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material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to

../Objects
This commit is contained in:
curt 1998-08-25 16:52:38 +00:00
parent 2f7b36a4af
commit aa408d2829
12 changed files with 30 additions and 1743 deletions

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@ -1,10 +1,7 @@
noinst_LIBRARIES = libScenery.a
libScenery_a_SOURCES = \
material.cxx material.hxx \
obj.cxx obj.hxx \
scenery.cxx scenery.hxx \
texload.c texload.h \
tile.cxx tile.hxx \
tilecache.cxx tilecache.hxx \
tilemgr.cxx tilemgr.hxx

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@ -1,363 +0,0 @@
// material.cxx -- class to handle material properties
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
//
// 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.
//
// $Id$
// (Log is kept at end of this file)
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <string.h>
#include <Debug/fg_debug.h>
#include <Include/fg_zlib.h>
#include <Main/options.hxx>
#include "material.hxx"
#include "texload.h"
// global material management class
fgMATERIAL_MGR material_mgr;
// Constructor
fgMATERIAL::fgMATERIAL ( void ) {
}
// Sorting routines
void fgMATERIAL::init_sort_list( void ) {
}
int fgMATERIAL::append_sort_list( fgFRAGMENT *object ) {
return(0);
}
// Destructor
fgMATERIAL::~fgMATERIAL ( void ) {
}
// Constructor
fgMATERIAL_MGR::fgMATERIAL_MGR ( void ) {
}
// Load a library of material properties
int fgMATERIAL_MGR::load_lib ( void ) {
fgMATERIAL m;
char material_name[256];
char mpath[256], fg_mpath[256], tpath[256], fg_tpath[256];
char line[256], *line_ptr, value[256];
GLubyte *texbuf;
fgFile f;
int width, height;
int alpha;
// build the path name to the material db
current_options.get_fg_root(mpath);
strcat(mpath, "/Scenery/");
strcat(mpath, "Materials");
strcpy(fg_mpath, mpath);
strcat(fg_mpath, ".gz");
// first try "path.gz"
if ( (f = fgopen(fg_mpath, "rb")) == NULL ) {
// next try "path"
if ( (f = fgopen(mpath, "rb")) == NULL ) {
fgPrintf(FG_GENERAL, FG_EXIT, "Cannot open file: %s\n", mpath);
}
}
while ( fggets(f, line, 250) != NULL ) {
// printf("%s", line);
// strip leading white space
line_ptr = line;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
if ( line_ptr[0] == '#' ) {
// ignore lines that start with '#'
} else if ( line_ptr[0] == '\n' ) {
// ignore blank lines
} else if ( strstr(line_ptr, "{") ) {
// start of record
alpha = 0;
m.ambient[0] = m.ambient[1] = m.ambient[2] = m.ambient[3] = 0.0;
m.diffuse[0] = m.diffuse[1] = m.diffuse[2] = m.diffuse[3] = 0.0;
m.specular[0] = m.specular[1] = m.specular[2] = m.specular[3] = 0.0;
m.emissive[0] = m.emissive[1] = m.emissive[2] = m.emissive[3] = 0.0;
material_name[0] = '\0';
sscanf(line_ptr, "%s", material_name);
if ( ! strlen(material_name) ) {
fgPrintf( FG_TERRAIN, FG_INFO, "Bad material name in '%s'\n",
line );
}
printf(" Loading material = %s\n", material_name);
} else if ( strncmp(line_ptr, "alpha", 5) == 0 ) {
line_ptr += 5;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf(line_ptr, "%s\n", value);
if ( strcmp(value, "no") == 0 ) {
alpha = 0;
} else if ( strcmp(value, "yes") == 0 ) {
alpha = 1;
} else {
fgPrintf( FG_TERRAIN, FG_INFO, "Bad alpha value '%s'\n", line );
}
} else if ( (strncmp(line_ptr, "texture", 7) == 0) &&
!current_options.get_textures() ) {
// do nothing
} else if ( strncmp(line_ptr, "texture", 7) == 0 ) {
line_ptr += 7;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
// printf("texture name = %s\n", line_ptr);
sscanf(line_ptr, "%s\n", m.texture_name);
// create the texture object and bind it
#ifdef GL_VERSION_1_1
xglGenTextures(1, &m.texture_id);
xglBindTexture(GL_TEXTURE_2D, m.texture_id);
#elif GL_EXT_texture_object
xglGenTexturesEXT(1, &m.texture_id);
xglBindTextureEXT(GL_TEXTURE_2D, m.texture_id);
#else
# error port me
#endif
// set the texture parameters for this texture
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR );
// xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
// GL_NEAREST_MIPMAP_NEAREST );
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
/* GL_LINEAR */
/* GL_NEAREST_MIPMAP_LINEAR */
GL_LINEAR_MIPMAP_LINEAR ) ;
/* load in the texture data */
current_options.get_fg_root(tpath);
strcat(tpath, "/Textures/");
strcat(tpath, m.texture_name);
strcat(tpath, ".rgb");
if ( alpha == 0 ) {
// load rgb texture
// Try uncompressed
if ( (texbuf = read_rgb_texture(tpath, &width, &height))
== NULL ) {
// Try compressed
strcpy(fg_tpath, tpath);
strcat(fg_tpath, ".gz");
if ( (texbuf = read_rgb_texture(fg_tpath, &width, &height))
== NULL ) {
fgPrintf( FG_GENERAL, FG_EXIT,
"Error in loading texture %s\n", tpath );
return(0);
}
}
/* xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, texbuf); */
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, width, height,
GL_RGB, GL_UNSIGNED_BYTE, texbuf );
} else if ( alpha == 1 ) {
// load rgba (alpha) texture
// Try uncompressed
if ( (texbuf = read_alpha_texture(tpath, &width, &height))
== NULL ) {
// Try compressed
strcpy(fg_tpath, tpath);
strcat(fg_tpath, ".gz");
if ((texbuf = read_alpha_texture(fg_tpath, &width, &height))
== NULL ) {
fgPrintf( FG_GENERAL, FG_EXIT,
"Error in loading texture %s\n", tpath );
return(0);
}
}
xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texbuf);
}
} else if ( strncmp(line_ptr, "ambient", 7) == 0 ) {
line_ptr += 7;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.ambient[0], &m.ambient[1], &m.ambient[2], &m.ambient[3]);
} else if ( strncmp(line_ptr, "diffuse", 7) == 0 ) {
line_ptr += 7;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.diffuse[0], &m.diffuse[1], &m.diffuse[2], &m.diffuse[3]);
} else if ( strncmp(line_ptr, "specular", 8) == 0 ) {
line_ptr += 8;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.specular[0], &m.specular[1],
&m.specular[2], &m.specular[3]);
} else if ( strncmp(line_ptr, "emissive", 8) == 0 ) {
line_ptr += 8;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.emissive[0], &m.emissive[1],
&m.emissive[2], &m.emissive[3]);
} else if ( line_ptr[0] == '}' ) {
// end of record, lets add this one to the list
material_mgr.material_map[material_name] = m;
} else {
fgPrintf(FG_TERRAIN, FG_INFO,
"Unknown line in material properties file\n");
}
}
fgclose(f);
return(1);
}
// Initialize the transient list of fragments for each material property
void fgMATERIAL_MGR::init_transient_material_lists( void ) {
map < string, fgMATERIAL, less<string> > :: iterator mapcurrent =
material_mgr.material_map.begin();
map < string, fgMATERIAL, less<string> > :: iterator maplast =
material_mgr.material_map.end();
while ( mapcurrent != maplast ) {
// (char *)key = (*mapcurrent).first;
// (fgMATERIAL)value = (*mapcurrent).second;
(*mapcurrent).second.list_size = 0;
*mapcurrent++;
}
}
// Destructor
fgMATERIAL_MGR::~fgMATERIAL_MGR ( void ) {
}
// $Log$
// Revision 1.13 1998/08/24 20:11:39 curt
// Tweaks ...
//
// Revision 1.12 1998/08/12 21:41:27 curt
// Need to negate the test for textures so that textures aren't loaded when
// they are disabled rather than visa versa ... :-)
//
// Revision 1.11 1998/08/12 21:13:03 curt
// material.cxx: don't load textures if they are disabled
// obj.cxx: optimizations from Norman Vine
// tile.cxx: minor tweaks
// tile.hxx: addition of num_faces
// tilemgr.cxx: minor tweaks
//
// Revision 1.10 1998/07/24 21:42:06 curt
// material.cxx: whups, double method declaration with no definition.
// obj.cxx: tweaks to avoid errors in SGI's CC.
// tile.cxx: optimizations by Norman Vine.
// tilemgr.cxx: optimizations by Norman Vine.
//
// Revision 1.9 1998/07/13 21:01:57 curt
// Wrote access functions for current fgOPTIONS.
//
// Revision 1.8 1998/07/08 14:47:20 curt
// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
// polare3d.h renamed to polar3d.hxx
// fg{Cartesian,Polar}Point3d consolodated.
// Added some initial support for calculating local current ground elevation.
//
// Revision 1.7 1998/07/04 00:54:28 curt
// Added automatic mipmap generation.
//
// When rendering fragments, use saved model view matrix from associated tile
// rather than recalculating it with push() translate() pop().
//
// Revision 1.6 1998/06/27 16:54:59 curt
// Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use
// "EXT" versions of texture management routines.
//
// Revision 1.5 1998/06/17 21:36:39 curt
// Load and manage multiple textures defined in the Materials library.
// Boost max material fagments for each material property to 800.
// Multiple texture support when rendering.
//
// Revision 1.4 1998/06/12 00:58:04 curt
// Build only static libraries.
// Declare memmove/memset for Sloaris.
//
// Revision 1.3 1998/06/05 22:39:53 curt
// Working on sorting by, and rendering by material properties.
//
// Revision 1.2 1998/06/01 17:56:20 curt
// Incremental additions to material.cxx (not fully functional)
// Tweaked vfc_ratio math to avoid divide by zero.
//
// Revision 1.1 1998/05/30 01:56:45 curt
// Added material.cxx material.hxx
//

