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flightgear/src/Objects/obj.cxx

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1998-08-25 16:51:22 +00:00
// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
//
// Written by Curtis Olson, started October 1997.
//
// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
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#include <stdio.h>
#include <string.h>
// #if defined ( __sun__ )
// extern "C" void *memmove(void *, const void *, size_t);
// extern "C" void *memset(void *, int, size_t);
// #endif
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#include <simgear/compiler.h>
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#include STL_STRING
#include <map> // STL
#include <vector> // STL
#include <ctype.h> // isdigit()
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
#include <simgear/math/fg_geodesy.hxx>
#include <simgear/math/fg_random.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/misc/fgstream.hxx>
#include <simgear/misc/stopwatch.hxx>
#include <simgear/misc/texcoord.hxx>
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#include <Main/options.hxx>
#include <Scenery/tileentry.hxx>
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#include "materialmgr.hxx"
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#include "obj.hxx"
FG_USING_STD(string);
FG_USING_STD(vector);
typedef vector < int > int_list;
typedef int_list::iterator int_list_iterator;
typedef int_list::const_iterator int_point_list_iterator;
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static double normals[FG_MAX_NODES][3];
static double tex_coords[FG_MAX_NODES*3][3];
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// given three points defining a triangle, calculate the normal
static void calc_normal(Point3D p1, Point3D p2,
Point3D p3, sgVec3 normal)
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{
sgVec3 v1, v2;
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v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
sgVectorProductVec3( normal, v1, v2 );
sgNormalizeVec3( normal );
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// fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
// normal[0], normal[1], normal[2]);
}
#define FG_TEX_CONSTANT 69.0
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// Calculate texture coordinates for a given point.
static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
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Point3D cp;
Point3D pp;
// double tmplon, tmplat;
// cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
// cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
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cp = Point3D( node[0] + ref.x(),
node[1] + ref.y(),
node[2] + ref.z() );
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pp = fgCartToPolar3d(cp);
// tmplon = pp.lon() * RAD_TO_DEG;
// tmplat = pp.lat() * RAD_TO_DEG;
// cout << tmplon << " " << tmplat << endl;
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pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
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if ( pp.x() < 0.0 ) {
pp.setx( pp.x() + 11.0 );
}
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if ( pp.y() < 0.0 ) {
pp.sety( pp.y() + 11.0 );
}
// cout << pp << endl;
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return(pp);
}
// Generate a generic ocean tile on the fly
ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
fgFRAGMENT fragment;
fragment.init();
fragment.tile_ptr = t;
ssgSimpleState *state = NULL;
ssgBranch *tile = new ssgBranch () ;
tile -> setName ( (char *)path.c_str() ) ;
// find Ocean material in the properties list
if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Ack! unknown usemtl name = " << "Ocean"
<< " in " << path );
}
// set the texture width and height values for this
// material
FGMaterial m = fragment.material_ptr->get_m();
double tex_width = m.get_xsize();
// double tex_height = m.get_ysize();
// set ssgState
state = fragment.material_ptr->get_state();
// Calculate center point
FGBucket b = t->tile_bucket;
double clon = b.get_center_lon();
double clat = b.get_center_lat();
double height = b.get_height();
double width = b.get_width();
Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
t->center = center;
fragment.center = center;
// cout << "center = " << center << endl;;
// Caculate corner vertices
Point3D geod[4];
geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
Point3D rad[4];
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int i;
for ( i = 0; i < 4; ++i ) {
rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
geod[i].z() );
}
Point3D cart[4], rel[4];
t->nodes.clear();
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for ( i = 0; i < 4; ++i ) {
cart[i] = fgGeodToCart(rad[i]);
rel[i] = cart[i] - center;
t->nodes.push_back( rel[i] );
// cout << "corner " << i << " = " << cart[i] << endl;
}
t->ncount = 4;
// Calculate bounding radius
t->bounding_radius = center.distance3D( cart[0] );
