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flightgear/Main/mesh2GL.c

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/**************************************************************************
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* mesh2GL.c -- walk through a mesh data structure and make GL calls
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*
* Written by Curtis Olson, started May 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.
*
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* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#ifdef GLUT
#include <GL/glut.h>
#elif TIGER
/* assumes -I/usr/include/mesa in compile command */
#include "gltk.h"
#endif
#include "../scenery/mesh.h"
#include "mat3.h"
/* Sets the first vector to be the cross-product of the last two
vectors. */
static void mat3_cross_product(float result_vec[3], register float vec1[3],
register float vec2[3]) {
float tempvec[3];
register float *temp = tempvec;
temp[0] = vec1[1] * vec2[2] - vec1[2] * vec2[1];
temp[1] = vec1[2] * vec2[0] - vec1[0] * vec2[2];
temp[2] = vec1[0] * vec2[1] - vec1[1] * vec2[0];
MAT3_COPY_VEC(result_vec, temp);
}
/* walk through mesh and make ogl calls */
GLint mesh2GL(struct mesh *m) {
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GLint mesh;
float x1, y1, x2, y2, z11, z12, z21, z22;
float v1[3], v2[3], normal[3];
int i, j, istep, jstep, iend, jend;
float temp;
istep = jstep = 10; /* Detail level 1 -- 1200 ... */
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mesh = glGenLists(1);
glNewList(mesh, GL_COMPILE);
iend = m->cols - 1;
jend = m->rows - 1;
y1 = m->originy;
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y2 = y1 + (m->col_step * istep);
for ( i = 0; i < iend; i += istep ) {
x1 = m->originx;
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x2 = x1 + (m->row_step * jstep);
glBegin(GL_TRIANGLE_STRIP);
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for ( j = 0; j < jend; j += jstep ) {
z11 = 0.03 * m->mesh_data[j * m->rows + i ];
z12 = 0.03 * m->mesh_data[j * m->rows + (i+istep)];
z21 = 0.03 * m->mesh_data[(j+jstep) * m->rows + i ];
z22 = 0.03 * m->mesh_data[(j+jstep) * m->rows + (i+istep)];
v1[0] = x2 - x1; v1[1] = 0; v1[2] = z21 - z11;
v2[0] = x2 - x1; v2[1] = y2 - y1; v2[2] = z22 - z11;
mat3_cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
if ( j == 0 ) {
/* first time through */
glNormal3fv(normal);
glVertex3f(x1, y1, z11);
glVertex3f(x1, y2, z12);
} else {
glNormal3fv(normal);
}
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glVertex3f(x2, y1, z21);
v1[0] = x2 - x1; v1[1] = y2 - y1; v1[2] = z22 - z11;
v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11;
mat3_cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
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glNormal3fv(normal);
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glVertex3f(x2, y2, z22);
x1 = x2;
x2 = x1 + (m->row_step * jstep);
}
glEnd();
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y1 = y2;
y2 = y1 + (m->col_step * istep);
}
glEndList();
return(mesh);
}
/* $Log$
/* Revision 1.4 1997/05/23 20:05:24 curt
/* First stab at using GL_TRIANGLE_STRIP's instead of GL_POLYGONS (to conserve
/* memory)
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/*
* Revision 1.3 1997/05/23 15:40:26 curt
* Added GNU copyright headers.
* Fog now works!
*
* Revision 1.2 1997/05/23 00:35:13 curt
* Trying to get fog to work ...
*
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* Revision 1.1 1997/05/21 15:57:52 curt
* Renamed due to added GLUT support.
*
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* Revision 1.3 1997/05/19 18:22:42 curt
* Parameter tweaking ... starting to stub in fog support.
*
* Revision 1.2 1997/05/17 00:17:35 curt
* Trying to stub in support for standard OpenGL.
*
* Revision 1.1 1997/05/16 16:05:52 curt
* Initial revision.
*
*/