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@ -1,161 +0,0 @@
// material.hxx -- class to handle material properties
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
//
// 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.
//
// $Id$
// (Log is kept at end of this file)
#ifndef _MATERIAL_HXX
#define _MATERIAL_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#if defined ( __sun__ )
extern "C" void *memmove(void *, const void *, size_t);
extern "C" void *memset(void *, int, size_t);
#endif
#include <string> // Standard C++ string library
#include <map> // STL associative "array"
#ifdef NEEDNAMESPACESTD
using namespace std;
#endif
#include "tile.hxx"
#define FG_MAX_MATERIAL_FRAGS 800
// Material property class
class fgMATERIAL {
public:
// OpenGL texture name
GLuint texture_id;
// file name of texture
char texture_name[256];
// material properties
GLfloat ambient[4], diffuse[4], specular[4], emissive[4];
GLint texture_ptr;
// transient list of objects with this material type (used for sorting
// by material to reduce GL state changes when rendering the scene
fgFRAGMENT * list[FG_MAX_MATERIAL_FRAGS];
int list_size;
// Constructor
fgMATERIAL ( void );
// Sorting routines
void init_sort_list( void );
int append_sort_list( fgFRAGMENT *object );
// Destructor
~fgMATERIAL ( void );
};
// Material management class
class fgMATERIAL_MGR {
public:
// associative array of materials
map < string, fgMATERIAL, less<string> > material_map;
// Constructor
fgMATERIAL_MGR ( void );
// Load a library of material properties
int load_lib ( void );
// Initialize the transient list of fragments for each material property
void init_transient_material_lists( void );
// Destructor
~fgMATERIAL_MGR ( void );
};
// global material management class
extern fgMATERIAL_MGR material_mgr;
#endif // _MATERIAL_HXX
// $Log$
// Revision 1.10 1998/07/24 21:42:06 curt
// material.cxx: whups, double method declaration with no definition.
// obj.cxx: tweaks to avoid errors in SGI's CC.
// tile.cxx: optimizations by Norman Vine.
// tilemgr.cxx: optimizations by Norman Vine.
//
// Revision 1.9 1998/07/06 21:34:33 curt
// Added using namespace std for compilers that support this.
//
// Revision 1.8 1998/06/17 21:36:39 curt
// Load and manage multiple textures defined in the Materials library.
// Boost max material fagments for each material property to 800.
// Multiple texture support when rendering.
//
// Revision 1.7 1998/06/12 00:58:04 curt
// Build only static libraries.
// Declare memmove/memset for Sloaris.
//
// Revision 1.6 1998/06/06 01:09:31 curt
// I goofed on the log message in the last commit ... now fixed.
//
// Revision 1.5 1998/06/06 01:07:17 curt
// Increased per material fragment list size from 100 to 400.
// Now correctly draw viewable fragments in per material order.
//
// Revision 1.4 1998/06/05 22:39:53 curt
// Working on sorting by, and rendering by material properties.
//
// Revision 1.3 1998/06/03 00:47:50 curt
// No .h for STL includes.
// Minor view culling optimizations.
//
// Revision 1.2 1998/06/01 17:56:20 curt
// Incremental additions to material.cxx (not fully functional)
// Tweaked vfc_ratio math to avoid divide by zero.
//
// Revision 1.1 1998/05/30 01:56:45 curt
// Added material.cxx material.hxx
//