fragment.bounding_radius = t->bounding_radius;
// cout << "bounding radius = " << t->bounding_radius << endl;
// Calculate normals
Point3D normals[4];
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for ( i = 0; i < 4; ++i ) {
normals[i] = cart[i];
double length = normals[i].distance3D( Point3D(0.0) );
normals[i] /= length;
// cout << "normal = " << normals[i] << endl;
}
// Calculate texture coordinates
point_list geod_nodes;
geod_nodes.clear();
for ( i = 0; i < 4; ++i ) {
geod_nodes.push_back( geod[i] );
}
int_list rectangle;
rectangle.clear();
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for ( i = 0; i < 4; ++i ) {
rectangle.push_back( i );
}
point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
1000.0 / tex_width );
// Build flight gear structure
fragment.add_face(0, 1, 2);
fragment.add_face(0, 2, 3);
t->fragment_list.push_back(fragment);
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( 4 );
ssgNormalArray *nl = new ssgNormalArray( 4 );
ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
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ssgColourArray *cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
// sgVec3 *vtlist = new sgVec3 [ 4 ];
// t->vec3_ptrs.push_back( vtlist );
// sgVec3 *vnlist = new sgVec3 [ 4 ];
// t->vec3_ptrs.push_back( vnlist );
// sgVec2 *tclist = new sgVec2 [ 4 ];
// t->vec2_ptrs.push_back( tclist );
sgVec2 tmp2;
sgVec3 tmp3;
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for ( i = 0; i < 4; ++i ) {
sgSetVec3( tmp3,
rel[i].x(), rel[i].y(), rel[i].z() );
vl->add( tmp3 );
sgSetVec3( tmp3,
normals[i].x(), normals[i].y(), normals[i].z() );
nl->add( tmp3 );
sgSetVec2( tmp2, texs[i].x(), texs[i].y());
tl->add( tmp2 );
}
ssgLeaf *leaf =
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
leaf->setState( state );
tile->addKid( leaf );
// if ( current_options.get_clouds() ) {
// fgGenCloudTile(path, t, tile);
// }
return tile;
}
// Load a .obj file and build the fragment list
ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
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fgFRAGMENT fragment;
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Point3D pp;
sgVec3 approx_normal;
// double normal[3], scale = 0.0;
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// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
// GLint display_list = 0;
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int shading;
bool in_fragment = false, in_faces = false;
int vncount, vtcount;
int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
int tex;
int last1 = 0, last2 = 0;
bool odd = false;
point_list nodes;
Point3D node;
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Point3D center;
double scenery_version = 0.0;
double tex_width = 1000.0, tex_height = 1000.0;
bool shared_done = false;
int_list fan_vertices;
int_list fan_tex_coords;
int i;
ssgSimpleState *state = NULL;
sgVec3 *vtlist, *vnlist;
sgVec2 *tclist;
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ssgBranch *tile = new ssgBranch () ;
tile -> setName ( (char *)path.c_str() ) ;
Changes contributed by Bernie Bright <bbright@c031.aone.net.au> - The new classes in libmisc.tgz define a stream interface into zlib. I've put these in a new directory, Lib/Misc. Feel free to rename it to something more appropriate. However you'll have to change the include directives in all the other files. Additionally you'll have add the library to Lib/Makefile.am and Simulator/Main/Makefile.am. The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf test so I've included the required changes in config.tgz. There are a fair few changes to Simulator/Objects as I've moved things around. Loading tiles is quicker but thats not where the delay is. Tile loading takes a few tenths of a second per file on a P200 but it seems to be the post-processing that leads to a noticeable blip in framerate. I suppose its time to start profiling to see where the delays are. I've included a brief description of each archives contents. Lib/Misc/ zfstream.cxx zfstream.hxx C++ stream interface into zlib. Taken from zlib-1.1.3/contrib/iostream/. Minor mods for STL compatibility. There's no copyright associated with these so I assume they're covered by zlib's. fgstream.cxx fgstream.hxx FlightGear input stream using gz_ifstream. Tries to open the given filename. If that fails then filename is examined and a ".gz" suffix is removed or appended and that file is opened. stopwatch.hxx A simple timer for benchmarking. Not used in production code. Taken from the Blitz++ project. Covered by GPL. strutils.cxx strutils.hxx Some simple string manipulation routines. Simulator/Airports/ Load airports database using fgstream. Changed fgAIRPORTS to use set<> instead of map<>. Added bool fgAIRPORTS::search() as a neater way doing the lookup. Returns true if found. Simulator/Astro/ Modified fgStarsInit() to load stars database using fgstream. Simulator/Objects/ Modified fgObjLoad() to use fgstream. Modified fgMATERIAL_MGR::load_lib() to use fgstream. Many changes to fgMATERIAL. Some changes to fgFRAGMENT but I forget what!
