATE ADD (+=)
- Mat33<Type>& operator -= (Mat33& M); // ACCUMULATE SUB (-=)
- Mat33<Type>& operator *= (Type a); // ACCUMULATE MULTIPLY (*=)
- Mat33<Type>& operator /= (Type a); // ACCUMULATE DIVIDE (/=)
-
- bool Inverse(Mat33<Type> &inv, Type tolerance) const;// MATRIX INVERSE
-
- operator const Type*() const; // CAST TO A Type ARRAY
- operator Type*(); // CAST TO A Type ARRAY
-
- void RowMajor(Type m[9]); // return array in row-major order
-
- Type& operator()(int col, int row); // 2D ARRAY ACCESSOR
- const Type& operator()(int col, int row) const; // 2D ARRAY ACCESSOR
- void Set(const Type* a); // SAME AS ASSIGNMENT (=) FROM AN ARRAY OF TypeS
- void Set(Type M0, Type M3, Type M6,
- Type M1, Type M4, Type M7,
- Type M2, Type M5, Type M8);
-
- void Identity();
- void Zero();
- void Transpose();
- void Scale(Type Sx, Type Sy, Type Sz);
- void Scale(const Vec3<Type>& S);
- void invScale(Type Sx, Type Sy, Type Sz);
- void invScale(const Vec3<Type>& S);
- void Rotate(Type DegAng, const Vec3<Type>& Axis);
- void invRotate(Type DegAng, const Vec3<Type>& Axis);
- void Star(const Vec3<Type>& v); // SKEW-SYMM MATRIX EQUIV TO CROSS PROD WITH V
- void OuterProduct(const Vec3<Type>& u, const Vec3<Type>& v); // SET TO u * v^t
- Type Trace() const;
- void Print() const;
- void CopyInto(Type *Mat) const;
- static void SWAP(Type& a, Type& b) {Type t; t=a;a=b;b=t;}
-};
-
-#include "mat33impl.hpp"
-
-typedef Mat33<float> Mat33f;
-typedef Mat33<double> Mat33d;
-
-#endif
-
-
-
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : mat33impl.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// mat33impl.hpp : 3x3 matrix template.
-// This is the template implementation file. It is included by mat33.hpp.
-//============================================================================
-
-//---------------------------------------------------------------------------
-// CONSTRUCTORS
-//---------------------------------------------------------------------------
-template<class Type>
-Mat33<Type>::Mat33()
-{
- Identity();
-}
-
-template<class Type>
-Mat33<Type>::Mat33(const Type *N)
-{
- M[0]=N[0]; M[3]=N[3]; M[6]=N[6];
- M[1]=N[1]; M[4]=N[4]; M[7]=N[7];
- M[2]=N[2]; M[5]=N[5]; M[8]=N[8];
-}
-
-template<class Type>
-Mat33<Type>::Mat33(Type M0, Type M3, Type M6,
- Type M1, Type M4, Type M7,
- Type M2, Type M5, Type M8)
-
-{
- M[0]=M0; M[3]=M3; M[6]=M6;
- M[1]=M1; M[4]=M4; M[7]=M7;
- M[2]=M2; M[5]=M5; M[8]=M8;
-}
-
-//---------------------------------------------------------------------------
-// MATRIX/MATRIX AND MATRIX/VECTOR OPERATORS
-//---------------------------------------------------------------------------
-template<class Type>
-Mat33<Type>& Mat33<Type>::operator = (const Mat33& A) // ASSIGNMENT (=)
-{
- M[0]=A.M[0]; M[3]=A.M[3]; M[6]=A.M[6];
- M[1]=A.M[1]; M[4]=A.M[4]; M[7]=A.M[7];
- M[2]=A.M[2]; M[5]=A.M[5]; M[8]=A.M[8];
- return(*this);
-}
-
-template<class Type>
-Mat33<Type>& Mat33<Type>::operator = (const Type* a) {
- for (int i=0;i<9;i++) {
- M[i] = a[i];
- }
- return *this;
-}
-
-template<class Type>
-Mat33<Type> Mat33<Type>::operator * (const Mat33& A) const // MULTIPLICATION (*)
-{
- Mat33<Type> NewM(
- M[0]*A.M[0] + M[3]*A.M[1] + M[6]*A.M[2], // ROW 1
- M[0]*A.M[3] + M[3]*A.M[4] + M[6]*A.M[5],
- M[0]*A.M[6] + M[3]*A.M[7] + M[6]*A.M[8],
-
- M[1]*A.M[0] + M[4]*A.M[1] + M[7]*A.M[2], // ROW 2
- M[1]*A.M[3] + M[4]*A.M[4] + M[7]*A.M[5],
- M[1]*A.M[6] + M[4]*A.M[7] + M[7]*A.M[8],
-
- M[2]*A.M[0] + M[5]*A.M[1] + M[8]*A.M[2], // ROW 3
- M[2]*A.M[3] + M[5]*A.M[4] + M[8]*A.M[5],
- M[2]*A.M[6] + M[5]*A.M[7] + M[8]*A.M[8]);
- return(NewM);
-}
-
-// MAT-VECTOR MULTIPLICATION (*)
-template<class Type>
-Vec3<Type> Mat33<Type>::operator * (const Vec3<Type>& V) const
-{
- Vec3<Type> NewV;
- NewV.x = M[0]*V.x + M[3]*V.y + M[6]*V.z;
- NewV.y = M[1]*V.x + M[4]*V.y + M[7]*V.z;
- NewV.z = M[2]*V.x + M[5]*V.y + M[8]*V.z;
- return(NewV);
-}
-
-// MAT-VECTOR PRE-MULTIPLICATON (*) (non-member)
-// interpreted as V^t M
-template<class Type>
-Vec3<Type> operator *(const Vec3<Type>& V, const Mat33<Type>& A)
-{
- Vec3<Type> NewV;
- NewV.x = A[0]*V.x + A[1]*V.y + A[2]*V.z;
- NewV.y = A[3]*V.x + A[4]*V.y + A[5]*V.z;
- NewV.z = A[6]*V.x + A[7]*V.y + A[8]*V.z;
- return(NewV);
-}
-
-// SCALAR POST-MULTIPLICATION
-template<class Type>
-Mat33<Type> Mat33<Type>::operator * (Type a) const
-{
- Mat33<Type> NewM;
- for (int i = 0; i < 9; i++)
- NewM[i] = M[i]*a;
- return(NewM);
-}
-
-// SCALAR PRE-MULTIPLICATION (non-member)
-template <class Type>
-Mat33<Type> operator * (Type a, const Mat44<Type>& M)
-{
- Mat33<Type> NewM;
- for (int i = 0; i < 9; i++)
- NewM[i] = a*M[i];
- return(NewM);
-}
-
-template <class Type>
-Mat33<Type> Mat33<Type>::operator / (Type a) const // SCALAR DIVISION
-{
- Mat33<Type> NewM;
- Type ainv = Type(1.0)/a;
- for (int i = 0; i < 9; i++)
- NewM[i] = M[i]*ainv;
- return(NewM);
-}
-
-template <class Type>
-Mat33<Type> Mat33<Type>::operator + (Mat33& N) const // ADDITION (+)
-{
- Mat33<Type> NewM;
- for (int i = 0; i < 9; i++)
- NewM[i] = M[i]+N.M[i];
- return(NewM);
-}
-template <class Type>
-Mat33<Type>& Mat33<Type>::operator += (Mat33& N) // ACCUMULATE ADD (+=)
-{
- for (int i = 0; i < 9; i++)
- M[i] += N.M[i];
- return(*this);
-}
-
-template <class Type>
-Mat33<Type>& Mat33<Type>::operator -= (Mat33& N) // ACCUMULATE SUB (-=)
-{
- for (int i = 0; i < 9; i++)
- M[i] -= N.M[i];
- return(*this);
-}
-
-template <class Type>
-Mat33<Type>& Mat33<Type>::operator *= (Type a) // ACCUMULATE MULTIPLY (*=)
-{
- for (int i = 0; i < 9; i++)
- M[i] *= a;
- return(*this);
-}
-template <class Type>
-Mat33<Type>& Mat33<Type>::operator /= (Type a) // ACCUMULATE DIVIDE (/=)
-{
- Type ainv = Type(1.0)/a;
- for (int i = 0; i < 9; i++)
- M[i] *= ainv;
- return(*this);
-}
-
-template<class Type>
-bool Mat33<Type>::Inverse(Mat33<Type> &inv, Type tolerance) const // MATRIX INVERSE
-{
- // Invert using cofactors.
-
- inv[0] = M[4]*M[8] - M[7]*M[5];
- inv[3] = M[6]*M[5] - M[3]*M[8];
- inv[6] = M[3]*M[7] - M[6]*M[4];
- inv[1] = M[7]*M[2] - M[1]*M[8];
- inv[4] = M[0]*M[8] - M[6]*M[2];
- inv[7] = M[6]*M[1] - M[0]*M[7];
- inv[2] = M[1]*M[5] - M[4]*M[2];
- inv[5] = M[3]*M[2] - M[0]*M[5];
- inv[8] = M[0]*M[4] - M[3]*M[1];
-
- Type det = M[0]*inv[0] + M[3]*inv[1] + M[6]*inv[2];
-
- if (fabs(det) <= tolerance) // singular
- return false;
-
- Type invDet = 1.0f / det;
- for (int i = 0; i < 9; i++) {
- inv[i] *= invDet;
- }
-
- return true;
-}
-
-template<class Type>
-Mat33<Type>::operator const Type*() const
-{
- return M;
-}
-
-template<class Type>
-Mat33<Type>::operator Type*()
-{
- return M;
-}
-
-template<class Type>
-void Mat33<Type>::RowMajor(Type m[9])
-{
- m[0] = M[0]; m[1] = M[3]; m[2] = M[6];
- m[3] = M[1]; m[4] = M[4]; m[5] = M[7];
- m[6] = M[2]; m[7] = M[5]; m[8] = M[8];
-}
-
-template<class Type>
-Type& Mat33<Type>::operator()(int col, int row)
-{
- return M[3*col+row];
-}
-
-template<class Type>
-const Type& Mat33<Type>::operator()(int col, int row) const
-{
- return M[3*col+row];
-}
-
-template<class Type>
-void Mat33<Type>::Set(const Type* a)
-{
- for (int i=0;i<9;i++) {
- M[i] = a[i];
- }
-}
-
-template<class Type>
-void Mat33<Type>::Set(Type M0, Type M3, Type M6,
- Type M1, Type M4, Type M7,
- Type M2, Type M5, Type M8)
-{
- M[0]=M0; M[3]=M3; M[6]=M6;
- M[1]=M1; M[4]=M4; M[7]=M7;
- M[2]=M2; M[5]=M5; M[8]=M8;
-}
-
-
-//---------------------------------------------------------------------------
-// Standard Matrix Operations
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat33<Type>::Identity()
-{
- M[0]=M[4]=M[8]=1;
- M[1]=M[2]=M[3]=M[5]=M[6]=M[7]=0;
-}
-template<class Type>
-void Mat33<Type>::Zero()
-{
- M[0]=M[1]=M[2]=M[3]=M[4]=M[5]=M[6]=M[7]=M[8]=0;
-}
-
-template<class Type>
-void Mat33<Type>::Transpose()
-{
- SWAP(M[1],M[3]);
- SWAP(M[2],M[6]);
- SWAP(M[5],M[7]);
-}
-
-//---------------------------------------------------------------------------
-// Standard Matrix Affine Transformations
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat33<Type>::Scale(Type Sx, Type Sy, Type Sz)
-{
- M[0]=Sx; M[3]=0; M[6]=0;
- M[1]=0; M[4]=Sy; M[7]=0;
- M[2]=0; M[5]=0; M[8]=Sz;
-}
-
-template<class Type>
-void Mat33<Type>::Scale(const Vec3<Type>& S)
-{
- M[0]=S.x; M[3]=0; M[6]=0;
- M[1]=0; M[4]=S.y; M[7]=0;
- M[2]=0; M[5]=0; M[8]=S.z;
-}
-
-template<class Type>
-void Mat33<Type>::invScale(Type Sx, Type Sy, Type Sz)
-{
- M[0]=1/Sx; M[3]=0; M[6]=0;
- M[1]=0; M[4]=1/Sy; M[7]=0;
- M[2]=0; M[5]=0; M[8]=1/Sz;
-}
-
-template<class Type>
-void Mat33<Type>::invScale(const Vec3<Type>& S)
-{
- M[0]=1/S.x; M[3]=0; M[6]=0;
- M[1]=0; M[4]=1/S.y; M[7]=0;
- M[2]=0; M[5]=0; M[8]=1/S.z;
-}
-
-template<class Type>
-void Mat33<Type>::Rotate(Type DegAng, const Vec3<Type>& Axis)
-{
- Type RadAng = DegAng*Mat33TORADS;
- Type ca=(Type)cos(RadAng),
- sa=(Type)sin(RadAng);
- if (Axis.x==1 && Axis.y==0 && Axis.z==0) // ABOUT X-AXIS
- {
- M[0]=1; M[3]=0; M[6]=0;
- M[1]=0; M[4]=ca; M[7]=-sa;
- M[2]=0; M[5]=sa; M[8]=ca;
-
- }
- else if (Axis.x==0 && Axis.y==1 && Axis.z==0) // ABOUT Y-AXIS
- {
- M[0]=ca; M[3]=0; M[6]=sa;
- M[1]=0; M[4]=1; M[7]=0;
- M[2]=-sa; M[5]=0; M[8]=ca;
- }
- else if (Axis.x==0 && Axis.y==0 && Axis.z==1) // ABOUT Z-AXIS
- {
- M[0]=ca; M[3]=-sa; M[6]=0;
- M[1]=sa; M[4]=ca; M[7]=0;
- M[2]=0; M[5]=0; M[8]=1;
- }
- else // ARBITRARY AXIS
- {
- Type l = Axis.LengthSqr();
- Type x, y, z;
- x=Axis.x, y=Axis.y, z=Axis.z;
- if (l > Type(1.0001) || l < Type(0.9999) && l!=0)
- {
- // needs normalization
- l=Type(1.0)/sqrt(l);
- x*=l; y*=l; z*=l;
- }
- Type x2=x*x, y2=y*y, z2=z*z;
- M[0]=x2+ca*(1-x2); M[3]=(x*y)+ca*(-x*y)+sa*(-z); M[6]=(x*z)+ca*(-x*z)+sa*y;
- M[1]=(x*y)+ca*(-x*y)+sa*z; M[4]=y2+ca*(1-y2); M[7]=(y*z)+ca*(-y*z)+sa*(-x);
- M[2]=(x*z)+ca*(-x*z)+sa*(-y); M[5]=(y*z)+ca*(-y*z)+sa*x; M[8]=z2+ca*(1-z2);
- }
-}
-
-template<class Type>
-void Mat33<Type>::invRotate(Type DegAng, const Vec3<Type>& Axis)
-{
- Rotate(DegAng,Axis);
- Transpose();
-}
-
-template <class Type>
-inline void Mat33<Type>::Star(const Vec3<Type>& v)
-{
- M[0]= 0; M[3]=-v.z; M[6]= v.y;
- M[1]= v.z; M[4]= 0; M[7]=-v.x;
- M[2]=-v.y; M[5]= v.x; M[8]= 0;
-}
-
-template <class Type>
-inline void Mat33<Type>::OuterProduct(const Vec3<Type>& u, const Vec3<Type>& v)
-{
- M[0]=u.x*v.x; M[3]=u.x*v.y; M[6]=u.x*v.z;
- M[1]=u.y*v.x; M[4]=u.y*v.y; M[7]=u.y*v.z;
- M[2]=u.z*v.x; M[5]=u.z*v.y; M[8]=u.z*v.z;
-}
-
-template<class Type>
-inline Type Mat33<Type>::Trace() const
-{
- return M[0] + M[4] + M[8];
-}
-
-//---------------------------------------------------------------------------
-// Handy matrix printing routine.