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@ -1,718 +0,0 @@
// 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.
//
// $Id$
// (Log is kept at end of this file)
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <stdio.h>
#include <string.h>
#include <GL/glut.h>
#include <XGL/xgl.h>
#if defined ( __sun__ )
extern "C" void *memmove(void *, const void *, size_t);
extern "C" void *memset(void *, int, size_t);
#endif
#include <string> // Standard C++ library
#include <map> // STL
#ifdef NEEDNAMESPACESTD
using namespace std;
#endif
#include <Debug/fg_debug.h>
#include <Include/fg_constants.h>
#include <Include/fg_zlib.h>
#include <Main/options.hxx>
#include <Math/mat3.h>
#include <Math/fg_random.h>
#include <Math/polar3d.hxx>
#include "material.hxx"
#include "obj.hxx"
#include "scenery.hxx"
#include "tile.hxx"
static double normals[MAX_NODES][3];
// given three points defining a triangle, calculate the normal
static void calc_normal(double p1[3], double p2[3],
double p3[3], double normal[3])
{
double v1[3], v2[3];
double temp;
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];
MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
// fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
// normal[0], normal[1], normal[2]);
}
#define FG_TEX_CONSTANT 128.0
// Calculate texture coordinates for a given point.
fgPoint3d calc_tex_coords(double *node, fgPoint3d *ref) {
fgPoint3d cp;
fgPoint3d pp;
cp.x = node[0] + ref->x;
cp.y = node[1] + ref->y;
cp.z = node[2] + ref->z;
pp = fgCartToPolar3d(cp);
pp.lon = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lon, 25.0);
pp.lat = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lat, 25.0);
return(pp);
}
// Load a .obj file and build the GL fragment list
int fgObjLoad(char *path, fgTILE *t) {
fgFRAGMENT fragment;
fgPoint3d pp;
char fgpath[256], line[256], material[256];
double approx_normal[3], normal[3], scale;
// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
GLint display_list;
fgFile f;
int shading;
int in_fragment, in_faces, vncount, n1, n2, n3, n4;
int last1, last2, odd;
double (*nodes)[3];
fgPoint3d *center;
// First try "path.gz" (compressed format)
strcpy(fgpath, path);
strcat(fgpath, ".gz");
if ( (f = fgopen(fgpath, "rb")) == NULL ) {
// Next try "path" (uncompressed format)
strcpy(fgpath, path);
if ( (f = fgopen(fgpath, "rb")) == NULL ) {
// Next try "path.obj" (uncompressed format)
strcat(fgpath, ".gz");
if ( (f = fgopen(fgpath, "rb")) == NULL ) {
strcpy(fgpath, path);
fgPrintf( FG_TERRAIN, FG_ALERT,
"Cannot open file: %s\n", fgpath );
return(0);
}
}
}
shading = current_options.get_shading();
in_fragment = 0;
t->ncount = 1;
vncount = 1;
t->bounding_radius = 0.0;
nodes = t->nodes;
center = &t->center;
while ( fggets(f, line, 250) != NULL ) {
if ( line[0] == '#' ) {
// comment -- ignore
} else if ( line[0] == '\n' ) {
// empty line -- ignore
} else if ( strncmp(line, "gbs ", 4) == 0 ) {
// reference point (center offset)
sscanf(line, "gbs %lf %lf %lf %lf\n",
&t->center.x, &t->center.y, &t->center.z,
&t->bounding_radius);
} else if ( strncmp(line, "bs ", 3) == 0 ) {
// reference point (center offset)
sscanf(line, "bs %lf %lf %lf %lf\n",
&fragment.center.x, &fragment.center.y, &fragment.center.z,
&fragment.bounding_radius);
} else if ( strncmp(line, "v ", 2) == 0 ) {
// node (vertex)
if ( t->ncount < MAX_NODES ) {
// fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line);
sscanf(line, "v %lf %lf %lf\n",
&(t->nodes[t->ncount][0]), &(t->nodes[t->ncount][1]),
&(t->nodes[t->ncount][2]));
t->ncount++;
} else {
fgPrintf( FG_TERRAIN, FG_EXIT,
"Read too many nodes ... dying :-(\n");
}
} else if ( strncmp(line, "vn ", 3) == 0 ) {
// vertex normal
if ( vncount < MAX_NODES ) {
// fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex normal = %s", line);
sscanf(line, "vn %lf %lf %lf\n",
&normals[vncount][0], &normals[vncount][1],
&normals[vncount][2]);
vncount++;
} else {
fgPrintf( FG_TERRAIN, FG_EXIT,
"Read too many vertex normals ... dying :-(\n");
}
} else if ( strncmp(line, "usemtl ", 7) == 0 ) {
// material property specification
// this also signals the start of a new fragment
if ( in_fragment ) {
// close out the previous structure and start the next
xglEnd();
xglEndList();
// 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 = 1;
}
display_list = xglGenLists(1);
xglNewList(display_list, GL_COMPILE);
in_faces = 0;
// reset the existing face list
// printf("cleaning a fragment with %d faces\n",
// fragment.faces.size());
while ( fragment.faces.size() ) {
// printf("emptying face list\n");
fragment.faces.pop_front();
}
// scan the material line
sscanf(line, "usemtl %s\n", material);
// give the fragment a pointer back to the tile
fragment.tile_ptr = t;
// find this material in the properties list
map < string, fgMATERIAL, less<string> > :: iterator myfind =
material_mgr.material_map.find(material);
if ( myfind == material_mgr.material_map.end() ) {
fgPrintf( FG_TERRAIN, FG_ALERT,
"Ack! unknown usemtl name = %s in %s\n",
material, path);
} else {
fragment.material_ptr = &((*myfind).second);
}
// 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;
*/
// initialize fragment face counter
fragment.num_faces = 0;
} else if ( line[0] == 't' ) {
// start a new triangle strip
n1 = n2 = n3 = n4 = 0;
// fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s", line);
sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
fragment.add_face(n1, n2, n3);
// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
xglBegin(GL_TRIANGLE_STRIP);