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// Attempt to open "path.gz" or "path"
fg_gzifstream in( path );
if ( ! in.is_open() ) {
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
return fgGenTile( path, t );
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}
shading = current_options.get_shading();
in_fragment = false;
if ( is_base ) {
t->ncount = 0;
}
vncount = 0;
vtcount = 0;
if ( is_base ) {
t->bounding_radius = 0.0;
}
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center = t->center;
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Changes contributed by Bernie Bright <bbright@c031.aone.net.au> - The new classes in libmisc.tgz define a stream interface into zlib. I've put these in a new directory, Lib/Misc. Feel free to rename it to something more appropriate. However you'll have to change the include directives in all the other files. Additionally you'll have add the library to Lib/Makefile.am and Simulator/Main/Makefile.am. The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf test so I've included the required changes in config.tgz. There are a fair few changes to Simulator/Objects as I've moved things around. Loading tiles is quicker but thats not where the delay is. Tile loading takes a few tenths of a second per file on a P200 but it seems to be the post-processing that leads to a noticeable blip in framerate. I suppose its time to start profiling to see where the delays are. I've included a brief description of each archives contents. Lib/Misc/ zfstream.cxx zfstream.hxx C++ stream interface into zlib. Taken from zlib-1.1.3/contrib/iostream/. Minor mods for STL compatibility. There's no copyright associated with these so I assume they're covered by zlib's. fgstream.cxx fgstream.hxx FlightGear input stream using gz_ifstream. Tries to open the given filename. If that fails then filename is examined and a ".gz" suffix is removed or appended and that file is opened. stopwatch.hxx A simple timer for benchmarking. Not used in production code. Taken from the Blitz++ project. Covered by GPL. strutils.cxx strutils.hxx Some simple string manipulation routines. Simulator/Airports/ Load airports database using fgstream. Changed fgAIRPORTS to use set<> instead of map<>. Added bool fgAIRPORTS::search() as a neater way doing the lookup. Returns true if found. Simulator/Astro/ Modified fgStarsInit() to load stars database using fgstream. Simulator/Objects/ Modified fgObjLoad() to use fgstream. Modified fgMATERIAL_MGR::load_lib() to use fgstream. Many changes to fgMATERIAL. Some changes to fgFRAGMENT but I forget what!
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StopWatch stopwatch;
stopwatch.start();
// ignore initial comments and blank lines. (priming the pump)
// in >> skipcomment;
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// string line;
Changes contributed by Bernie Bright <bbright@c031.aone.net.au> - The new classes in libmisc.tgz define a stream interface into zlib. I've put these in a new directory, Lib/Misc. Feel free to rename it to something more appropriate. However you'll have to change the include directives in all the other files. Additionally you'll have add the library to Lib/Makefile.am and Simulator/Main/Makefile.am. The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf test so I've included the required changes in config.tgz. There are a fair few changes to Simulator/Objects as I've moved things around. Loading tiles is quicker but thats not where the delay is. Tile loading takes a few tenths of a second per file on a P200 but it seems to be the post-processing that leads to a noticeable blip in framerate. I suppose its time to start profiling to see where the delays are. I've included a brief description of each archives contents. Lib/Misc/ zfstream.cxx zfstream.hxx C++ stream interface into zlib. Taken from zlib-1.1.3/contrib/iostream/. Minor mods for STL compatibility. There's no copyright associated with these so I assume they're covered by zlib's. fgstream.cxx fgstream.hxx FlightGear input stream using gz_ifstream. Tries to open the given filename. If that fails then filename is examined and a ".gz" suffix is removed or appended and that file is opened. stopwatch.hxx A simple timer for benchmarking. Not used in production code. Taken from the Blitz++ project. Covered by GPL. strutils.cxx strutils.hxx Some simple string manipulation routines. Simulator/Airports/ Load airports database using fgstream. Changed fgAIRPORTS to use set<> instead of map<>. Added bool fgAIRPORTS::search() as a neater way doing the lookup. Returns true if found. Simulator/Astro/ Modified fgStarsInit() to load stars database using fgstream. Simulator/Objects/ Modified fgObjLoad() to use fgstream. Modified fgMATERIAL_MGR::load_lib() to use fgstream. Many changes to fgMATERIAL. Some changes to fgFRAGMENT but I forget what!