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat33<Type>::Print() const
-{
- printf("\n%f %f %f\n",M[0],M[3],M[6]);
- printf("%f %f %f\n",M[1],M[4],M[7]);
- printf("%f %f %f\n",M[2],M[5],M[8]);
-}
-
-//---------------------------------------------------------------------------
-// Copy contents of matrix into matrix array.
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat33<Type>::CopyInto(Type *Mat) const
-{
- Mat[0]=M[0]; Mat[3]=M[3]; Mat[6]=M[6];
- Mat[1]=M[1]; Mat[4]=M[4]; Mat[7]=M[7];
- Mat[2]=M[2]; Mat[5]=M[5]; Mat[8]=M[8];
-}
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : mat44.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// mat44.hpp : 4x4 OpenGL-style matrix template.
-//============================================================================
-
-#ifndef _MAT44_
-#define _MAT44_
-
-#include "vec3f.hpp"
-#include "vec4f.hpp"
-
-static const float Mat44TORADS = 0.0174532f;
-static const float Mat44VIEWPORT_TOL = 0.001f;
-
-//----------------------------------------------------------------------------
-// M[16] = [ 0 4 8 12 ] | 16 floats were used instead of the normal [4][4]
-// [ 1 5 9 13 ] | to be compliant with OpenGL. OpenGL uses
-// [ 2 6 10 14 ] | premultiplication with column vectors. These
-// [ 3 7 11 15 ] | matrices can be fed directly into the OpenGL
-// | matrix stack with glLoadMatrix or glMultMatrix.
-//
-// [ x' y' z' w' ] = [ 0 4 8 12 ] [ x ]
-// [ 1 5 9 13 ] * [ y ]
-// [ 2 6 10 14 ] [ z ]
-// [ 3 7 11 15 ] [ w ]
-//
-// Loading a [4][4] format matrix directly into the matrix stack (assuming
-// premult/col vecs) results in a transpose matrix. M[0]=M[0][0], but
-// M[1]!=M[1][0] since M[0][1] would cast to M[1].
-//
-// However, if we assumed postmult/row vectors we could use [4][4] format,
-// but all transformations in this module would be transposed.
-//----------------------------------------------------------------------------
-template<class Type>
-class Mat44
-{
- public:
- Type M[16]; // 0,1,2,3 = 1st col; 4,5,6,7 = 2nd col; etc.
-
- Mat44();
- Mat44(const Type *N);
- Mat44(Type M0, Type M4, Type M8, Type M12,
- Type M1, Type M5, Type M9, Type M13,
- Type M2, Type M6, Type M10, Type M14,
- Type M3, Type M7, Type M11, Type M15);
- Mat44<Type>& operator = (const Mat44& A); // ASSIGNMENT (=)
- Mat44<Type>& operator = (const Type* a); // ASSIGNMENT (=) FROM AN ARRAY OF TypeS
- Mat44<Type> operator * (const Mat44& A) const; // MULTIPLICATION (*)
- Vec3<Type> operator * (const Vec3<Type>& V) const; // MAT-VECTOR MULTIPLICATION (*) W/ PERSP DIV
- Vec3<Type> multNormal(const Vec3<Type>& V) const; // MAT-VECTOR MULTIPLICATION _WITHOUT_ PERSP DIV
- Vec3<Type> multPoint(const Vec3<Type>& V) const; // MAT-POINT MULTIPLICATION _WITHOUT_ PERSP DIV
- Vec4<Type> operator * (const Vec4<Type>& V) const; // MAT-VECTOR MULTIPLICATION (*)
- Mat44<Type> operator * (Type a) const; // SCALAR POST-MULTIPLICATION
- Mat44<Type>& operator *= (Type a); // ACCUMULATE MULTIPLY (*=)
-////////////// NOT IMPLEMENTED YET. ANY TAKERS?
-// friend Vec3<Type> operator * (const Vec3<Type>& V, const Mat44& M); // MAT-VECTOR PRE-MULTIPLICATON (*) W/ PERP DIV
-// friend Vec4<Type> operator * (const Vec4<Type>& V, const Mat44& M); // MAT-VECTOR PRE-MULTIPLICATON (*)
-// friend Mat44<Type> operator * (Type a, const Mat44& M) const; // SCALAR PRE-MULTIPLICATION
-// Mat44<Type> operator / (Type a) const; // SCALAR DIVISION
-// Mat44<Type> operator + (Mat44& M) const; // ADDITION (+)
-// Mat44<Type>& operator += (Mat44& M); // ACCUMULATE ADD (+=)
-// Mat44<Type>& operator /= (Type a); // ACCUMULATE DIVIDE (/=)
-// bool Invserse(); // MATRIX INVERSE
-////////////// NOT IMPLEMENTED YET. ANY TAKERS?
-
- operator const Type*() const; // CAST TO A Type ARRAY
- operator Type*(); // CAST TO A Type ARRAY
- Type& operator()(int col, int row); // 2D ARRAY ACCESSOR
- const Type& operator()(int col, int row) const; // 2D ARRAY ACCESSOR
- void Set(const Type* a); // SAME AS ASSIGNMENT (=) FROM AN ARRAY OF TypeS
- void Set(Type M0, Type M4, Type M8, Type M12,
- Type M1, Type M5, Type M9, Type M13,
- Type M2, Type M6, Type M10, Type M14,
- Type M3, Type M7, Type M11, Type M15);
-
-
- void Identity();
- void Transpose();
- void Translate(Type Tx, Type Ty, Type Tz);
- void Translate(const Vec3<Type>& T);
- void invTranslate(Type Tx, Type Ty, Type Tz);
- void invTranslate(const Vec3<Type>& T);
- void Scale(Type Sx, Type Sy, Type Sz);
- void Scale(const Vec3<Type>& S);
- void invScale(Type Sx, Type Sy, Type Sz);
- void invScale(const Vec3<Type>& S);
- void Rotate(Type DegAng, const Vec3<Type>& Axis);
- void invRotate(Type DegAng, const Vec3<Type>& Axis);
- Type Trace(void) const;
- void Frustum(Type l, Type r, Type b, Type t, Type n, Type f);
- void invFrustum(Type l, Type r, Type b, Type t, Type n, Type f);
- void Perspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist);
- void invPerspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist);
- void Viewport(int WW, int WH);
- void invViewport(int WW, int WH);
- void LookAt(const Vec3<Type>& Eye,
- const Vec3<Type>& LookAtPt,
- const Vec3<Type>& ViewUp);
- void invLookAt(const Vec3<Type>& Eye,
- const Vec3<Type>& LookAtPt,
- const Vec3<Type>& ViewUp);
- void Viewport2(int WW, int WH);
- void invViewport2(int WW, int WH);
- void Print() const;
- void CopyInto(Type *Mat) const;
-
- static void SWAP(Type& a, Type& b) {Type t; t=a;a=b;b=t;}
-};
-
-#include "mat44impl.hpp"
-
-typedef Mat44<float> Mat44f;
-typedef Mat44<double> Mat44d;
-
-#endif
-
-
-
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : mat44impl.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// mat44.hpp : 4x4 OpenGL-style matrix template.
-// This is the template implementation file. It is included by mat44.hpp.