odd = 1;
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 = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
MAT3_SCALE_VEC(normal, normals[n2], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], center);
xglTexCoord2f(pp.lon, pp.lat);
//xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
MAT3_SCALE_VEC(normal, normals[n3], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n3], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
xglVertex3dv(nodes[n3]);
} 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 = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
pp = calc_tex_coords(nodes[n2], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
pp = calc_tex_coords(nodes[n3], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
xglVertex3dv(nodes[n3]);
}
odd = 1 - odd;
last1 = n2;
last2 = n3;
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 = calc_tex_coords(nodes[n4], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n4][0],t->nodes[n4][1],t->nodes[n4][2]);
xglVertex3dv(nodes[n4]);
odd = 1 - odd;
last1 = n3;
last2 = n4;
}
} else if ( line[0] == 'f' ) {
// unoptimized face
if ( !in_faces ) {
xglBegin(GL_TRIANGLES);
in_faces = 1;
}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
fragment.add_face(n1, n2, n3);
// xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
xglNormal3dv(normals[n1]);
pp = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
// xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
xglNormal3dv(normals[n2]);
pp = calc_tex_coords(nodes[n2], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
// xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
xglNormal3dv(normals[n3]);
pp = calc_tex_coords(nodes[n3], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
xglVertex3dv(nodes[n3]);
} else if ( line[0] == 'q' ) {
// continue a triangle strip
n1 = n2 = 0;
// fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
// line);
sscanf(line, "q %d %d\n", &n1, &n2);
// 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);
xglNormal3dv(normal);
} 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 = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
xglVertex3dv(nodes[n1]);
odd = 1 - 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);
xglNormal3dv(normal);
} 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 = calc_tex_coords(nodes[n2], center);
xglTexCoord2f(pp.lon, pp.lat);
// xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
xglVertex3dv(nodes[n2]);
odd = 1 -odd;
last1 = last2;
last2 = n2;
}
} else {
fgPrintf( FG_TERRAIN, FG_WARN, "Unknown line in %s = %s\n",
path, line);
}
}
if ( in_fragment ) {
// close out the previous structure and start the next
xglEnd();
xglEndList();
// update fragment
fragment.display_list = display_list;
// push this fragment onto the tile's object list
t->fragment_list.push_back(fragment);
}
// 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(t->nodes[i][0],
t->nodes[i][1] ,
t->nodes[i][2]);
xglVertex3d(t->nodes[i][0] + 500*normals[i][0],
t->nodes[i][1] + 500*normals[i][1],
t->nodes[i][2] + 500*normals[i][2]);
}
xglEnd();
*/
fgclose(f);
return(1);
}
// $Log$
// Revision 1.23 1998/08/20 15:16:43 curt
// obj.cxx: use more explicit parenthases.
// texload.[ch]: use const in function definitions where appropriate.
//
// Revision 1.22 1998/08/20 15:12:03 curt
// Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
// the need for "void" pointers and casts.
// Quick hack to count the number of scenery polygons that are being drawn.
//
// Revision 1.21 1998/08/12 21:13:04 curt
// material.cxx: don't load textures if they are disabled
// obj.cxx: optimizations from Norman Vine
// tile.cxx: minor tweaks
// tile.hxx: addition of num_faces
// tilemgr.cxx: minor tweaks
//
// Revision 1.20 1998/07/24 21:42:07 curt
// material.cxx: whups, double method declaration with no definition.
// obj.cxx: tweaks to avoid errors in SGI's CC.
// tile.cxx: optimizations by Norman Vine.
// tilemgr.cxx: optimizations by Norman Vine.
//
// Revision 1.19 1998/07/13 21:01:58 curt
// Wrote access functions for current fgOPTIONS.
//
// Revision 1.18 1998/07/12 03:18:27 curt
// Added ground collision detection. This involved:
// - saving the entire vertex list for each tile with the tile records.
// - saving the face list for each fragment with the fragment records.
// - code to intersect the current vertical line with the proper face in
// an efficient manner as possible.
// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
//
// Revision 1.17 1998/07/08 14:47:21 curt
// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
// polare3d.h renamed to polar3d.hxx
// fg{Cartesian,Polar}Point3d consolodated.
// Added some initial support for calculating local current ground elevation.
//
// Revision 1.16 1998/07/06 21:34:33 curt
// Added using namespace std for compilers that support this.
//
// Revision 1.15 1998/07/04 00:54:28 curt
// Added automatic mipmap generation.
//
// When rendering fragments, use saved model view matrix from associated tile
// rather than recalculating it with push() translate() pop().
//
// Revision 1.14 1998/06/17 21:36:40 curt
// Load and manage multiple textures defined in the Materials library.
// Boost max material fagments for each material property to 800.
// Multiple texture support when rendering.
//
// Revision 1.13 1998/06/12 00:58:05 curt
// Build only static libraries.
// Declare memmove/memset for Sloaris.
//
// Revision 1.12 1998/06/08 17:57:54 curt
// Working first pass at material proporty sorting.