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string token;
char c;
#ifdef __MWERKS__
while ( in.get(c) && c != '\0' ) {
in.putback(c);
#else
while ( ! in.eof() ) {
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#endif
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#if defined( MACOS )
in >> ::skipws;
#else
in >> skipws;
#endif
if ( in.get( c ) && c == '#' ) {
// process a comment line
// getline( in, line );
// cout << "comment = " << line << endl;
in >> token;
if ( token == "Version" ) {
// read scenery versions number
in >> scenery_version;
// cout << "scenery_version = " << scenery_version << endl;
} else if ( token == "gbs" ) {
// reference point (center offset)
if ( is_base ) {
in >> t->center >> t->bounding_radius;
} else {
Point3D junk1;
double junk2;
in >> junk1 >> junk2;
}
center = t->center;
// cout << "center = " << center
// << " radius = " << t->bounding_radius << endl;
} else if ( token == "bs" ) {
// reference point (center offset)
in >> fragment.center;
in >> fragment.bounding_radius;
// cout << "center = " << fragment.center
// << " radius = " << fragment.bounding_radius << endl;
} else if ( token == "usemtl" ) {
// material property specification
// if first usemtl with shared_done = false, then set
// shared_done true and build the ssg shared lists
if ( ! shared_done ) {
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// sanity check
if ( (int)nodes.size() != vncount ) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
"Tile has mismatched nodes and normals: "
<< path );
// exit(-1);
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}
shared_done = true;
vtlist = new sgVec3 [ nodes.size() ];
t->vec3_ptrs.push_back( vtlist );
vnlist = new sgVec3 [ vncount ];
t->vec3_ptrs.push_back( vnlist );
tclist = new sgVec2 [ vtcount ];
t->vec2_ptrs.push_back( tclist );
for ( i = 0; i < (int)nodes.size(); ++i ) {
sgSetVec3( vtlist[i],
nodes[i][0], nodes[i][1], nodes[i][2] );
}
for ( i = 0; i < vncount; ++i ) {
sgSetVec3( vnlist[i],
normals[i][0],
normals[i][1],
normals[i][2] );
}
for ( i = 0; i < vtcount; ++i ) {
sgSetVec2( tclist[i],
tex_coords[i][0],
tex_coords[i][1] );
}
}
// series of individual triangles
// if ( in_faces ) {
// xglEnd();
// }
// this also signals the start of a new fragment
if ( in_fragment ) {
// close out the previous structure and start the next
// xglEndList();
// printf("xglEnd(); xglEndList();\n");
// update fragment
// fragment.display_list = display_list;
// push this fragment onto the tile's object list
t->fragment_list.push_back(fragment);
} else {
in_fragment = true;
}
// printf("start of fragment (usemtl)\n");
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// display_list = xglGenLists(1);
// xglNewList(display_list, GL_COMPILE);
// printf("xglGenLists(); xglNewList();\n");
in_faces = false;
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// reset the existing face list
// printf("cleaning a fragment with %d faces\n",
// fragment.faces.size());
fragment.init();
// scan the material line
string material;
in >> material;
fragment.tile_ptr = t;
// find this material in the properties list
if ( ! material_mgr.find( material, fragment.material_ptr )) {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Ack! unknown usemtl name = " << material
<< " in " << path );
}
// set the texture width and height values for this
