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Added support back in for raw triangle faces in the object file.

This commit is contained in:
curt 2000-06-06 00:33:30 +00:00
parent 838c4a684c
commit 2d4cd1b24d

View file

@ -554,113 +554,9 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
<< " ... dying :-(");
exit(-1);
}
} else if ( token == "t" ) {
// start a new triangle strip
n1 = n2 = n3 = n4 = 0;
// fgPrintf( FG_TERRAIN, FG_DEBUG,
// " new tri strip = %s", line);
in >> n1 >> n2 >> n3;
fragment.add_face(n1, n2, n3);
// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
// xglBegin(GL_TRIANGLE_STRIP);
// printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
odd = true;
// scale = 1.0;
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());
// 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());
} 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());
}
// printf("some normals, texcoords, and vertices\n");
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;
}
}
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");
} else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
// triangle fan, strip, or individual face
// FG_LOG( FG_TERRAIN, FG_INFO, "new fan or strip");
fan_vertices.clear();
fan_tex_coords.clear();
@ -755,7 +651,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
// xglTexCoord2f(pp.x(), pp.y());
// xglVertex3dv(nodes[n3].get_n());
if ( token == "tf" ) {
if ( (token == "tf") || (token == "f") ) {
// triangle fan
fragment.add_face(n1, n2, n3);
n2 = n3;
@ -798,138 +694,24 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
tl -> add( tmp2 );
}
ssgLeaf *leaf;
ssgLeaf *leaf = NULL;
if ( token == "tf" ) {
// triangle fan
leaf =
new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
} else {
} else if ( token == "ts" ) {
// triangle strip
leaf =
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
} else if ( token == "f" ) {
// triangle
leaf =
new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
}
// 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;
}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
in >> n1 >> n2 >> n3;
fragment.add_face(n1, n2, n3);
// 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());
// xglNormal3dv(normals[n2]);
pp = local_calc_tex_coords(nodes[n2], center);
// xglTexCoord2f(pp.lon(), pp.lat());
// xglVertex3dv(nodes[n2].get_n());
// 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
}
if ( isdigit(c) ) {
in.putback(c);
in >> n2;
break;
}
}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
if ( odd ) {
fragment.add_face(last1, last2, n1);
} else {
fragment.add_face(last2, last1, n1);
}
if ( shading ) {
// Shading model is "GL_SMOOTH"
// MAT3_SCALE_VEC(normal, normals[n1], scale);
} else {
// Shading model is "GL_FLAT"
if ( odd ) {
calc_normal(nodes[last1], nodes[last2],
nodes[n1], approx_normal);
} else {
calc_normal(nodes[last2], nodes[last1],
nodes[n1], 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());
// printf("a normal, texcoord, and vertex (4th)\n");
odd = !odd;
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 );