//
// Revision 1.11 1998/06/06 01:09:31 curt
// I goofed on the log message in the last commit ... now fixed.
//
// Revision 1.10 1998/06/06 01:07:17 curt
// Increased per material fragment list size from 100 to 400.
// Now correctly draw viewable fragments in per material order.
//
// Revision 1.9 1998/06/05 22:39:54 curt
// Working on sorting by, and rendering by material properties.
//
// Revision 1.8 1998/06/05 18:19:18 curt
// Recognize file, file.gz, and file.obj as scenery object files.
//
// Revision 1.7 1998/05/24 02:49:09 curt
// Implimented fragment level view frustum culling.
//
// Revision 1.6 1998/05/23 14:09:20 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that
// fragment.
//
// Revision 1.5 1998/05/20 20:53:53 curt
// Moved global ref point and radius (bounding sphere info, and offset) to
// data file rather than calculating it on the fly.
// Fixed polygon winding problem in scenery generation stage rather than
// compensating for it on the fly.
// Made a fgTILECACHE class.
//
// Revision 1.4 1998/05/16 13:09:57 curt
// Beginning to add support for view frustum culling.
// Added some temporary code to calculate bouding radius, until the
// scenery generation tools and scenery can be updated.
//
// Revision 1.3 1998/05/03 00:48:01 curt
// Updated texture coordinate fmod() parameter.
//
// Revision 1.2 1998/05/02 01:52:14 curt
// Playing around with texture coordinates.
//
// Revision 1.1 1998/04/30 12:35:28 curt
// Added a command line rendering option specify smooth/flat shading.
//
// Revision 1.35 1998/04/28 21:43:26 curt
// Wrapped zlib calls up so we can conditionally comment out zlib support.
//
// Revision 1.34 1998/04/28 01:21:42 curt
// Tweaked texture parameter calculations to keep the number smaller. This
// avoids the "swimming" problem.
// Type-ified fgTIME and fgVIEW.
//
// Revision 1.33 1998/04/27 15:58:15 curt
// Screwing around with texture coordinate generation ... still needs work.
//
// Revision 1.32 1998/04/27 03:30:13 curt
// Minor transformation adjustments to try to keep scenery tiles closer to
// (0, 0, 0) GLfloats run out of precision at the distances we need to model
// the earth, but we can do a bunch of pre-transformations using double math
// and then cast to GLfloat once everything is close in where we have less
// precision problems.
//
// Revision 1.31 1998/04/25 15:09:57 curt
// Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32.
//
// Revision 1.30 1998/04/24 14:21:08 curt
// Added "file.obj.gz" support.
//
// Revision 1.29 1998/04/24 00:51:07 curt
// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
// Tweaked the scenery file extentions to be "file.obj" (uncompressed)
// or "file.obz" (compressed.)
//
// Revision 1.28 1998/04/22 13:22:44 curt
// C++ - ifing the code a bit.
//
// Revision 1.27 1998/04/18 04:13:17 curt
// Added zlib on the fly decompression support for loading scenery objects.
//
// Revision 1.26 1998/04/03 22:11:36 curt
// Converting to Gnu autoconf system.
//
// Revision 1.25 1998/03/14 00:30:50 curt
// Beginning initial terrain texturing experiments.
//
// Revision 1.24 1998/02/09 21:30:18 curt
// Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
//
// Revision 1.23 1998/02/09 15:07:52 curt
// Minor tweaks.
//
// Revision 1.22 1998/02/01 03:39:54 curt
// Minor tweaks.
//
// Revision 1.21 1998/01/31 00:43:25 curt
// Added MetroWorks patches from Carmen Volpe.
//
// Revision 1.20 1998/01/29 00:51:39 curt
// First pass at tile cache, dynamic tile loading and tile unloading now works.
//
// Revision 1.19 1998/01/27 03:26:42 curt
// Playing with new fgPrintf command.
//
// Revision 1.18 1998/01/19 19:27:16 curt
// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
// This should simplify things tremendously.
//
// Revision 1.17 1998/01/13 00:23:10 curt
// Initial changes to support loading and management of scenery tiles. Note,
// there's still a fair amount of work left to be done.
//
// Revision 1.16 1997/12/30 23:09:40 curt
// Worked on winding problem without luck, so back to calling glFrontFace()
// 3 times for each scenery area.
//
// Revision 1.15 1997/12/30 20:47:51 curt
// Integrated new event manager with subsystem initializations.
//
// Revision 1.14 1997/12/30 01:38:46 curt
// Switched back to per vertex normals and smooth shading for terrain.
//
// Revision 1.13 1997/12/18 23:32:36 curt
// First stab at sky dome actually starting to look reasonable. :-)
//
// Revision 1.12 1997/12/17 23:13:47 curt
// Began working on rendering the sky.
//
// Revision 1.11 1997/12/15 23:55:01 curt
// Add xgl wrappers for debugging.
// Generate terrain normals on the fly.
//
// Revision 1.10 1997/12/12 21:41:28 curt
// More light/material property tweaking ... still a ways off.
//
// Revision 1.9 1997/12/12 19:52:57 curt
// Working on lightling and material properties.
//
// Revision 1.8 1997/12/10 01:19:51 curt
// Tweaks for verion 0.15 release.
//
// 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.
//
// Revision 1.4 1997/11/14 00:26:49 curt
// Transform scenery coordinates earlier in pipeline when scenery is being
// created, not when it is being loaded. Precalculate normals for each node
// as average of the normals of each containing polygon so Garoude shading is
// now supportable.
//
// Revision 1.3 1997/10/31 04:49:12 curt
// Tweaking vertex orders.
//
// Revision 1.2 1997/10/30 12:38:45 curt
// Working on new scenery subsystem.
//
// Revision 1.1 1997/10/28 21:14:54 curt
// Initial revision.