-//============================================================================
-
-//---------------------------------------------------------------------------
-// CONSTRUCTORS
-//---------------------------------------------------------------------------
-template<class Type>
-Mat44<Type>::Mat44()
-{
- Identity();
-}
-
-template<class Type>
-Mat44<Type>::Mat44(const Type *N)
-{
- M[0]=N[0]; M[4]=N[4]; M[8]=N[8]; M[12]=N[12];
- M[1]=N[1]; M[5]=N[5]; M[9]=N[9]; M[13]=N[13];
- M[2]=N[2]; M[6]=N[6]; M[10]=N[10]; M[14]=N[14];
- M[3]=N[3]; M[7]=N[7]; M[11]=N[11]; M[15]=N[15];
-}
-
-template<class Type>
-Mat44<Type>::Mat44(Type M0, Type M4, Type M8, Type M12,
- Type M1, Type M5, Type M9, Type M13,
- Type M2, Type M6, Type M10, Type M14,
- Type M3, Type M7, Type M11, Type M15)
-{
- M[0]=M0; M[4]=M4; M[8]=M8; M[12]=M12;
- M[1]=M1; M[5]=M5; M[9]=M9; M[13]=M13;
- M[2]=M2; M[6]=M6; M[10]=M10; M[14]=M14;
- M[3]=M3; M[7]=M7; M[11]=M11; M[15]=M15;
-}
-
-//---------------------------------------------------------------------------
-// MATRIX/MATRIX AND MATRIX/VECTOR OPERATORS
-//---------------------------------------------------------------------------
-template<class Type>
-Mat44<Type>& Mat44<Type>::operator = (const Mat44& A) // ASSIGNMENT (=)
-{
- M[0]=A.M[0]; M[4]=A.M[4]; M[8]=A.M[8]; M[12]=A.M[12];
- M[1]=A.M[1]; M[5]=A.M[5]; M[9]=A.M[9]; M[13]=A.M[13];
- M[2]=A.M[2]; M[6]=A.M[6]; M[10]=A.M[10]; M[14]=A.M[14];
- M[3]=A.M[3]; M[7]=A.M[7]; M[11]=A.M[11]; M[15]=A.M[15];
- return(*this);
-}
-
-template<class Type>
-Mat44<Type>& Mat44<Type>::operator = (const Type* a) {
- for (int i=0;i<16;i++) {
- M[i] = a[i];
- }
- return *this;
-}
-
-template<class Type>
-Mat44<Type> Mat44<Type>::operator * (const Mat44& A) const // MULTIPLICATION (*)
-{
- Mat44<Type> NewM( M[0]*A.M[0] + M[4]*A.M[1] + M[8]*A.M[2] + M[12]*A.M[3], // ROW 1
- M[0]*A.M[4] + M[4]*A.M[5] + M[8]*A.M[6] + M[12]*A.M[7],
- M[0]*A.M[8] + M[4]*A.M[9] + M[8]*A.M[10] + M[12]*A.M[11],
- M[0]*A.M[12] + M[4]*A.M[13] + M[8]*A.M[14] + M[12]*A.M[15],
-
- M[1]*A.M[0] + M[5]*A.M[1] + M[9]*A.M[2] + M[13]*A.M[3], // ROW 2
- M[1]*A.M[4] + M[5]*A.M[5] + M[9]*A.M[6] + M[13]*A.M[7],
- M[1]*A.M[8] + M[5]*A.M[9] + M[9]*A.M[10] + M[13]*A.M[11],
- M[1]*A.M[12] + M[5]*A.M[13] + M[9]*A.M[14] + M[13]*A.M[15],
-
- M[2]*A.M[0] + M[6]*A.M[1] + M[10]*A.M[2] + M[14]*A.M[3], // ROW 3
- M[2]*A.M[4] + M[6]*A.M[5] + M[10]*A.M[6] + M[14]*A.M[7],
- M[2]*A.M[8] + M[6]*A.M[9] + M[10]*A.M[10] + M[14]*A.M[11],
- M[2]*A.M[12] + M[6]*A.M[13] + M[10]*A.M[14] + M[14]*A.M[15],
-
- M[3]*A.M[0] + M[7]*A.M[1] + M[11]*A.M[2] + M[15]*A.M[3], // ROW 4
- M[3]*A.M[4] + M[7]*A.M[5] + M[11]*A.M[6] + M[15]*A.M[7],
- M[3]*A.M[8] + M[7]*A.M[9] + M[11]*A.M[10] + M[15]*A.M[11],
- M[3]*A.M[12] + M[7]*A.M[13] + M[11]*A.M[14] + M[15]*A.M[15] );
- return(NewM);
-}
-
-template<class Type>
-Vec3<Type> Mat44<Type>::operator * (const Vec3<Type>& V) const // MAT-VECTOR MULTIPLICATION (*) W/ PERSP DIV
-{
- Type W = M[3]*V.x + M[7]*V.y + M[11]*V.z + M[15];
- Vec3<Type> NewV( (M[0]*V.x + M[4]*V.y + M[8]*V.z + M[12]) / W,
- (M[1]*V.x + M[5]*V.y + M[9]*V.z + M[13]) / W,
- (M[2]*V.x + M[6]*V.y + M[10]*V.z + M[14]) / W );
- return(NewV);
-}
-
-
-// MAT-VECTOR MULTIPLICATION _WITHOUT_ PERSP DIV
-// For transforming normals or other pure vectors.
-// Assumes matrix is affine, i.e. bottom row is 0,0,0,1
-template<class Type>
-Vec3<Type> Mat44<Type>::multNormal(const Vec3<Type>& N) const
-{
- Vec3<Type> NewN( (M[0]*N.x + M[4]*N.y + M[8]*N.z ),
- (M[1]*N.x + M[5]*N.y + M[9]*N.z ),
- (M[2]*N.x + M[6]*N.y + M[10]*N.z) );
- return (NewN);
-}
-
-// MAT-POINT MULTIPLICATION _WITHOUT_ PERSP DIV
-// (for transforming points in space)
-// Assumes matrix is affine, i.e. bottom row is 0,0,0,1
-template<class Type>
-Vec3<Type> Mat44<Type>::multPoint(const Vec3<Type>& P) const
-{
- Vec3<Type> NewP( (M[0]*P.x + M[4]*P.y + M[8]*P.z + M[12]),
- (M[1]*P.x + M[5]*P.y + M[9]*P.z + M[13]),
- (M[2]*P.x + M[6]*P.y + M[10]*P.z + M[14]) );
- return (NewP);
-}
-
-
-template<class Type>
-Vec4<Type> Mat44<Type>::operator * (const Vec4<Type>& V) const // MAT-VECTOR MULTIPLICATION (*)
-{
- Vec4<Type> NewV;
- NewV.x = M[0]*V.x + M[4]*V.y + M[8]*V.z + M[12]*V.w;
- NewV.y = M[1]*V.x + M[5]*V.y + M[9]*V.z + M[13]*V.w;
- NewV.z = M[2]*V.x + M[6]*V.y + M[10]*V.z + M[14]*V.w;
- NewV.w = M[3]*V.x + M[7]*V.y + M[11]*V.z + M[15]*V.w;
- return(NewV);
-}
-
-
-template<class Type>
-Mat44<Type> Mat44<Type>::operator * (Type a) const // SCALAR POST-MULTIPLICATION
-{
- Mat44<Type> NewM( M[0] * a, M[1] * a, M[2] * a, M[3] * a,
- M[4] * a, M[5] * a, M[6] * a, M[7] * a,
- M[8] * a, M[9] * a, M[10] * a, M[11] * a,
- M[12] * a, M[13] * a, M[14] * a, M[15] * a);
- return NewM;
-}
-
-template<class Type>
-Mat44<Type>& Mat44<Type>::operator *= (Type a) // SCALAR ACCUMULATE POST-MULTIPLICATION
-{
- for (int i = 0; i < 16; i++)
- {
- M[i] *= a;
- }
-
- return *this;
-}
-
-template<class Type>
-Mat44<Type>::operator const Type*() const
-{
- return M;
-}
-
-template<class Type>
-Mat44<Type>::operator Type*()
-{
- return M;
-}
-
-template<class Type>
-Type& Mat44<Type>::operator()(int col, int row)
-{
- return M[4*col+row];
-}
-
-template<class Type>
-const Type& Mat44<Type>::operator()(int col, int row) const
-{
- return M[4*col+row];
-}
-
-template<class Type>
-void Mat44<Type>::Set(const Type* a)
-{
- for (int i=0;i<16;i++) {
- M[i] = a[i];
- }
-
-}
-
-template<class Type>
-void Mat44<Type>::Set(Type M0, Type M4, Type M8, Type M12,
- Type M1, Type M5, Type M9, Type M13,
- Type M2, Type M6, Type M10, Type M14,
- Type M3, Type M7, Type M11, Type M15)
-{
- M[0]=M0; M[4]=M4; M[8]=M8; M[12]=M12;
- M[1]=M1; M[5]=M5; M[9]=M9; M[13]=M13;
- M[2]=M2; M[6]=M6; M[10]=M10; M[14]=M14;
- M[3]=M3; M[7]=M7; M[11]=M11; M[15]=M15;
-}
-
-
-//---------------------------------------------------------------------------
-// Standard Matrix Operations
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::Identity()
-{
- M[0]=M[5]=M[10]=M[15]=1;
- M[1]=M[2]=M[3]=M[4]=M[6]=M[7]=M[8]=M[9]=M[11]=M[12]=M[13]=M[14]=0;
-}
-
-template<class Type>
-void Mat44<Type>::Transpose()
-{
- SWAP(M[1],M[4]);
- SWAP(M[2],M[8]);
- SWAP(M[6],M[9]);
- SWAP(M[3],M[12]);
- SWAP(M[7],M[13]);
- SWAP(M[11],M[14]);
-}
-
-//---------------------------------------------------------------------------
-// Standard Matrix Affine Transformations
-//---------------------------------------------------------------------------
-template <class Type>
-void Mat44<Type>::Translate(Type Tx, Type Ty, Type Tz)
-{
- M[0]=1; M[4]=0; M[8]=0; M[12]=Tx;
- M[1]=0; M[5]=1; M[9]=0; M[13]=Ty;
- M[2]=0; M[6]=0; M[10]=1; M[14]=Tz;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::Translate(const Vec3<Type>& T)
-{
- M[0]=1; M[4]=0; M[8]=0; M[12]=T.x;
- M[1]=0; M[5]=1; M[9]=0; M[13]=T.y;
- M[2]=0; M[6]=0; M[10]=1; M[14]=T.z;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::invTranslate(Type Tx, Type Ty, Type Tz)
-{
- M[0]=1; M[4]=0; M[8]=0; M[12]=-Tx;
- M[1]=0; M[5]=1; M[9]=0; M[13]=-Ty;
- M[2]=0; M[6]=0; M[10]=1; M[14]=-Tz;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::invTranslate(const Vec3<Type>& T)
-{
- M[0]=1; M[4]=0; M[8]=0; M[12]=-T.x;
- M[1]=0; M[5]=1; M[9]=0; M[13]=-T.y;
- M[2]=0; M[6]=0; M[10]=1; M[14]=-T.z;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::Scale(Type Sx, Type Sy, Type Sz)
-{
- M[0]=Sx; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=Sy; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=Sz; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::Scale(const Vec3<Type>& S)
-{
- M[0]=S.x; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=S.y; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=S.z; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::invScale(Type Sx, Type Sy, Type Sz)
-{
- M[0]=1/Sx; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=1/Sy; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=1/Sz; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::invScale(const Vec3<Type>& S)
-{
- M[0]=1/S.x; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=1/S.y; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=1/S.z; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::Rotate(Type DegAng, const Vec3<Type>& Axis)
-{
- Type RadAng = DegAng*Mat44TORADS;
- Type ca=(Type)cos(RadAng),
- sa=(Type)sin(RadAng);
- if (Axis.x==1 && Axis.y==0 && Axis.z==0) // ABOUT X-AXIS
- {
- M[0]=1; M[4]=0; M[8]=0; M[12]=0;
- M[1]=0; M[5]=ca; M[9]=-sa; M[13]=0;
- M[2]=0; M[6]=sa; M[10]=ca; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- }
- else if (Axis.x==0 && Axis.y==1 && Axis.z==0) // ABOUT Y-AXIS
- {
- M[0]=ca; M[4]=0; M[8]=sa; M[12]=0;
- M[1]=0; M[5]=1; M[9]=0; M[13]=0;
- M[2]=-sa; M[6]=0; M[10]=ca; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- }
- else if (Axis.x==0 && Axis.y==0 && Axis.z==1) // ABOUT Z-AXIS
- {
- M[0]=ca; M[4]=-sa; M[8]=0; M[12]=0;
- M[1]=sa; M[5]=ca; M[9]=0; M[13]=0;
- M[2]=0; M[6]=0; M[10]=1; M[14]=0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
- }
- else // ARBITRARY AXIS
- {
- Type l = Axis.LengthSqr();
- Type x, y, z;
- x=Axis.x, y=Axis.y, z=Axis.z;
- if (l > Type(1.0001) || l < Type(0.9999) && l!=0)
- {
- // needs normalization
- l=Type(1.0)/sqrt(l);
- x*=l; y*=l; z*=l;
- }
- Type x2=x*x, y2=y*y, z2=z*z;
- M[0]=x2+ca*(1-x2); M[4]=(x*y)+ca*(-x*y)+sa*(-z); M[8]=(x*z)+ca*(-x*z)+sa*y;
- M[1]=(x*y)+ca*(-x*y)+sa*z; M[5]=y2+ca*(1-y2); M[9]=(y*z)+ca*(-y*z)+sa*(-x);
- M[2]=(x*z)+ca*(-x*z)+sa*(-y); M[6]=(y*z)+ca*(-y*z)+sa*x; M[10]=z2+ca*(1-z2);
- M[12]=M[13]=M[14]=M[3]=M[7]=M[11]=0;
- M[15]=1;
- }
-}
-
-template<class Type>
-void Mat44<Type>::invRotate(Type DegAng, const Vec3<Type>& Axis)
-{
- Rotate(DegAng,Axis);
- Transpose();
-}
-
-template<class Type>
-inline Type Mat44<Type>::Trace() const
-{
- return M[0] + M[5] + M[10] + M[15];
-}
-
-//---------------------------------------------------------------------------
-// Same as glFrustum() : Perspective transformation matrix defined by a
-// truncated pyramid viewing frustum that starts at the origin (eye)
-// going in the -Z axis direction (viewer looks down -Z)
-// with the four pyramid sides passing through the sides of a window
-// defined through x=l, x=r, y=b, y=t on the viewplane at z=-n.
