Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
admission of defeat. I will eventually go back and get all the stripes wound the same way (ccw).
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98ec9af098
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2 changed files with 55 additions and 11 deletions
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@ -47,13 +47,14 @@ float normals[MAXNODES][3];
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/* Load a .obj file and generate the GL call list */
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GLint fgObjLoad(char *path) {
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char line[256];
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char line[256], winding[256];
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static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
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double v1[3], v2[3], approx_normal[3], dot_prod, temp;
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struct fgCartesianPoint ref;
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GLint area;
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FILE *f;
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int first, ncount, vncount, n1, n2, n3, n4;
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int i;
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if ( (f = fopen(path, "r")) == NULL ) {
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printf("Cannot open file: %s\n", path);
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@ -103,6 +104,19 @@ GLint fgObjLoad(char *path) {
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printf("Read too many vertex normals ... dying :-(\n");
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exit(-1);
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}
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} else if ( strncmp(line, "winding ", 8) == 0 ) {
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sscanf(line+8, "%s", winding);
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printf("WINDING = %s\n", winding);
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/* can't call glFrontFace() between glBegin() & glEnd() */
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glEnd();
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first = 1;
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if ( strcmp(winding, "cw") == 0 ) {
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glFrontFace( GL_CW );
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} else {
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glFrontFace ( GL_CCW );
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}
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} else if ( line[0] == 't' ) {
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/* start a new triangle strip */
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@ -115,8 +129,6 @@ GLint fgObjLoad(char *path) {
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first = 0;
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}
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glBegin(GL_TRIANGLE_STRIP);
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/* printf("new tri strip = %s", line); */
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sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
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@ -125,7 +137,7 @@ GLint fgObjLoad(char *path) {
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/* try to get the proper rotation by calculating an
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* approximate normal and seeing if it is close to the
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* precalculated normal */
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v1[0] = nodes[n2][0] - nodes[n1][0];
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/*v1[0] = nodes[n2][0] - nodes[n1][0];
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v1[1] = nodes[n2][1] - nodes[n1][1];
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v1[2] = nodes[n2][2] - nodes[n1][2];
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v2[0] = nodes[n3][0] - nodes[n1][0];
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@ -136,10 +148,18 @@ GLint fgObjLoad(char *path) {
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printf("Approx normal = %.2f %.2f %.2f\n", approx_normal[0],
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approx_normal[1], approx_normal[2]);
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dot_prod = MAT3_DOT_PRODUCT(normals[n1], approx_normal);
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printf("Dot product = %.4f\n", dot_prod);
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printf("Dot product = %.4f\n", dot_prod); */
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/* angle = acos(dot_prod); */
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/* printf("Normal ANGLE = %.3f rads.\n", angle); */
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/* if ( dot_prod < -0.5 ) {
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glFrontFace( GL_CW );
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} else {
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glFrontFace( GL_CCW );
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} */
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glBegin(GL_TRIANGLE_STRIP);
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glNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
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glVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
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nodes[n1][2] - ref.z);
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@ -207,6 +227,20 @@ GLint fgObjLoad(char *path) {
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}
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glEnd();
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/* Draw normal vectors (for visually verifying normals)*/
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/* glBegin(GL_LINES); */
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/* glColor3f(0.0, 0.0, 0.0); */
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/* for ( i = 0; i < ncount; i++ ) { */
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/* glVertex3d(nodes[i][0] - ref.x, */
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/* nodes[i][1] - ref.y, */
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/* nodes[i][2] - ref.z); */
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/* glVertex3d(nodes[i][0] - ref.x + 1000*normals[i][0], */
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/* nodes[i][1] - ref.y + 1000*normals[i][1], */
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/* nodes[i][2] - ref.z + 1000*normals[i][2]); */
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/* } */
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/* glEnd(); */
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glEndList();
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fclose(f);
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@ -216,9 +250,14 @@ GLint fgObjLoad(char *path) {
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/* $Log$
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/* Revision 1.6 1997/11/25 19:25:35 curt
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/* Changes to integrate Durk's moon/sun code updates + clean up.
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/* Revision 1.7 1997/12/08 22:51:17 curt
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/* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
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/* admission of defeat. I will eventually go back and get all the stripes
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/* wound the same way (ccw).
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/*
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* Revision 1.6 1997/11/25 19:25:35 curt
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* Changes to integrate Durk's moon/sun code updates + clean up.
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*
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* Revision 1.5 1997/11/15 18:16:39 curt
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* minor tweaks.
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*
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@ -80,16 +80,21 @@ void fgSceneryUpdate(double lon, double lat, double elev) {
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/* Render out the current scene */
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void fgSceneryRender() {
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/* glCallList(area_terrain); */
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glCallList(area_terrain);
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fgAstroRender();
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}
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/* $Log$
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/* Revision 1.23 1997/11/25 19:25:37 curt
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/* Changes to integrate Durk's moon/sun code updates + clean up.
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/* Revision 1.24 1997/12/08 22:51:18 curt
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/* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
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/* admission of defeat. I will eventually go back and get all the stripes
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/* wound the same way (ccw).
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/*
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* Revision 1.23 1997/11/25 19:25:37 curt
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* Changes to integrate Durk's moon/sun code updates + clean up.
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*
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* Revision 1.22 1997/10/28 21:00:22 curt
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* Changing to new terrain format.
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*
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