View file

@ -1,109 +0,0 @@
// obj.hxx -- routines to handle WaveFront .obj-ish 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.
//
// $Id$
// (Log is kept at end of this file)
#ifndef _OBJ_HXX
#define _OBJ_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <Include/fg_types.h>
#include "tile.hxx"
// Load a .obj file and build the GL fragment list
int fgObjLoad(char *path, fgTILE *tile);
#endif // _OBJ_HXX
// $Log$
// Revision 1.4 1998/05/24 02:49:10 curt
// Implimented fragment level view frustum culling.
//
// Revision 1.3 1998/05/23 14:09:21 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that
// fragment.
//
// Revision 1.2 1998/05/02 01:52:15 curt
// Playing around with texture coordinates.
//
// Revision 1.1 1998/04/30 12:35:29 curt
// Added a command line rendering option specify smooth/flat shading.
//
// Revision 1.11 1998/04/25 22:06:31 curt
// Edited cvs log messages in source files ... bad bad bad!
//
// Revision 1.10 1998/04/24 00:51:07 curt
// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
// Tweaked the scenery file extentions to be "file.obj" (uncompressed)
// or "file.obz" (compressed.)
//
// Revision 1.9 1998/04/22 13:22:45 curt
// C++ - ifing the code a bit.
//
// Revision 1.8 1998/04/21 17:02:43 curt
// Prepairing for C++ integration.
//
// Revision 1.7 1998/04/03 22:11:37 curt
// Converting to Gnu autoconf system.
//
// Revision 1.6 1998/01/31 00:43:25 curt
// Added MetroWorks patches from Carmen Volpe.
//
// Revision 1.5 1998/01/27 00:48:03 curt
// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
// system and commandline/config file processing code.
//
// Revision 1.4 1998/01/22 02:59:41 curt
// Changed #ifdef FILE_H to #ifdef _FILE_H
//
// Revision 1.3 1998/01/19 19:27:17 curt
// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
// This should simplify things tremendously.
//
// Revision 1.2 1998/01/13 00:23:10 curt
// Initial changes to support loading and management of scenery tiles. Note,
// there's still a fair amount of work left to be done.
//
// Revision 1.1 1997/10/28 21:14:55 curt
// Initial revision.