// material
FGMaterial m = fragment.material_ptr->get_m();
tex_width = m.get_xsize();
tex_height = m.get_ysize();
state = fragment.material_ptr->get_state();
// cout << "(w) = " << tex_width << " (h) = "
// << tex_width << endl;
// initialize the fragment transformation matrix
/*
for ( i = 0; i < 16; i++ ) {
fragment.matrix[i] = 0.0;
}
fragment.matrix[0] = fragment.matrix[5] =
fragment.matrix[10] = fragment.matrix[15] = 1.0;
*/
} else {
// unknown comment, just gobble the input untill the
// end of line
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in >> skipeol;
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}
} else {
in.putback( c );
in >> token;
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// cout << "token = " << token << endl;
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if ( token == "vn" ) {
// vertex normal
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if ( vncount < FG_MAX_NODES ) {
in >> normals[vncount][0]
>> normals[vncount][1]
>> normals[vncount][2];
vncount++;
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Read too many vertex normals in " << path
<< " ... dying :-(" );
exit(-1);
}
} else if ( token == "vt" ) {
// vertex texture coordinate
if ( vtcount < FG_MAX_NODES*3 ) {
in >> tex_coords[vtcount][0]
>> tex_coords[vtcount][1];
vtcount++;
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Read too many vertex texture coords in " << path
<< " ... dying :-("
);
exit(-1);
}
} else if ( token == "v" ) {
// node (vertex)
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if ( t->ncount < FG_MAX_NODES ) {
/* in >> nodes[t->ncount][0]
>> nodes[t->ncount][1]
>> nodes[t->ncount][2]; */
in >> node;
nodes.push_back(node);
if ( is_base ) {
t->ncount++;
}
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Read too many nodes in " << path
<< " ... dying :-(");
exit(-1);
}
} else if ( token == "t" ) {
// start a new triangle strip
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n1 = n2 = n3 = n4 = 0;
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// fgPrintf( FG_TERRAIN, FG_DEBUG,
// " new tri strip = %s", line);
in >> n1 >> n2 >> n3;
fragment.add_face(n1, n2, n3);
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
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// xglBegin(GL_TRIANGLE_STRIP);
// printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
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odd = true;
// scale = 1.0;
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if ( shading ) {
// Shading model is "GL_SMOOTH" so use precalculated
// (averaged) normals
// MAT3_SCALE_VEC(normal, normals[n1], scale);
// xglNormal3dv(normal);
pp = local_calc_tex_coords(nodes[n1], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n1].get_n());
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// MAT3_SCALE_VEC(normal, normals[n2], scale);
// xglNormal3dv(normal);
pp = local_calc_tex_coords(nodes[n2], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n2].get_n());
// MAT3_SCALE_VEC(normal, normals[n3], scale);
// xglNormal3dv(normal);
pp = local_calc_tex_coords(nodes[n3], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n3].get_n());
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} else {
// Shading model is "GL_FLAT" so calculate per face
// normals on the fly.