-// The top and bottom of the pyramid are truncated by the near and far
-// planes at z=-n and z=-f. A 4-vector (x,y,z,w) inside this frustum
-// transformed by this matrix will have x,y,z values in the range
-// [-w,w]. Homogeneous clipping is applied to restrict (x,y,z) to
-// this range. Later, a perspective divide by w will result in an NDC
-// coordinate 3-vector of the form (x/w,y/w,z/w,w/w)=(x',y',z',1) where
-// x', y', and z' all are in the range [-1,1]. Perspectively divided z'
-// will be in [-1,1] with -1 being the near plane and +1 being the far.
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::Frustum(Type l, Type r, Type b, Type t, Type n, Type f)
-{
- M[0]=(2*n)/(r-l); M[4]=0; M[8]=(r+l)/(r-l); M[12]=0;
- M[1]=0; M[5]=(2*n)/(t-b); M[9]=(t+b)/(t-b); M[13]=0;
- M[2]=0; M[6]=0; M[10]=-(f+n)/(f-n); M[14]=(-2*f*n)/(f-n);
- M[3]=0; M[7]=0; M[11]=-1; M[15]=0;
-}
-
-template<class Type>
-void Mat44<Type>::invFrustum(Type l, Type r, Type b, Type t, Type n, Type f)
-{
- M[0]=(r-l)/(2*n); M[4]=0; M[8]=0; M[12]=(r+l)/(2*n);
- M[1]=0; M[5]=(t-b)/(2*n); M[9]=0; M[13]=(t+b)/(2*n);
- M[2]=0; M[6]=0; M[10]=0; M[14]=-1;
- M[3]=0; M[7]=0; M[11]=-(f-n)/(2*f*n); M[15]=(f+n)/(2*f*n);
-}
-
-//---------------------------------------------------------------------------
-// Same as gluPerspective : calls Frustum()
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::Perspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist)
-{
- Yfov *= 0.0174532f; // CONVERT TO RADIANS
- Type wT=tanf(Yfov*0.5f)*Ndist, wB=-wT;
- Type wR=wT*Aspect, wL=-wR;
- Frustum(wL,wR,wB,wT,Ndist,Fdist);
-}
-
-template<class Type>
-void Mat44<Type>::invPerspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist)
-{
- Yfov *= 0.0174532f; // CONVERT TO RADIANS
- Type wT=tanf(Yfov*0.5f)*Ndist, wB=-wT;
- Type wR=wT*Aspect, wL=-wR;
- invFrustum(wL,wR,wB,wT,Ndist,Fdist);
-}
-
-//---------------------------------------------------------------------------
-// OpenGL VIEWPORT XFORM MATRIX : given Window width and height in pixels
-// Transforms the x,y,z NDC values in [-1,1] to (x',y') pixel values and
-// normalized z' in [0,1] (near and far respectively).
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::Viewport(int WW, int WH)
-{
- Type WW2=(Type)WW*0.5f, WH2=(Type)WH*0.5f;
- M[0]=WW2; M[4]=0; M[8]=0; M[12]=WW2;
- M[1]=0; M[5]=WH2; M[9]=0; M[13]=WH2;
- M[2]=0; M[6]=0; M[10]=0.5; M[14]=0.5;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::invViewport(int WW, int WH)
-{
- Type WW2=2.0f/(Type)WW, WH2=2.0f/(Type)WH;
- M[0]=WW2; M[4]=0; M[8]=0; M[12]=-1.0;
- M[1]=0; M[5]=WH2; M[9]=0; M[13]=-1.0;
- M[2]=0; M[6]=0; M[10]=2.0; M[14]=-1.0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-//---------------------------------------------------------------------------
-// Same as gluLookAt()
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::LookAt(const Vec3<Type>& Eye,
- const Vec3<Type>& LookAtPt,
- const Vec3<Type>& ViewUp)
-{
- Vec3<Type> Z = Eye-LookAtPt; Z.Normalize(); // CALC CAM AXES ("/" IS CROSS-PROD)
- Vec3<Type> X = ViewUp/Z; X.Normalize();
- Vec3<Type> Y = Z/X; Y.Normalize();
- Vec3<Type> Tr = -Eye;
- M[0]=X.x; M[4]=X.y; M[8]=X.z; M[12]=X*Tr; // TRANS->ROT
- M[1]=Y.x; M[5]=Y.y; M[9]=Y.z; M[13]=Y*Tr;
- M[2]=Z.x; M[6]=Z.y; M[10]=Z.z; M[14]=Z*Tr;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::invLookAt(const Vec3<Type>& Eye,
- const Vec3<Type>& LookAtPt,
- const Vec3<Type>& ViewUp)
-{
- Vec3<Type> Z = Eye-LookAtPt; Z.Normalize(); // CALC CAM AXES ("/" IS CROSS-PROD)
- Vec3<Type> X = ViewUp/Z; X.Normalize();
- Vec3<Type> Y = Z/X; Y.Normalize();
- M[0]=X.x; M[4]=Y.x; M[8]=Z.x; M[12]=Eye.x; // ROT->TRANS
- M[1]=X.y; M[5]=Y.y; M[9]=Z.y; M[13]=Eye.y;
- M[2]=X.z; M[6]=Y.z; M[10]=Z.z; M[14]=Eye.z;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-//---------------------------------------------------------------------------
-// VIEWPORT TRANFORMATION MATRIX : given Window width and height in pixels
-// FROM "JIM BLINN'S CORNER" JULY '91. This function transforms an
-// 4-vector in homogeneous space of the form (x,y,z,w) where
-// -w<=x,y,z<=w into (x',y',z',1) where (x',y') is the vectors
-// projected pixel location in ([0,WW-1],[0,WH-1]) and z' is the
-// normalized depth value mapped into [0,1]; 0 is the near plane
-// and 1 is the far plane. Mat44VIEWPORT_TOL is introduced to have correct
-// mappings. (-1,-1,?,?) in NDC refers to the bottom-left of the
-// viewplane window and (0,0,?,?) in screen space refers to the
-// bottom-left pixel.
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::Viewport2(int WW, int WH)
-{
- Type WW2=(WW-Mat44VIEWPORT_TOL)*0.5f, WH2=(WH-Mat44VIEWPORT_TOL)*0.5f;
- M[0]=WW2; M[4]=0; M[8]=0; M[12]=WW2;
- M[1]=0; M[5]=WH2; M[9]=0; M[13]=WH2;
- M[2]=0; M[6]=0; M[10]=0.5; M[14]=0.5;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-template<class Type>
-void Mat44<Type>::invViewport2(int WW, int WH)
-{
- Type WW2=2.0f/(WW-Mat44VIEWPORT_TOL), WH2=2.0f/(WH-Mat44VIEWPORT_TOL);
- M[0]=WW2; M[4]=0; M[8]=0; M[12]=-1.0;
- M[1]=0; M[5]=WH2; M[9]=0; M[13]=-1.0;
- M[2]=0; M[6]=0; M[10]=2.0; M[14]=-1.0;
- M[3]=0; M[7]=0; M[11]=0; M[15]=1;
-}
-
-//---------------------------------------------------------------------------
-// Handy matrix printing routine.
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::Print() const
-{
- printf("\n%f %f %f %f\n",M[0],M[4],M[8],M[12]);
- printf("%f %f %f %f\n",M[1],M[5],M[9],M[13]);
- printf("%f %f %f %f\n",M[2],M[6],M[10],M[14]);
- printf("%f %f %f %f\n\n",M[3],M[7],M[11],M[15]);
-}
-
-//---------------------------------------------------------------------------
-// Copy contents of matrix into matrix array.
-//---------------------------------------------------------------------------
-template<class Type>
-void Mat44<Type>::CopyInto(Type *Mat) const
-{
- Mat[0]=M[0]; Mat[4]=M[4]; Mat[8]=M[8]; Mat[12]=M[12];
- Mat[1]=M[1]; Mat[5]=M[5]; Mat[9]=M[9]; Mat[13]=M[13];
- Mat[2]=M[2]; Mat[6]=M[6]; Mat[10]=M[10]; Mat[14]=M[14];
- Mat[3]=M[3]; Mat[7]=M[7]; Mat[11]=M[11]; Mat[15]=M[15];
-}
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : mat44test.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//----------------------------------------------------------------------------
-// mat44test -- test compilation of all the functions in mat44 library
-//----------------------------------------------------------------------------
-// $Id$
-//----------------------------------------------------------------------------
-#include <iostream.h>
-#include "vec3f.hpp"
-#include "mat44.hpp"
-
-int main(int argc, char *argv[])
-{
- cout << "This is not a comprehensive correctness test. " << endl
- << "It merely tests whether all the functions in mat44 will compile." <<endl;
-
- Mat44f m;
- float m2[16];
- Vec3f v(1.0, 1.0, 1.0);
- Vec3f up(0.0, 1.0, 0.0);
-
- m.Identity();
- m.Transpose();
- m.Translate(1.0, 1.0, 1.0);
- m.Translate(v);
- m.invTranslate(v);
- m.Scale(1.0, 1.0, 1.0);
- m.Scale(v);
- m.invScale(1.0, 1.0, 1.0);
- m.invScale(v);
- m.Rotate(90, v);
- m.invRotate(90, v);
- m.Frustum(-1.0, 1.0, -1.0, 1.0, 0.01, 20);
- m.invFrustum(-1.0, 1.0, -1.0, 1.0, 0.01, 20);
- m.Perspective(60, 1.4, 0.01, 20);
- m.invPerspective(60, 1.4, 0.01, 20);
- m.Viewport(200, 200);
- m.invViewport(200, 200);
- m.LookAt(Vec3f::ZERO, v, up);
- m.invLookAt(Vec3f::ZERO, v, up);
- m.Viewport2(200, 200);
- m.invViewport2(200, 200);
- m.Print();
- m.Transpose();
- m.Print();
- // These two should be transpose of one another
- m.CopyInto(m2);
-
- cout << "Ok there is this one test to make sure Transpose() is correct.\n"
- "The above two matricies should be the transpose of one another.\n" << endl;
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : minmaxbox.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//=========================================================================
-// minmaxbox.cpp : min-max box routines
-//=========================================================================
-
-//-----------------------------------------------------------------------------
-// Calculates the eight corner vertices of the MinMaxBox.
-// V must be prealloced.
