From 2425bbe6bdddafe0db5dd78a85ef3a6b8f99f2c0 Mon Sep 17 00:00:00 2001 From: curt Date: Mon, 8 Dec 1997 22:51:17 +0000 Subject: [PATCH] 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). --- Scenery/obj.c | 55 ++++++++++++++++++++++++++++++++++++++++------- Scenery/scenery.c | 11 +++++++--- 2 files changed, 55 insertions(+), 11 deletions(-) diff --git a/Scenery/obj.c b/Scenery/obj.c index d8ff3c834..763564829 100644 --- a/Scenery/obj.c +++ b/Scenery/obj.c @@ -47,13 +47,14 @@ float normals[MAXNODES][3]; /* Load a .obj file and generate the GL call list */ GLint fgObjLoad(char *path) { - char line[256]; + char line[256], winding[256]; static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 }; double v1[3], v2[3], approx_normal[3], dot_prod, temp; struct fgCartesianPoint ref; GLint area; FILE *f; int first, ncount, vncount, n1, n2, n3, n4; + int i; if ( (f = fopen(path, "r")) == NULL ) { printf("Cannot open file: %s\n", path); @@ -103,6 +104,19 @@ GLint fgObjLoad(char *path) { printf("Read too many vertex normals ... dying :-(\n"); exit(-1); } + } else if ( strncmp(line, "winding ", 8) == 0 ) { + sscanf(line+8, "%s", winding); + printf("WINDING = %s\n", winding); + + /* can't call glFrontFace() between glBegin() & glEnd() */ + glEnd(); + first = 1; + + if ( strcmp(winding, "cw") == 0 ) { + glFrontFace( GL_CW ); + } else { + glFrontFace ( GL_CCW ); + } } else if ( line[0] == 't' ) { /* start a new triangle strip */ @@ -115,8 +129,6 @@ GLint fgObjLoad(char *path) { first = 0; } - glBegin(GL_TRIANGLE_STRIP); - /* printf("new tri strip = %s", line); */ sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4); @@ -125,7 +137,7 @@ GLint fgObjLoad(char *path) { /* try to get the proper rotation by calculating an * approximate normal and seeing if it is close to the * precalculated normal */ - v1[0] = nodes[n2][0] - nodes[n1][0]; + /*v1[0] = nodes[n2][0] - nodes[n1][0]; v1[1] = nodes[n2][1] - nodes[n1][1]; v1[2] = nodes[n2][2] - nodes[n1][2]; v2[0] = nodes[n3][0] - nodes[n1][0]; @@ -136,10 +148,18 @@ GLint fgObjLoad(char *path) { printf("Approx normal = %.2f %.2f %.2f\n", approx_normal[0], approx_normal[1], approx_normal[2]); dot_prod = MAT3_DOT_PRODUCT(normals[n1], approx_normal); - printf("Dot product = %.4f\n", dot_prod); + printf("Dot product = %.4f\n", dot_prod); */ /* angle = acos(dot_prod); */ /* printf("Normal ANGLE = %.3f rads.\n", angle); */ - + + /* if ( dot_prod < -0.5 ) { + glFrontFace( GL_CW ); + } else { + glFrontFace( GL_CCW ); + } */ + + glBegin(GL_TRIANGLE_STRIP); + glNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); glVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y, nodes[n1][2] - ref.z); @@ -207,6 +227,20 @@ GLint fgObjLoad(char *path) { } glEnd(); + + /* Draw normal vectors (for visually verifying normals)*/ +/* glBegin(GL_LINES); */ +/* glColor3f(0.0, 0.0, 0.0); */ +/* for ( i = 0; i < ncount; i++ ) { */ +/* glVertex3d(nodes[i][0] - ref.x, */ +/* nodes[i][1] - ref.y, */ +/* nodes[i][2] - ref.z); */ +/* glVertex3d(nodes[i][0] - ref.x + 1000*normals[i][0], */ +/* nodes[i][1] - ref.y + 1000*normals[i][1], */ +/* nodes[i][2] - ref.z + 1000*normals[i][2]); */ +/* } */ +/* glEnd(); */ + glEndList(); fclose(f); @@ -216,9 +250,14 @@ GLint fgObjLoad(char *path) { /* $Log$ -/* Revision 1.6 1997/11/25 19:25:35 curt -/* Changes to integrate Durk's moon/sun code updates + clean up. +/* Revision 1.7 1997/12/08 22:51:17 curt +/* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary +/* admission of defeat. I will eventually go back and get all the stripes +/* wound the same way (ccw). /* + * Revision 1.6 1997/11/25 19:25:35 curt + * Changes to integrate Durk's moon/sun code updates + clean up. + * * Revision 1.5 1997/11/15 18:16:39 curt * minor tweaks. * diff --git a/Scenery/scenery.c b/Scenery/scenery.c index a98bffd64..949737639 100644 --- a/Scenery/scenery.c +++ b/Scenery/scenery.c @@ -80,16 +80,21 @@ void fgSceneryUpdate(double lon, double lat, double elev) { /* Render out the current scene */ void fgSceneryRender() { - /* glCallList(area_terrain); */ + glCallList(area_terrain); fgAstroRender(); } /* $Log$ -/* Revision 1.23 1997/11/25 19:25:37 curt -/* Changes to integrate Durk's moon/sun code updates + clean up. +/* Revision 1.24 1997/12/08 22:51:18 curt +/* Enhanced to handle ccw and cw tri-stripe winding. This is a temporary +/* admission of defeat. I will eventually go back and get all the stripes +/* wound the same way (ccw). /* + * Revision 1.23 1997/11/25 19:25:37 curt + * Changes to integrate Durk's moon/sun code updates + clean up. + * * Revision 1.22 1997/10/28 21:00:22 curt * Changing to new terrain format. *