if ( odd ) {
calc_normal(nodes[n1], nodes[n2],
nodes[n3], approx_normal);
} else {
calc_normal(nodes[n2], nodes[n1],
nodes[n3], approx_normal);
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
// xglNormal3dv(normal);
pp = local_calc_tex_coords(nodes[n1], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n1].get_n());
pp = local_calc_tex_coords(nodes[n2], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n2].get_n());
pp = local_calc_tex_coords(nodes[n3], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n3].get_n());
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}
// printf("some normals, texcoords, and vertices\n");
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odd = !odd;
last1 = n2;
last2 = n3;
// There can be three or four values
char c;
while ( in.get(c) ) {
if ( c == '\n' ) {
break; // only the one
}
if ( isdigit(c) ){
in.putback(c);
in >> n4;
break;
}
}
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if ( n4 > 0 ) {
fragment.add_face(n3, n2, n4);
if ( shading ) {
// Shading model is "GL_SMOOTH"
// MAT3_SCALE_VEC(normal, normals[n4], scale);
} else {
// Shading model is "GL_FLAT"
calc_normal(nodes[n3], nodes[n2], nodes[n4],
approx_normal);
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
// xglNormal3dv(normal);
pp = local_calc_tex_coords(nodes[n4], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n4].get_n());
odd = !odd;
last1 = n3;
last2 = n4;
// printf("a normal, texcoord, and vertex (4th)\n");
}
} else if ( (token == "tf") || (token == "ts") ) {
// triangle fan
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
fan_vertices.clear();
fan_tex_coords.clear();
odd = true;
// xglBegin(GL_TRIANGLE_FAN);
in >> n1;
fan_vertices.push_back( n1 );
// xglNormal3dv(normals[n1]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
fan_tex_coords.push_back( tex );
if ( scenery_version >= 0.4 ) {
if ( tex_width > 0 ) {
tclist[tex][0] *= (1000.0 / tex_width);
}
if ( tex_height > 0 ) {
tclist[tex][1] *= (1000.0 / tex_height);
}
}
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
pp = local_calc_tex_coords(nodes[n1], center);
}
// xglTexCoord2f(pp.x(), pp.y());
// xglVertex3dv(nodes[n1].get_n());
in >> n2;
fan_vertices.push_back( n2 );
// xglNormal3dv(normals[n2]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
fan_tex_coords.push_back( tex );
if ( scenery_version >= 0.4 ) {
if ( tex_width > 0 ) {
tclist[tex][0] *= (1000.0 / tex_width);
}
if ( tex_height > 0 ) {
tclist[tex][1] *= (1000.0 / tex_height);
}
}
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
pp = local_calc_tex_coords(nodes[n2], center);
}
// xglTexCoord2f(pp.x(), pp.y());
// xglVertex3dv(nodes[n2].get_n());
// read all subsequent numbers until next thing isn't a number
while ( true ) {
#if defined( MACOS )
in >> ::skipws;
#else
in >> skipws;
#endif
char c;
in.get(c);
in.putback(c);
if ( ! isdigit(c) || in.eof() ) {
break;
}
in >> n3;
fan_vertices.push_back( n3 );
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// cout << " triangle = "
// << n1 << "," << n2 << "," << n3
// << endl;
// xglNormal3dv(normals[n3]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
fan_tex_coords.push_back( tex );
if ( scenery_version >= 0.4 ) {
if ( tex_width > 0 ) {
tclist[tex][0] *= (1000.0 / tex_width);
}
if ( tex_height > 0 ) {
tclist[tex][1] *= (1000.0 / tex_height);
}
}
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
} else {
in.putback( c );
pp = local_calc_tex_coords(nodes[n3], center);
}
// xglTexCoord2f(pp.x(), pp.y());
// xglVertex3dv(nodes[n3].get_n());
if ( token == "tf" ) {
// triangle fan
fragment.add_face(n1, n2, n3);
n2 = n3;
} else {
// triangle strip
if ( odd ) {
fragment.add_face(n1, n2, n3);
} else {
fragment.add_face(n2, n1, n3);
}
odd = !odd;
n1 = n2;
n2 = n3;
}
}
// xglEnd();
// build the ssg entity
int size = (int)fan_vertices.size();
ssgVertexArray *vl = new ssgVertexArray( size );
ssgNormalArray *nl = new ssgNormalArray( size );
ssgTexCoordArray *tl = new ssgTexCoordArray( size );
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ssgColourArray *cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
sgVec2 tmp2;
sgVec3 tmp3;
for ( i = 0; i < size; ++i ) {
sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
vl -> add( tmp3 );
sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
nl -> add( tmp3 );
sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
tl -> add( tmp2 );
}
ssgLeaf *leaf;
if ( token == "tf" ) {
// triangle fan
leaf =
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
} else {
// triangle strip
leaf =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
}
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// leaf->makeDList();
leaf->setState( state );
tile->addKid( leaf );
} else if ( token == "f" ) {
// unoptimized face
if ( !in_faces ) {
// xglBegin(GL_TRIANGLES);
// printf("xglBegin(triangles)\n");