-// 5---4
-// / /|
-// 1---0 | VERTS : 0=RTN,1=LTN,2=LBN,3=RBN,4=RTF,5=LTF,6=LBF,7=RBF
-// | | 7 (L,R, B,T, N,F) = (Left,Right, Bottom,Top, Near,Far)
-// | |/
-// 2---3
-//-----------------------------------------------------------------------------
-void GetMinMaxBoxVerts(const float Min[3], const float Max[3], float V[8][3])
-{
- #define SET(v,x,y,z) v[0]=x; v[1]=y; v[2]=z;
- SET(V[0],Max[0],Max[1],Max[2]); SET(V[4],Max[0],Max[1],Min[2]);
- SET(V[1],Min[0],Max[1],Max[2]); SET(V[5],Min[0],Max[1],Min[2]);
- SET(V[2],Min[0],Min[1],Max[2]); SET(V[6],Min[0],Min[1],Min[2]);
- SET(V[3],Max[0],Min[1],Max[2]); SET(V[7],Max[0],Min[1],Min[2]);
-}
-
-//--------------------------------------------------------------------------
-// Ray-MinMaxBox intersection test. Returns 0 or 1, calcs In-Out "HitTimes"
-// IsectPts can be calculated as:
-// InIsectPt = Start + Dir * InT (if InT>0)
-// OutIsectPt = Start + Dir * OutT (if OutT>0)
-//--------------------------------------------------------------------------
-int RayMinMaxBoxIsect(const float Start[3], const float Dir[3],
- const float Min[3], const float Max[3],
- float *InT, float *OutT)
-{
- *InT=-99999, *OutT=99999; // INIT INTERVAL T-VAL ENDPTS TO -/+ "INFINITY"
- float NewInT, NewOutT; // STORAGE FOR NEW T VALUES
-
- // X-SLAB (PARALLEL PLANES PERPENDICULAR TO X-AXIS) INTERSECTION (Xaxis is Normal)
- if (Dir[0] == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
- { if ((Start[0] < Min[0]) || (Start[0] > Max[0])) return(0); }
- else
- {
- NewInT = (Min[0]-Start[0])/Dir[0]; // CALC Tval ENTERING MIN PLANE
- NewOutT = (Max[0]-Start[0])/Dir[0]; // CALC Tval ENTERING MAX PLANE
- if (NewOutT>NewInT) { if (NewInT>*InT) *InT=NewInT; if (NewOutT<*OutT) *OutT=NewOutT; }
- else { if (NewOutT>*InT) *InT=NewOutT; if (NewInT<*OutT) *OutT=NewInT; }
- if (*InT>*OutT) return(0);
- }
-
- // Y-SLAB (PARALLEL PLANES PERPENDICULAR TO Y-AXIS) INTERSECTION (Yaxis is Normal)
- if (Dir[1] == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
- { if ((Start[1] < Min[1]) || (Start[1] > Max[1])) return(0); }
- else
- {
- NewInT = (Min[1]-Start[1])/Dir[1]; // CALC Tval ENTERING MIN PLANE
- NewOutT = (Max[1] - Start[1])/Dir[1]; // CALC Tval ENTERING MAX PLANE
- if (NewOutT>NewInT) { if (NewInT>*InT) *InT=NewInT; if (NewOutT<*OutT) *OutT=NewOutT; }
- else { if (NewOutT>*InT) *InT=NewOutT; if (NewInT<*OutT) *OutT=NewInT; }
- if (*InT>*OutT) return(0);
- }
-
- // Z-SLAB (PARALLEL PLANES PERPENDICULAR TO Z-AXIS) INTERSECTION (Zaxis is Normal)
- if (Dir[2] == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
- { if ((Start[2] < Min[2]) || (Start[2] > Max[2])) return(0); }
- else
- {
- NewInT = (Min[2]-Start[2])/Dir[2]; // CALC Tval ENTERING MIN PLANE
- NewOutT = (Max[2]-Start[2])/Dir[2]; // CALC Tval ENTERING MAX PLANE
- if (NewOutT>NewInT) { if (NewInT>*InT) *InT=NewInT; if (NewOutT<*OutT) *OutT=NewOutT; }
- else { if (NewOutT>*InT) *InT=NewOutT; if (NewInT<*OutT) *OutT=NewInT; }
- if (*InT>*OutT) return(0);
- }
-
- // CHECK IF INTERSECTIONS ARE "AT OR BEYOND" THE START OF THE RAY
- if (*InT>=0 || *OutT>=0) return(1);
- return(0);
-}
-
-//--------------------------------------------------------------------------
-// returns whether or not an edge intersects a MinMaxBox. The hit times
-// are returned just as in the ray isect test.
-//--------------------------------------------------------------------------
-int EdgeMinMaxBoxIsect(const float A[3], const float B[3],
- const float Min[3], const float Max[3],
- float *InT, float *OutT)
-{
- float Dir[3] = {B[0]-A[0],B[1]-A[1],B[2]-A[2]};
- if ( RayMinMaxBoxIsect(A,Dir,Min,Max,InT,OutT) )
- if (*InT>=0 && *InT<=1) return(1);
- else if (*OutT>=0 && *OutT<=1) return(1);
- return(0);
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : minmaxbox.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//=========================================================================
-// minmaxbox.hpp : min-max box routines
-//=========================================================================
-
-void GetMinMaxBoxVerts(const float Min[3], const float Max[3], float V[8][3]);
-
-int RayMinMaxBoxIsect(const float Start[3], const float Dir[3],
- const float Min[3], const float Max[3],
- float *InT, float *OutT);
-int EdgeMinMaxBoxIsect(const float A[3], const float B[3],
- const float Min[3], const float Max[3],
- float *InT, float *OutT);
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : plane.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//=========================================================================
-// plane.cpp
-//=========================================================================
-
-#include <math.h>
-
-//--------------------------------------------------------------------------
-// Calculates the plane equation coeffients P = [ A B C D ] for the plane
-// equation: Ax+By+Cz+D=0 given three vertices defining the plane. The
-// normalized plane normal (A,B,C) is defined using the right-hand rule.
-//--------------------------------------------------------------------------
-float* PlaneEquation(float P[4],
- const float p0[3], const float p1[3], const float p2[3])
-{
- // CALCULATE PLANE NORMAL - FIRST THREE COEFFICIENTS (A,B,C)
- float u[3], v[3];
- u[0]=p1[0]-p0[0]; u[1]=p1[1]-p0[1]; u[2]=p1[2]-p0[2];
- v[0]=p2[0]-p0[0]; v[1]=p2[1]-p0[1]; v[2]=p2[2]-p0[2];
-
- P[0] = u[1]*v[2] - u[2]*v[1]; // CROSS-PROD BETWEEN u AND v
- P[1] = u[2]*v[0] - u[0]*v[2]; // DEFINES UNNORMALIZED NORMAL
- P[2] = u[0]*v[1] - u[1]*v[0];
-
- float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]); // NORMALIZE NORMAL
- P[0]/=l; P[1]/=l; P[2]/=l;
-
- // CALCULATE D COEFFICIENT (USING FIRST PT ON PLANE - p0)
- P[3] = -(P[0]*p0[0] + P[1]*p0[1] + P[2]*p0[2]);
-
- return(P);
-}
-
-
-//--------------------------------------------------------------------------
-// Calculates the plane equation coeffients P = [ A B C D ] for the plane
-// equation: Ax+By+Cz+D=0 given an unnormalized normal N to the plane and
-// the distance along the normal to the plane Dist. The dot product between
-// the normalized normal and a point on the plane should equal the distance
-// along the normal to the plane (Dist): Ax+By+Cz=Dist, so D=-Dist.
-//--------------------------------------------------------------------------
-float* PlaneEquation(float P[4], const float N[3], float Dist)
-{
- // COPY AND NORMALIZE NORMAL
- P[0]=N[0]; P[1]=N[1]; P[2]=N[2];
- float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]);
- P[0]/=l; P[1]/=l; P[2]/=l;
-
- // CALCULATE D COEFFICIENT
- P[3]=-Dist;
-
- return(P);
-}
-
-
-//--------------------------------------------------------------------------
-// Calculates the plane equation coeffients P = [ A B C D ] for the plane
-// equation: Ax+By+Cz+D=0 given an unnormalized normal N to the plane and
-// a point pt on the plane. The dot product between the normalized normal
-// and the point should equal the distance along the normal to the plane,
-// thus equalling negative D.
-//--------------------------------------------------------------------------
-float* PlaneEquation(float P[4], const float N[3], const float pt[3])
-{
- // COPY AND NORMALIZE NORMAL
- P[0]=N[0]; P[1]=N[1]; P[2]=N[2];
- float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]);
- P[0]/=l; P[1]/=l; P[2]/=l;
-
- // CALCULATE D COEFFICIENT (USING PT ON PLANE)
- P[3] = -(P[0]*pt[0] + P[1]*pt[1] + P[2]*pt[2]);
-
- return(P);
-}
-
-//--------------------------------------------------------------------------
-// Transforms a plane by a 4x4 matrix (col-major order, assumes premult/col vect).
-// The given plane coefficients are altered. The normal (A,B,C) is normalized.
-// see HOFF tech report: "4x4 matrix transformation of the implicit form of the plane"
-//--------------------------------------------------------------------------
-void XformPlane(const float M[16], float P[4])
-{
- float NewP[4], L2, L;
- NewP[0] = M[0]*P[0] + M[4]*P[1] + M[8]*P[2];
- NewP[1] = M[1]*P[0] + M[5]*P[1] + M[9]*P[2];
- NewP[2] = M[2]*P[0] + M[6]*P[1] + M[10]*P[2];
- L2 = NewP[0]*NewP[0] + NewP[1]*NewP[1] + NewP[2]*NewP[2];
- L = (float)sqrt(L2);
- P[0] = NewP[0] / L;
- P[1] = NewP[1] / L;
- P[2] = NewP[2] / L;
- P[3] = P[3]*L2 - (NewP[0]*M[12] + NewP[1]*M[13] + NewP[2]*M[14]);
-}
-
-//--------------------------------------------------------------------------
-// return 1 if point is "outside" (normal side) of plane, 0 if "inside" or on
-//--------------------------------------------------------------------------
-int PlanePtOutTest(const float P[4], const float Pt[3])
-{
- return( (P[0]*Pt[0] + P[1]*Pt[1] + P[2]*Pt[2]) > -P[3] );
-}
-
-//--------------------------------------------------------------------------
-// returns -1 inside, 0 on, 1 outside (normal side)
-//--------------------------------------------------------------------------
-int PlanePtInOutTest(const float P[4], const float Pt[3])
-{
- float DotProd = P[0]*Pt[0] + P[1]*Pt[1] + P[2]*Pt[2];
- if (DotProd < -P[3]) return(-1);
- if (DotProd > -P[3]) return(1);
- return(0);
-}
-
-//--------------------------------------------------------------------------
-// Calculates the "signed" distance of a point from a plane (in units of
-// the normal length, if not normalized). +Dist is on normal dir side of plane.
-//--------------------------------------------------------------------------
-float PlaneDistToPt(const float P[4], const float Pt[3])
-{
- return( P[0]*Pt[0] + P[1]*Pt[1] + P[2]*Pt[2] + P[3] );
-}
-
-//--------------------------------------------------------------------------
-// returns 1 if ray (Start,Dir) intersects plane, 0 if not
-//--------------------------------------------------------------------------
-int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3])
-{
- float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
- float NdotStart = P[0]*Start[0] + P[1]*Start[1] + P[2]*Start[2];
- if (NdotDir==(float)0) return(0);
- float t = (-P[3] - NdotStart) / NdotDir;
- if (t>=0) return(1);
- return(0);
-}
-
-//--------------------------------------------------------------------------
-// Also computes intersection point, if possible
-//--------------------------------------------------------------------------
-int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3],
- float IsectPt[3])
-{
- float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
- float NdotStart = P[0]*Start[0] + P[1]*Start[1] + P[2]*Start[2];
- if (NdotDir==(float)0) return(0);
- float t = (-P[3] - NdotStart) / NdotDir;
- if (t>=0)
- {
- IsectPt[0] = Start[0] + Dir[0]*t;
- IsectPt[1] = Start[1] + Dir[1]*t;
- IsectPt[2] = Start[2] + Dir[2]*t;
- return(1);
- }
- return(0);
-}
-
-//--------------------------------------------------------------------------
-// Intersects a line with a plane with normal (0,0,-1) with distance d
-// from the origin. The line is given by position Start and direction Dir.
-//--------------------------------------------------------------------------
-int ZPlaneLineIsect(float d, const float Start[3], const float Dir[3],
- float IsectPt[3])
-{
- float NdotDir = -Dir[2];
- if (NdotDir==(float)0) return(0);
- float t = (d + Start[2]) / NdotDir;
- IsectPt[0] = Start[0] + Dir[0]*t;
- IsectPt[1] = Start[1] + Dir[1]*t;
- IsectPt[2] = Start[2] + Dir[2]*t;
- return(1);
-}
-
-//--------------------------------------------------------------------------
-// returns 1 if edge AB intersects plane, 0 if not
-//--------------------------------------------------------------------------
-int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3])
-{
- float Dir[3] = { B[0]-A[0], B[1]-A[1], B[2]-A[2] };
- float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
- float NdotA = P[0]*A[0] + P[1]*A[1] + P[2]*A[2];
- if (NdotDir==(float)0) return(0);
- float t = (-P[3] - NdotA) / NdotDir;
- if (t>=0 && t<=1) return(1);
- return(0);
-}
-
-//--------------------------------------------------------------------------
-// Also computes intersection point, if possible
-//--------------------------------------------------------------------------
-int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3],
- float IsectPt[3])
-{
- float Dir[3] = { B[0]-A[0], B[1]-A[1], B[2]-A[2] };
- float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
- float NdotA = P[0]*A[0] + P[1]*A[1] + P[2]*A[2];
- if (NdotDir==(float)0) return(0);
- float t = (-P[3] - NdotA) / NdotDir;
- if (t>=0 && t<=1)
- {
- IsectPt[0] = A[0] + Dir[0]*t;
- IsectPt[1] = A[1] + Dir[1]*t;
- IsectPt[2] = A[2] + Dir[2]*t;
- return(1);
- }
- return(0);
-}
-
-//---------------------------------------------------------------------------
-// Box (m,M)/ Plane P overlap test.