View file

@ -42,7 +42,7 @@
#include <Debug/fg_debug.h>
#include <Main/options.hxx>
#include "obj.hxx"
// #include "obj.hxx"
#include "scenery.hxx"
// #include "texload.h"
@ -85,9 +85,13 @@ void fgSceneryRender( void ) {
/* $Log$
/* Revision 1.7 1998/07/13 21:01:59 curt
/* Wrote access functions for current fgOPTIONS.
/* Revision 1.8 1998/08/25 16:52:40 curt
/* material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
/* ../Objects
/*
* Revision 1.7 1998/07/13 21:01:59 curt
* Wrote access functions for current fgOPTIONS.
*
* Revision 1.6 1998/07/12 03:18:27 curt
* Added ground collision detection. This involved:
* - saving the entire vertex list for each tile with the tile records.

View file

@ -1,273 +0,0 @@
/* texture.c - by David Blythe, SGI */
/* texload is a simplistic routine for reading an SGI .rgb image file. */
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <Include/fg_zlib.h>
#include "texload.h"
typedef struct _ImageRec {
unsigned short imagic;
unsigned short type;
unsigned short dim;
unsigned short xsize, ysize, zsize;
unsigned int min, max;
unsigned int wasteBytes;
char name[80];
unsigned long colorMap;
fgFile file;
unsigned char *tmp;
unsigned long rleEnd;
unsigned int *rowStart;
int *rowSize;
} ImageRec;
void
rgbtorgb(unsigned char *r,unsigned char *g,unsigned char *b,unsigned char *l,int n) {
while(n--) {
l[0] = r[0];
l[1] = g[0];
l[2] = b[0];
l += 3; r++; g++; b++;
}
}
static void
ConvertShort(unsigned short *array, unsigned int length) {
unsigned short b1, b2;
unsigned char *ptr;
ptr = (unsigned char *)array;
while (length--) {
b1 = *ptr++;
b2 = *ptr++;
*array++ = (b1 << 8) | (b2);
}
}
static void
ConvertUint(unsigned *array, unsigned int length) {
unsigned int b1, b2, b3, b4;
unsigned char *ptr;
ptr = (unsigned char *)array;
while (length--) {
b1 = *ptr++;
b2 = *ptr++;
b3 = *ptr++;
b4 = *ptr++;
*array++ = (b1 << 24) | (b2 << 16) | (b3 << 8) | (b4);
}
}
static ImageRec *ImageOpen(const char *fileName)
{
union {
int testWord;
char testByte[4];
} endianTest;
ImageRec *image;
int swapFlag;
int x;
endianTest.testWord = 1;
if (endianTest.testByte[0] == 1) {
swapFlag = 1;
} else {
swapFlag = 0;
}
image = (ImageRec *)malloc(sizeof(ImageRec));
if (image == NULL) {
fprintf(stderr, "Out of memory!\n");
exit(1);
}
if ((image->file = fgopen(fileName, "rb")) == NULL) {
return NULL;
}
// fread(image, 1, 12, image->file);
fgread(image->file, image, 12);
if (swapFlag) {
ConvertShort(&image->imagic, 6);
}
image->tmp = (unsigned char *)malloc(image->xsize*256);
if (image->tmp == NULL) {
fprintf(stderr, "\nOut of memory!\n");
exit(1);
}
if ((image->type & 0xFF00) == 0x0100) {
x = image->ysize * image->zsize * (int) sizeof(unsigned);
image->rowStart = (unsigned *)malloc(x);
image->rowSize = (int *)malloc(x);
if (image->rowStart == NULL || image->rowSize == NULL) {
fprintf(stderr, "\nOut of memory!\n");
exit(1);
}
image->rleEnd = 512 + (2 * x);
fgseek(image->file, 512, SEEK_SET);
// fread(image->rowStart, 1, x, image->file);
fgread(image->file, image->rowStart, x);
// fread(image->rowSize, 1, x, image->file);
fgread(image->file, image->rowSize, x);
if (swapFlag) {
ConvertUint(image->rowStart, x/(int) sizeof(unsigned));
ConvertUint((unsigned *)image->rowSize, x/(int) sizeof(int));
}
}
return image;
}
static void
ImageClose(ImageRec *image) {
fgclose(image->file);
free(image->tmp);
free(image);
}
static void
ImageGetRow(ImageRec *image, unsigned char *buf, int y, int z) {
unsigned char *iPtr, *oPtr, pixel;
int count;
if ((image->type & 0xFF00) == 0x0100) {
fgseek(image->file, (long) image->rowStart[y+z*image->ysize], SEEK_SET);
// fread(image->tmp, 1, (unsigned int)image->rowSize[y+z*image->ysize],
// image->file);
fgread(image->file, image->tmp,
(unsigned int)image->rowSize[y+z*image->ysize]);
iPtr = image->tmp;
oPtr = buf;
for (;;) {
pixel = *iPtr++;
count = (int)(pixel & 0x7F);
if (!count) {
return;
}
if (pixel & 0x80) {
while (count--) {
*oPtr++ = *iPtr++;
}
} else {
pixel = *iPtr++;
while (count--) {
*oPtr++ = pixel;
}
}
}
} else {
fgseek(image->file, 512+(y*image->xsize)+(z*image->xsize*image->ysize),
SEEK_SET);
// fread(buf, 1, image->xsize, image->file);
fgread(image->file, buf, image->xsize);
}
}
GLubyte *
read_alpha_texture(const char *name, int *width, int *height)
{
unsigned char *base, *lptr;
ImageRec *image;
int y;
image = ImageOpen(name);
if(!image) {
return NULL;
}
(*width)=image->xsize;
(*height)=image->ysize;
printf("image->zsize = %d\n", image->zsize);
if (image->zsize != 1) {
ImageClose(image);
return NULL;
}
base = (unsigned char *)malloc(image->xsize*image->ysize*sizeof(unsigned char));
lptr = base;
for(y=0; y<image->ysize; y++) {
ImageGetRow(image,lptr,y,0);
lptr += image->xsize;
}
ImageClose(image);
return (unsigned char *) base;
}
GLubyte *
read_rgb_texture(const char *name, int *width, int *height)
{
unsigned char *base, *ptr;
unsigned char *rbuf, *gbuf, *bbuf, *abuf;
ImageRec *image;
int y;
image = ImageOpen(name);
if(!image)
return NULL;
(*width)=image->xsize;
(*height)=image->ysize;
if (image->zsize != 3 && image->zsize != 4) {
ImageClose(image);
return NULL;
}
base = (unsigned char*)malloc(image->xsize*image->ysize*sizeof(unsigned int)*3);
rbuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
gbuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
bbuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
abuf = (unsigned char *)malloc(image->xsize*sizeof(unsigned char));
if(!base || !rbuf || !gbuf || !bbuf || !abuf) {
if (base) free(base);
if (rbuf) free(rbuf);
if (gbuf) free(gbuf);
if (bbuf) free(bbuf);
if (abuf) free(abuf);
return NULL;
}
ptr = base;
for(y=0; y<image->ysize; y++) {
if(image->zsize == 4) {
ImageGetRow(image,rbuf,y,0);
ImageGetRow(image,gbuf,y,1);
ImageGetRow(image,bbuf,y,2);
ImageGetRow(image,abuf,y,3); /* Discard. */
rgbtorgb(rbuf,gbuf,bbuf,ptr,image->xsize);
ptr += (image->xsize * 3);
} else {
ImageGetRow(image,rbuf,y,0);
ImageGetRow(image,gbuf,y,1);
ImageGetRow(image,bbuf,y,2);
rgbtorgb(rbuf,gbuf,bbuf,ptr,image->xsize);
ptr += (image->xsize * 3);
}
}
ImageClose(image);
free(rbuf);
free(gbuf);
free(bbuf);
free(abuf);
return (GLubyte *) base;
}