in_faces = true;
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}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
in >> n1 >> n2 >> n3;
fragment.add_face(n1, n2, n3);
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// xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
// xglNormal3dv(normals[n1]);
pp = local_calc_tex_coords(nodes[n1], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n1].get_n());
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// xglNormal3dv(normals[n2]);
pp = local_calc_tex_coords(nodes[n2], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n2].get_n());
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// xglNormal3dv(normals[n3]);
pp = local_calc_tex_coords(nodes[n3], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n3].get_n());
// printf("some normals, texcoords, and vertices (tris)\n");
} else if ( token == "q" ) {
// continue a triangle strip
n1 = n2 = 0;
// fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
// line);
in >> n1;
// There can be one or two values
char c;
while ( in.get(c) ) {
if ( c == '\n' ) {
break; // only the one
}
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if ( isdigit(c) ) {
in.putback(c);
in >> n2;
break;
}
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}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
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if ( odd ) {
fragment.add_face(last1, last2, n1);
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} else {
fragment.add_face(last2, last1, n1);
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}
if ( shading ) {
// Shading model is "GL_SMOOTH"
// MAT3_SCALE_VEC(normal, normals[n1], scale);
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} else {
// Shading model is "GL_FLAT"
if ( odd ) {
calc_normal(nodes[last1], nodes[last2],
nodes[n1], approx_normal);
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} else {
calc_normal(nodes[last2], nodes[last1],
nodes[n1], approx_normal);
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}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
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}
// xglNormal3dv(normal);
pp = local_calc_tex_coords(nodes[n1], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n1].get_n());
// printf("a normal, texcoord, and vertex (4th)\n");
odd = !odd;
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last1 = last2;
last2 = n1;
if ( n2 > 0 ) {
// fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
if ( odd ) {
fragment.add_face(last1, last2, n2);
} else {
fragment.add_face(last2, last1, n2);
}
if ( shading ) {
// Shading model is "GL_SMOOTH"
// MAT3_SCALE_VEC(normal, normals[n2], scale);
} else {
// Shading model is "GL_FLAT"
if ( odd ) {
calc_normal(nodes[last1], nodes[last2],
nodes[n2], approx_normal);
} else {
calc_normal(nodes[last2], nodes[last1],
nodes[n2], approx_normal);
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
// xglNormal3dv(normal);
pp = local_calc_tex_coords(nodes[n2], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n2].get_n());
// printf("a normal, texcoord, and vertex (4th)\n");
odd = !odd;
last1 = last2;
last2 = n2;
}
} else {
FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
<< path << " = " << token );
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}
// eat white space before start of while loop so if we are
// done with useful input it is noticed before hand.
#if defined( MACOS )
in >> ::skipws;
#else
in >> skipws;
#endif
}
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}
if ( in_fragment ) {
// close out the previous structure and start the next
// xglEnd();
// xglEndList();
// printf("xglEnd(); xglEndList();\n");
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// update fragment
// fragment.display_list = display_list;
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// push this fragment onto the tile's object list
t->fragment_list.push_back(fragment);
}
#if 0
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// Draw normal vectors (for visually verifying normals)
xglBegin(GL_LINES);
xglColor3f(0.0, 0.0, 0.0);
for ( i = 0; i < t->ncount; i++ ) {
xglVertex3d(nodes[i][0],
nodes[i][1] ,
nodes[i][2]);
xglVertex3d(nodes[i][0] + 500*normals[i][0],
nodes[i][1] + 500*normals[i][1],
nodes[i][2] + 500*normals[i][2]);
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}
xglEnd();
#endif
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if ( is_base ) {
t->nodes = nodes;
}
stopwatch.stop();
1999-09-28 22:44:08 +00:00
FG_LOG( FG_TERRAIN, FG_DEBUG,
"Loaded " << path << " in "
<< stopwatch.elapsedSeconds() << " seconds" );
// Generate a cloud layer above the tiles
// if ( current_options.get_clouds() ) {
// fgGenCloudTile(path, t, tile);
// }
return tile;
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}