-// returns type of overlap: 1=OUT (side of normal dir), -1=IN, 0=Overlapping
-// Finds the "closest" and "farthest" points from the plane with respect
-// to the plane normal dir (the "extremes" of the aabb) and tests for overlap.
-// m and M are the Min and Max extents of the AABB.
-//---------------------------------------------------------------------------
-int PlaneMinMaxBoxOverlap(const float P[4], const float m[3], const float M[3])
-{
- #define SET(v,x,y,z) v[0]=x; v[1]=y; v[2]=z;
-
- // CALC EXTREME PTS (Neg,Pos) ALONG NORMAL AXIS (Pos in dir of norm, etc.)
- float Neg[3], Pos[3];
- if(P[0]>0)
- if(P[1]>0) { if(P[2]>0) { SET(Pos,M[0],M[1],M[2]); SET(Neg,m[0],m[1],m[2]); }
- else { SET(Pos,M[0],M[1],m[2]); SET(Neg,m[0],m[1],M[2]); } }
- else { if(P[2]>0) { SET(Pos,M[0],m[1],M[2]); SET(Neg,m[0],M[1],m[2]); }
- else { SET(Pos,M[0],m[1],m[2]); SET(Neg,m[0],M[1],M[2]); } }
- else
- if(P[1]>0) { if(P[2]>0) { SET(Pos,m[0],M[1],M[2]); SET(Neg,M[0],m[1],m[2]); }
- else { SET(Pos,m[0],M[1],m[2]); SET(Neg,M[0],m[1],M[2]); } }
- else { if(P[2]>0) { SET(Pos,m[0],m[1],M[2]); SET(Neg,M[0],M[1],m[2]); }
- else { SET(Pos,m[0],m[1],m[2]); SET(Neg,M[0],M[1],M[2]); } }
-
- // CHECK DISTANCE TO PLANE FROM EXTREMAL POINTS TO DETERMINE OVERLAP
- if (PlaneDistToPt(P,Neg) > 0) return(1);
- else if (PlaneDistToPt(P,Pos) <= 0) return(-1);
- return(0);
-}
-
-//---------------------------------------------------------------------------
-// Edge/Planes intersection test. Returns 0 or 1, calcs In-Out "HitTimes"
-// IsectPts can be calculated as:
-// InIsectPt = Start + Dir * InT (if InT>0)
-// OutIsectPt = Start + Dir * OutT (if OutT>0)
-// Planes is defined as: float Planes[n][4] for n planes.
-//---------------------------------------------------------------------------
-int PlanesRayIsect(const float Planes[][4], int NumPlanes,
- const float Start[3], const float Dir[3],
- float *InT, float *OutT)
-{
- *InT=-99999, *OutT=99999; // INIT INTERVAL T-VAL ENDPTS TO -/+ INFINITY
- float NdotDir, NdotStart; // STORAGE FOR REPEATED CALCS NEEDED FOR NewT CALC
- float NewT;
- for (int i=0; i<NumPlanes; i++) // CHECK INTERSECTION AGAINST EACH VF PLANE
- {
- NdotDir = Planes[i][0]*Dir[0] + Planes[i][1]*Dir[1] + Planes[i][2]*Dir[2];
- NdotStart = Planes[i][0]*Start[0] + Planes[i][1]*Start[1] + Planes[i][2]*Start[2];
- if (NdotDir == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
- {
- if (NdotStart > -Planes[i][3]) return(0); // IF STARTS "OUTSIDE", NO INTERSECTION
- }
- else
- {
- NewT = (-Planes[i][3] - NdotStart) / NdotDir; // FIND HIT "TIME" (DISTANCE)
- if (NdotDir < 0) { if (NewT > *InT) *InT=NewT; } // IF "FRONTFACING", MUST BE NEW IN "TIME"
- else { if (NewT < *OutT) *OutT=NewT; } // IF "BACKFACING", MUST BE NEW OUT "TIME"
- }
- if (*InT > *OutT) return(0); // CHECK FOR EARLY EXITS (INTERSECTION INTERVAL "OUTSIDE")
- }
-
- // IF AT LEAST ONE THE Tvals ARE IN THE INTERVAL [0,1] WE HAVE INTERSECTION
- if (*InT>=0 || *OutT>=0) return(1);
- return(0);
-}
-
-//--------------------------------------------------------------------------
-// returns whether or not an edge AB intersects a set of planes. The hit
-// times are returned just as in the ray isect test.
-//--------------------------------------------------------------------------
-int PlanesEdgeIsect(const float Planes[][4], int NumPlanes,
- const float A[3], const float B[3],
- float *InT, float *OutT)
-{
- float Dir[3] = {B[0]-A[0],B[1]-A[1],B[2]-A[2]};
- if ( PlanesRayIsect(Planes,NumPlanes,A,Dir,InT,OutT) )
- if (*InT>=0 && *InT<=1) return(1);
- else if (*OutT>=0 && *OutT<=1) return(1);
- return(0);
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : plane.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//=========================================================================
-// plane.hpp
-//=========================================================================
-
-// PLANE EQUATION COEFFICIENT GENERATION FUNCTIONS
-float* PlaneEquation(float P[4],
- const float p0[3], const float p1[3], const float p2[3]);
-float* PlaneEquation(float P[4], const float N[3], float Dist);
-float* PlaneEquation(float P[4], const float N[3], const float pt[3]);
-
-int PlanePtOutTest(const float P[4], const float Pt[3]);
-int PlanePtInOutTest(const float P[4], const float Pt[3]);
-float PlaneDistToPt(const float P[4], const float Pt[3]);
-
-int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3]);
-int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3],
- float IsectPt[3]);
-int ZPlaneLineIsect(float d, const float Start[3], const float Dir[3],
- float IsectPt[3]);
-int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3]);
-int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3],
- float IsectPt[3]);
-
-void XformPlane(const float M[16], float P[4]);
-
-int PlaneMinMaxBoxOverlap(const float P[4], const float m[3],
- const float M[3]);
-
-int PlanesRayIsect(const float Planes[][4], int NumPlanes,
- const float Start[3], const float Dir[3],
- float *InT, float *OutT);
-int PlanesEdgeIsect(const float Planes[][4], int NumPlanes,
- const float A[3], const float B[3],
- float *InT, float *OutT);
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : tri.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// tri.cpp : triangle defs and intersection routines.
-//============================================================================
-
-#include <math.h>
-
-//----------------------------------------------------------------------------
-// CHECKS IF 2D POINT P IS IN A 2D TRI ABC.
-//----------------------------------------------------------------------------
-int PtInTri2D(float Px, float Py,
- float Ax, float Ay, float Bx, float By, float Cx, float Cy)
-{
- float dABx=Bx-Ax, dABy=By-Ay, dBCx=Cx-Bx, dBCy=Cy-By; // "REPEATS"
- if (dABx*dBCy < dABy*dBCx) // CW
- {
- if (dABx*(Py-Ay) >= dABy*(Px-Ax)) return(0); // ABxAP
- if (dBCx*(Py-By) >= dBCy*(Px-Bx)) return(0); // BCxBP
- if ((Ax-Cx)*(Py-Cy) >= (Ay-Cy)*(Px-Cx)) return(0); // CAxCP
- }
- else // CCW
- {
- if (dABx*(Py-Ay) < dABy*(Px-Ax)) return(0); // ABxAP
- if (dBCx*(Py-By) < dBCy*(Px-Bx)) return(0); // BCxBP
- if ((Ax-Cx)*(Py-Cy) < (Ay-Cy)*(Px-Cx)) return(0); // CAxCP
- }
- return(1); // "INSIDE" EACH EDGE'S IN-HALF-SPACE (PT P IS INSIDE TRIANGLE)
-};
-
-//----------------------------------------------------------------------------
-// CHECKS IF 3D POINT P (ON ABC'S PLANE) IS IN 3D TRI ABC.
-// P=PtOnTriPlane, N=PlaneNormal (does not have to be normalized)
-//----------------------------------------------------------------------------
-int PtInTri3D(const float P[3], float N[3],
- const float A[3], const float B[3], const float C[3])
-{
- #define ABS(x) (((x)<0)?(-(x)):x) // HANDY UNIVERSAL ABSOLUTE VALUE FUNC
-
- // DETERMINE LARGEST COMPONENT OF NORMAL (magnitude, since we want the largest projection)
- N[0]=ABS(N[0]); N[1]=ABS(N[1]); N[2]=ABS(N[2]);
-
- // PROJECT ONTO PLANE WHERE PERPENDICULAR TO LARGEST NORMAL COMPONENT AXIS
- if (N[0]>N[1] && N[0]>N[2]) // X IS LARGEST SO PROJECT ONTO YZ-PLANE
- return( PtInTri2D(P[1],P[2], A[1],A[2], B[1],B[2], C[1],C[2]) );
- else if (N[1]>N[0] && N[1]>N[2]) // Y IS LARGEST SO PROJECT ONTO XZ-PLANE
- return( PtInTri2D(P[0],P[2], A[0],A[2], B[0],B[2], C[0],C[2]) );
- else // Z IS LARGEST SO PROJECT ONTO XY-PLANE
- return( PtInTri2D(P[0],P[1], A[0],A[1], B[0],B[1], C[0],C[1]) );
-}
-
-//--------------------------------------------------------------------------
-// Checks if an edge UV intersects a triangle ABC. Returns whether or
-// not the edge intersects the plane (0 or 1) and the IsectPt.
-//--------------------------------------------------------------------------
-int EdgeTriIsect(const float U[3], const float V[3],
- const float A[3], const float B[3], const float C[3],
- float IsectPt[3])
-{
- // CALCULATE PLANE EQUATION COEFFICIENTS P FOR TRI ABC
- float P[4];
- float u[3] = {B[0]-A[0],B[1]-A[1],B[2]-A[2]};
- float v[3] = {C[0]-A[0],C[1]-A[1],C[2]-A[2]};
- P[0] = u[1]*v[2] - u[2]*v[1]; // CROSS-PROD BETWEEN u AND v
- P[1] = u[2]*v[0] - u[0]*v[2]; // DEFINES UNNORMALIZED NORMAL
- P[2] = u[0]*v[1] - u[1]*v[0];
- float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]); // NORMALIZE NORMAL
- P[0]/=l; P[1]/=l; P[2]/=l;
- P[3] = -(P[0]*A[0] + P[1]*A[1] + P[2]*A[2]);
-
- // FIND INTERSECTION OF EDGE UV WITH PLANE P
- int EdgeIsectsPlane=0;
- float Dir[3] = { V[0]-U[0], V[1]-U[1], V[2]-U[2] };
- float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
- float NdotU = P[0]*U[0] + P[1]*U[1] + P[2]*U[2];
- if (NdotDir==(float)0) return(0);
- float t = (-P[3] - NdotU) / NdotDir;
- if (t>=0 && t<=1)
- {
- IsectPt[0] = U[0] + Dir[0]*t;
- IsectPt[1] = U[1] + Dir[1]*t;
- IsectPt[2] = U[2] + Dir[2]*t;
- EdgeIsectsPlane=1;
- }
-
- // FIRST, DOES THE EDGE INTERSECT THE PLANE?
- if (!EdgeIsectsPlane) return(0);
-
- // SEE IF ISECT PT IS IN THE TRI
- return( PtInTri3D(IsectPt,P,A,B,C) );
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : tri.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// tri.hpp : triangle defs and intersection routines.
-//============================================================================
-
-int PtInTri2D(float Px, float Py,
- float Ax, float Ay, float Bx, float By, float Cx, float Cy);
-
-int PtInTri3D(const float P[3], float N[3],
- const float A[3], const float B[3], const float C[3]);
-
-int EdgeTriIsect(const float U[3], const float V[3],
- const float A[3], const float B[3], const float C[3],
- float IsectPt[3]);
+++ /dev/null
-//-----------------------------------------------------------------------------
-// File : vec2f.hpp
-//-----------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//-----------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software
-// and its documentation for any purpose is hereby granted without
-// fee, provided that the above copyright notice appear in all copies
-// and that both that copyright notice and this permission notice
-// appear in supporting documentation. Binaries may be compiled with
-// this software without any royalties or restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//==========================================================================
-// vec2.hpp : 2d vector class template. Works for any integer or real type.
-//==========================================================================
-
-#ifndef VEC2_H
-#define VEC2_H
-
-#include <stdio.h>
-#include <math.h>
-
-template<class Type>
-class Vec2
-{
- public:
- Type x, y;
-
- Vec2 (void) {};
- Vec2 (const Type X, const Type Y) { x=X; y=Y; };
- Vec2 (const Vec2& v) { x=v.x; y=v.y; };
- Vec2 (const Type v[2]) { x=v[0]; y=v[1]; };
- void Set (const Type X, const Type Y) { x=X; y=Y; }
- void Set (const Type v[2]) { x=v[0]; y=v[1]; };
-
- operator Type*() // Type * CONVERSION
- { return (Type *)&x; }
- operator const Type*() const // CONST Type * CONVERSION
- { return &x; }
-
- Vec2& operator = (const Vec2& A) // ASSIGNMENT (=)
- { x=A.x; y=A.y;
- return(*this); };
-
- bool operator == (const Vec2& A) const // COMPARISON (==)
- { return (x==A.x && y==A.y); }
- bool operator != (const Vec2& A) const // COMPARISON (!=)
- { return (x!=A.x || y!=A.y); }
-
- Vec2 operator + (const Vec2& A) const // ADDITION (+)
- { Vec2 Sum(x+A.x, y+A.y);
- return(Sum); }
- Vec2 operator - (const Vec2& A) const // SUBTRACTION (-)
- { Vec2 Diff(x-A.x, y-A.y);
- return(Diff); }
- Type operator * (const Vec2& A) const // DOT-PRODUCT (*)
- { Type DotProd = x*A.x+y*A.y;
- return(DotProd); }
- Type operator / (const Vec2& A) const // CROSS-PRODUCT (/)
- { Type CrossProd = x*A.y-y*A.x;
- return(CrossProd); }
- Type operator ^ (const Vec2& A) const // ALSO CROSS-PRODUCT (^)
- { Type CrossProd = x*A.y-y*A.x;
- return(CrossProd); }
- Vec2 operator * (const Type s) const // MULTIPLY BY SCALAR (*)
- { Vec2 Scaled(x*s, y*s);
- return(Scaled); }
- Vec2 operator / (const Type s) const // DIVIDE BY SCALAR (/)
- { Vec2 Scaled(x/s, y/s);
- return(Scaled); }
- Vec2 operator & (const Vec2& A) const // COMPONENT MULTIPLY (&)
- { Vec2 CompMult(x*A.x, y*A.y);
- return(CompMult); }
-
- friend inline Vec2 operator *(Type s, const Vec2& v) // SCALAR MULT s*V
- { return Vec2(v.x*s, v.y*s); }
-
- Vec2& operator += (const Vec2& A) // ACCUMULATED VECTOR ADDITION (+=)
- { x+=A.x; y+=A.y; return *this; }
- Vec2& operator -= (const Vec2& A) // ACCUMULATED VECTOR SUBTRACTION (-=)
- { x-=A.x; y-=A.y; return *this; }
- Vec2& operator *= (const Type s) // ACCUMULATED SCALAR MULT (*=)
- { x*=s; y*=s; return *this; }
- Vec2& operator /= (const Type s) // ACCUMULATED SCALAR DIV (/=)
- { x/=s; y/=s; return *this; }
- Vec2& operator &= (const Vec2& A) // ACCUMULATED COMPONENT MULTIPLY (&=)
- { x*=A.x; y*=A.y; return *this; }
- Vec2 operator - (void) const // NEGATION (-)
- { Vec2 Negated(-x, -y);
- return(Negated); };
-
-/*
- const Type& operator [] (const int i) const // ALLOWS VECTOR ACCESS AS AN ARRAY.
- { return( (i==0)?x:y ); };
- Type & operator [] (const int i)
- { return( (i==0)?x:y ); };
-*/
-
- Type Length (void) const // LENGTH OF VECTOR
- { return ((Type)sqrt(x*x+y*y)); };
- Type LengthSqr (void) const // LENGTH OF VECTOR (SQUARED)
- { return (x*x+y*y); };
- Vec2& Normalize (void) // NORMALIZE VECTOR
- { Type L = Length(); // CALCULATE LENGTH
- if (L>0) { x/=L; y/=L; }
- return *this;
- }; // DIV COMPONENTS BY LENGTH
-
- Vec2 Perpendicular() const // RETURNS A PERPENDICULAR
- { Vec2 Perp(-y,x);
- return(Perp); }
-
- void UpdateMinMax(Vec2 &Min, Vec2 &Max)
- {
- if (x<Min.x) Min.x=x; else if (x>Max.x) Max.x=x;
- if (y<Min.y) Min.y=y; else if (y>Max.y) Max.y=y;
- }
-
- void Print() const
- { printf("(%.3f, %.3f)\n",x, y); }
-
- static Vec2 ZERO;
-};
-
-typedef Vec2<float> Vec2f;
-typedef Vec2<double> Vec2d;
-
-template<class Type> Vec2<Type> Vec2<Type>::ZERO = Vec2<Type>(0,0);
-
-#endif
-
-
+++ /dev/null
-//-----------------------------------------------------------------------------
-// File : vec3f.hpp
-//-----------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//-----------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software
-// and its documentation for any purpose is hereby granted without
-// fee, provided that the above copyright notice appear in all copies
-// and that both that copyright notice and this permission notice
-// appear in supporting documentation. Binaries may be compiled with
-// this software without any royalties or restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//==========================================================================
-// Vec3.hpp : 3d vector class template. Works for any integer or real type.
-//==========================================================================
-
-#ifndef VEC3_H
-#define VEC3_H
-
-#include <stdio.h>
-#include <math.h>
-
-/**
- * @class Vec3
- * @brief A templated 3-vector class
- *
- * Everybody in graphics has to write their own basic 3-vector class.
- * And we're no exception. This one uses templates, so that with one
- * definition of the class you can have a 3-vector of floats or doubles
- * depending on how precise you are, or you can make 3-vectors of ints
- * or unsigned char, handy for representing colors.
- *
- * A couple of typedefs for common instatiations are provided by
- * default: Vec3f, and Vec3d, the float and double versions,
- * respectively.
- *
- */
-template<class Type>
-class Vec3
-{
- public:
- Type x, y, z; ///< The storage for the three components of the vector
-
- /// Default constructor.
- /// Note: does \em not initialize x, y, and z!
- Vec3 (void)
- {};
- /// Three component constructor
- Vec3 (const Type X, const Type Y, const Type Z)
- { x=X; y=Y; z=Z; };
- /// Copy constructor
- Vec3 (const Vec3& v)
- { x=v.x; y=v.y; z=v.z; };
- /// Construct from array
- Vec3 (const Type v[3])
- { x=v[0]; y=v[1]; z=v[2]; };
- /// Set from components
- void Set (const Type X, const Type Y, const Type Z)
- { x=X; y=Y; z=Z; }
- /// Set from array
- void Set (const Type v[3])
- { x=v[0]; y=v[1]; z=v[2]; };
-
- operator Type*() /// Type * CONVERSION
- { return (Type *)&x; }
- operator const Type*() const /// CONST Type * CONVERSION
- { return &x; }
-
- bool operator == (const Vec3& A) const /// COMPARISON (==)
- { return (x==A.x && y==A.y && z==A.z); }
- bool operator != (const Vec3& A) const /// COMPARISON (!=)
- { return (x!=A.x || y!=A.y || z!=A.z); }
-
- Vec3& operator = (const Vec3& A) /// ASSIGNMENT (=)
- { x=A.x; y=A.y; z=A.z;
- return(*this); };
- Vec3 operator + (const Vec3& A) const /// ADDITION (+)
- { Vec3 Sum(x+A.x, y+A.y, z+A.z);
- return(Sum); };
- Vec3 operator - (const Vec3& A) const /// SUBTRACTION (-)
- { Vec3 Diff(x-A.x, y-A.y, z-A.z);
- return(Diff); };
- Type operator * (const Vec3& A) const /// DOT-PRODUCT (*)
- { Type DotProd = x*A.x+y*A.y+z*A.z;
- return(DotProd); };
- Vec3 operator / (const Vec3& A) const /// CROSS-PRODUCT (/)
- { Vec3 CrossProd(y*A.z-z*A.y, z*A.x-x*A.z, x*A.y-y*A.x);
- return(CrossProd); };
- Vec3 operator ^ (const Vec3& A) const /// ALSO CROSS-PRODUCT (^)
- { Vec3 CrossProd(y*A.z-z*A.y, z*A.x-x*A.z, x*A.y-y*A.x);
- return(CrossProd); };
- Vec3 operator * (const Type s) const /// MULTIPLY BY SCALAR V*s (*)
- { Vec3 Scaled(x*s, y*s, z*s);
- return(Scaled); };
- Vec3 operator / (const Type s) const /// DIVIDE BY SCALAR (/)
- { Vec3 Scaled(x/s, y/s, z/s);
- return(Scaled); };
- Vec3 operator & (const Vec3& A) const /// COMPONENT MULTIPLY (&)
- { Vec3 CompMult(x*A.x, y*A.y, z*A.z);
- return(CompMult); }
-
- friend inline Vec3 operator *(Type s, const Vec3& v) /// SCALAR MULT s*V
- { return Vec3(v.x*s, v.y*s, v.z*s); }
-
- Vec3& operator += (const Vec3& A) /// ACCUMULATED VECTOR ADDITION (+=)
- { x+=A.x; y+=A.y; z+=A.z;
- return *this;}
- Vec3& operator -= (const Vec3& A) /// ACCUMULATED VECTOR SUBTRACTION (-=)
- { x-=A.x; y-=A.y; z-=A.z;
- return *this; }
- Vec3& operator *= (const Type s) /// ACCUMULATED SCALAR MULT (*=)
- { x*=s; y*=s; z*=s;
- return *this; }
- Vec3& operator /= (const Type s) /// ACCUMULATED SCALAR DIV (/=)
- { x/=s; y/=s; z/=s;
- return *this; }
- Vec3& operator &= (const Vec3& A) /// ACCUMULATED COMPONENT MULTIPLY (&=)
- { x*=A.x; y*=A.y; z*=A.z; return *this; }
- Vec3 operator - (void) const /// NEGATION (-)
- { Vec3 Negated(-x, -y, -z);
- return(Negated); };
-
-/*
- const Type& operator [] (const int i) const // ALLOWS VECTOR ACCESS AS AN ARRAY.
- { return( (i==0)?x:((i==1)?y:z) ); };
- Type & operator [] (const int i)
- { return( (i==0)?x:((i==1)?y:z) ); };
-*/
-
- Type Length (void) const /// LENGTH OF VECTOR
- { return ((Type)sqrt(x*x+y*y+z*z)); };
- Type LengthSqr (void) const /// LENGTH OF VECTOR (SQUARED)
- { return (x*x+y*y+z*z); };
- Vec3& Normalize (void) /// NORMALIZE VECTOR
- { Type L = Length(); // CALCULATE LENGTH
- if (L>0) { x/=L; y/=L; z/=L; } // DIV COMPONENTS BY LENGTH
- return *this;
- };
-
- /// Returns the 'star' matrix for a vector
- /** This is the skew-symmetric matrix \b A such that
- * \b A \b v == \p this x \b v
- * (the cross-product of \p this and \b v), for any vector \b v.
- * The matrix looks like this given vector (x,y,z):
- * @verbatim
- | 0 -z y|
- | z 0 -x|
- |-y x 0|
- @endverbatim
- *
- * Return format is just an array in row-major (OpenGL/Fortran) order.
- * That is [0, -z, y, z, 0, -x, -y, x, 0].
- */
- Type* Star() const {
- Type s[] = ( 0, -z, y,
- z, 0, -x,
- -y, x, 0);
- return s;
- }
-
- /// Update \p Min and \p Max to enclose \p this
- /** A very handy routine for working with min-max or axis aligned
- * bounding boxes.
- */
- void UpdateMinMax(Vec3 &Min, Vec3 &Max) const
- {
- if (x<Min.x) Min.x=x; else if (x>Max.x) Max.x=x;
- if (y<Min.y) Min.y=y; else if (y>Max.y) Max.y=y;
- if (z<Min.z) Min.z=z; else if (z>Max.z) Max.z=z;
- }
-
- /// Construct an orthonormal basis from \p this
- /** Compute two unit vectors \p U and \p V that are orthogonal
- * to this vector and to each other. Note that \p *this need
- * not be a unit vector.
- *
- * The algorithm works as follows:
- * Find smallest component of L (this), zero it,
- * negate one of the other two and swap them. Then normalize.
- * Ex. if x1 is the smallest, assign (x2,y2,z2):=(0,z1,-y1)
- * Clearly now v1 dot v2 = x1*0 + y1*z1 + z1*-y1 = 0;
- * Zeroing out the smallest means that the magnitude of
- * the remaining vector will be as big as possible so that
- * when we normalize, we are safe from dividing by anything
- * close to zero (unless *this was near 0 magnitude to
- * begin with, in which case lack of precision can't be avoided)
- */
- void CompleteOrthonormalBasis(Vec3 &U, Vec3 &V) const
- {
- U = *this;
- unsigned char s[3] = {0, 1, 2};
- unsigned char tmpa;
- U.x = U.x < 0 ? -U.x : -U.x;
- U.y = U.y < 0 ? -U.y : -U.y;
- U.z = U.z < 0 ? -U.z : -U.z;
- if ( U[0] > U[1] )
- {
- tmpa = s[0];
- s[0] = s[1];
- s[1] = tmpa;
- }
- // xy min in s[0] now.
- if ( U[s[0]] > U[2] ) {
- tmpa = s[2];
- s[2] = s[0];
- s[0] = tmpa;
- }
- // xyz min in s[0] now
- U = *this;
- U[s[0]] = 0;
-
- // Voila U is now perpendicular to *this
- U.Normalize();
-
- // And so it's easy to find a v that is too, with cross product.
- V = *this ^ U;
- // Or by removing components projected onto other two...
- // I think the cross product may be cheaper
- // V = something - V * (*this.Normalize() + U);
-
- V.Normalize(); // wouldn't be necessary if we knew *this were normalized
- }
-
- /// Dump the vector to \c stdout in a pretty way
- void Print() const
- { printf("(%.3f, %.3f, %.3f)\n",x, y, z); }
-
- /// This is a handy way to get the zero vector just use Vec3<Type>::ZERO
- static Vec3 ZERO;
-};
-
-typedef Vec3<float> Vec3f;
-typedef Vec3<double> Vec3d;
-
-template<class Type> Vec3<Type> Vec3<Type>::ZERO = Vec3<Type>(0,0,0);
-
-#endif
-
-
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : vec3fv.cpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// vec3fv.cpp
-//============================================================================
-
-#include <stdio.h>
-#include <math.h>
-
-void Set3fv(float v[3], float x, float y, float z)
-{
- v[0]=x;
- v[1]=y;
- v[2]=z;
-}
-
-void Copy3fv(float A[3], const float B[3]) // A=B
-{
- A[0]=B[0];
- A[1]=B[1];
- A[2]=B[2];
-}
-
-void ScalarMult3fv(float c[3], const float a[3], float s) // c=a*s
-{
- c[0] = a[0] * s;
- c[1] = a[1] * s;
- c[2] = a[2] * s;
-}
-
-void ScalarDiv3fv(float v[3], float s)
-{
- v[0] /= s;
- v[1] /= s;
- v[2] /= s;
-}
-
-void Add3fv(float c[3], const float a[3], const float b[3]) // c = a + b
-{
- c[0] = a[0] + b[0];
- c[1] = a[1] + b[1];
- c[2] = a[2] + b[2];
-}
-
-void Subtract3fv(float c[3], const float a[3], const float b[3]) // c = a - b
-{
- c[0] = a[0] - b[0];
- c[1] = a[1] - b[1];
- c[2] = a[2] - b[2];
-}
-
-void Negate3fv(float a[3], const float b[3]) // a = -b
-{
- a[0] = -b[0];
- a[1] = -b[1];
- a[2] = -b[2];
-}
-
-float Length3fv(const float v[3])
-{
- return( (float)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]) );
-}
-
-void Normalize3fv(float v[3])
-{
- float l = Length3fv(v);
- v[0] /= l;
- v[1] /= l;
- v[2] /= l;
-}
-
-float DotProd3fv(const float a[3], const float b[3])
-{
- return( a[0]*b[0] + a[1]*b[1] + a[2]*b[2] );
-}
-
-void CrossProd3fv(float* C, const float* A, const float* B) // C = A X B
-{
- Set3fv(C, A[1]*B[2]-A[2]*B[1], A[2]*B[0]-A[0]*B[2], A[0]*B[1]-A[1]*B[0]);
-}
+++ /dev/null
-//------------------------------------------------------------------------------
-// File : vec3fv.hpp
-//------------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//------------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software and its
-// documentation for any purpose is hereby granted without fee, provided that
-// the above copyright notice appear in all copies and that both that copyright
-// notice and this permission notice appear in supporting documentation.
-// Binaries may be compiled with this software without any royalties or
-// restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//============================================================================
-// vec3fv.hpp
-//============================================================================
-
-void Set3fv(float v[3], float x, float y, float z);
-void Copy3fv(float A[3], const float B[3]); // A=B
-
-void ScalarMult3fv(float c[3], const float a[3], float s);
-void ScalarDiv3fv(float v[3], float s);
-void Add3fv(float c[3], const float a[3], const float b[3]); // c = a + b
-void Subtract3fv(float c[3], const float a[3], const float b[3]); // c = a - b
-void Negate3fv(float a[3], const float b[3]); // a = -b
-
-float Length3fv(const float v[3]);
-void Normalize3fv(float v[3]);
-float DotProd3fv(const float a[3], const float b[3]);
-void CrossProd3fv(float* C, const float* A, const float* B); // C = A X B
+++ /dev/null
-//-----------------------------------------------------------------------------
-// File : vec4f.hpp
-//-----------------------------------------------------------------------------
-// GLVU : Copyright 1997 - 2002
-// The University of North Carolina at Chapel Hill
-//-----------------------------------------------------------------------------
-// Permission to use, copy, modify, distribute and sell this software
-// and its documentation for any purpose is hereby granted without
-// fee, provided that the above copyright notice appear in all copies
-// and that both that copyright notice and this permission notice
-// appear in supporting documentation. Binaries may be compiled with
-// this software without any royalties or restrictions.
-//
-// The University of North Carolina at Chapel Hill makes no representations
-// about the suitability of this software for any purpose. It is provided
-// "as is" without express or implied warranty.
-
-//==========================================================================
-// vec4.hpp : 4d vector class template. Works for any integer or real type.
-//==========================================================================
-
-#ifndef VEC4_H
-#define VEC4_H
-
-#include <stdio.h>
-#include <math.h>
-
-template <class Type>
-class Vec4
-{
- public:
- Type x, y, z, w;
-
- Vec4 (void)
- {};
- Vec4 (const Type X, const Type Y, const Type Z, const Type W)
- { x=X; y=Y; z=Z; w=W; };
- Vec4 (const Vec4& v)
- { x=v.x; y=v.y; z=v.z; w=v.w; };
- Vec4 (const Type v[4])
- { x=v[0]; y=v[1]; z=v[2]; w=v[3]; };
- void Set (const Type X, const Type Y, const Type Z, const Type W)
- { x=X; y=Y; z=Z; w=W; }
- void Set (const Type v[4])
- { x=v[0]; y=v[1]; z=v[2]; w=v[3]; };
-
- operator Type*() // Type * CONVERSION
- { return (Type *)&x; }
- operator const Type*() const // CONST Type * CONVERSION
- { return &x; }
-
- Vec4& operator = (const Vec4& A) // ASSIGNMENT (=)
- { x=A.x; y=A.y; z=A.z; w=A.w;
- return(*this); };
-
- bool operator == (const Vec4& A) const // COMPARISON (==)
- { return (x==A.x && y==A.y &&
- z==A.z && w==A.w); }
- bool operator != (const Vec4& A) const // COMPARISON (!=)
- { return (x!=A.x || y!=A.y ||
- z!=A.z || w!=A.w); }
-
- Vec4 operator + (const Vec4& A) const // ADDITION (+)
- { Vec4 Sum(x+A.x, y+A.y, z+A.z, w+A.w);
- return(Sum); };
- Vec4 operator - (const Vec4& A) const // SUBTRACTION (-)
- { Vec4 Diff(x-A.x, y-A.y, z-A.z, w-A.w);
- return(Diff); };
- Type operator * (const Vec4& A) const // DOT-PRODUCT (*)
- { Type DotProd = x*A.x+y*A.y+z*A.z+w*A.w;
- return(DotProd); };
- Vec4 operator * (const Type s) const // MULTIPLY BY SCALAR (*)
- { Vec4 Scaled(x*s, y*s, z*s, w*s);
- return(Scaled); };
- Vec4 operator / (const Type s) const // DIVIDE BY SCALAR (/)
- { Vec4 Scaled(x/s, y/s, z/s, w/s);
- return(Scaled); };
- Vec4 operator & (const Vec4& A) const // COMPONENT MULTIPLY (&)
- { Vec4 CompMult(x*A.x, y*A.y, z*A.z, w*A.w);
- return(CompMult); }
-
- friend inline Vec4 operator *(Type s, const Vec4& v) // SCALAR MULT s*V
- { return Vec4(v.x*s, v.y*s, v.z*s, v.w*s); }
-
- Vec4& operator += (const Vec4& A) // ACCUMULATED VECTOR ADDITION (+=)
- { x+=A.x; y+=A.y; z+=A.z; w+=A.w;
- return *this; }
- Vec4& operator -= (const Vec4& A) // ACCUMULATED VECTOR SUBTRCT (-=)
- { x-=A.x; y-=A.y; z-=A.z; w-=A.w;
- return *this; }
- Vec4& operator *= (const Type s) // ACCUMULATED SCALAR MULT (*=)
- { x*=s; y*=s; z*=s; w*=s;
- return *this; }
- Vec4& operator /= (const Type s) // ACCUMULATED SCALAR DIV (/=)
- { x/=s; y/=s; z/=s; w/=s;
- return *this; }
- Vec4& operator &= (const Vec4& A) // ACCUMULATED COMPONENT MULTIPLY (&=)
- { x*=A.x; y*=A.y; z*=A.z; w*=A.w; return *this; }
- Vec4 operator - (void) const // NEGATION (-)
- { Vec4 Negated(-x, -y, -z, -w);
- return(Negated); };
-
-/*
- const Type& operator [] (const int i) const // ALLOWS VECTOR ACCESS AS AN ARRAY.
- { return( (i==0)?x:((i==1)?y:((i==2)?z:w)) ); };
- Type & operator [] (const int i)
- { return( (i==0)?x:((i==1)?y:((i==2)?z:w)) ); };
-*/
-
- Type Length (void) const // LENGTH OF VECTOR
- { return ((Type)sqrt(x*x+y*y+z*z+w*w)); };
- Type LengthSqr (void) const // LENGTH OF VECTOR (SQUARED)
- { return (x*x+y*y+z*z+w*w); };
- Vec4& Normalize (void) // NORMALIZE VECTOR
- { Type L = Length(); // CALCULATE LENGTH
- if (L>0) { x/=L; y/=L; z/=L; w/=L; }
- return *this;
- }; // DIV COMPONENTS BY LENGTH
-
- void Wdiv(void)
- { x/=w; y/=w; z/=w; w=1; }
-
- void Print() const
- { printf("(%.3f, %.3f, %.3f, %.3f)\n",x, y, z, w); }
-
- static Vec4 ZERO;
-};
-
-typedef Vec4<float> Vec4f;
-typedef Vec4<double> Vec4d;
-
-template<class Type> Vec4<Type> Vec4<Type>::ZERO = Vec4<Type>(0,0,0,0);
-
-#endif
-
-