View file

@ -1,30 +0,0 @@
/* Copyright (c) Mark J. Kilgard, 1997. */
/* This program is freely distributable without licensing fees
and is provided without guarantee or warrantee expressed or
implied. This program is -not- in the public domain. */
#ifndef _TEXLOAD_H
#define _TEXLOAD_H
#include <GL/glut.h>
#ifdef __cplusplus
extern "C" {
#endif
extern GLubyte *read_alpha_texture(const char *name, int *width, int *height);
extern GLubyte * read_rgb_texture(const char *name, int *width, int *height);
#ifdef __cplusplus
}
#endif
#endif /* _TEXLOAD_H */

View file

@ -29,6 +29,7 @@
#include "tile.hxx"
#if 0
// return the sign of a value
#define FG_SIGN( x ) ((x) < 0 ? -1 : 1)
@ -435,6 +436,7 @@ bool fgFRAGMENT :: operator < ( const fgFRAGMENT &rhs)
return bounding_radius < rhs.bounding_radius;
}
#endif
// Constructor
@ -450,6 +452,10 @@ fgTILE::~fgTILE ( void ) {
// $Log$
// Revision 1.10 1998/08/25 16:52:42 curt
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
// ../Objects
//
// Revision 1.9 1998/08/24 20:11:39 curt
// Tweaks ...
//

View file

@ -51,91 +51,13 @@ extern "C" void *memset(void *, int, size_t);
#include <Bucket/bucketutils.h>
#include <Include/fg_types.h>
#include <Math/mat3.h>
#include <Objects/fragment.hxx>
#ifdef NEEDNAMESPACESTD
using namespace std;
#endif
// Maximum nodes per tile
#define MAX_NODES 2000
// Forward declarations
class fgTILE;
class fgMATERIAL;
class fgFACE {
public:
int n1, n2, n3;
fgFACE();
~fgFACE();
fgFACE( const fgFACE & image );
bool operator < ( const fgFACE & rhs );
bool operator == ( const fgFACE & rhs );
};
// Object fragment data class
class fgFRAGMENT {
public:
// culling data for this object fragment (fine grain culling)
fgPoint3d center;
double bounding_radius;
// variable offset data for this object fragment for this frame
// fgCartesianPoint3d tile_offset;
// saved transformation matrix for this fragment (used by renderer)
// GLfloat matrix[16];
// tile_ptr & material_ptr are set so that when we traverse the
// list of fragments we can quickly reference back the tile or
// material property this fragment is assigned to.
// material property pointer
fgMATERIAL *material_ptr;
// tile pointer
fgTILE *tile_ptr;
// OpenGL display list for fragment data
GLint display_list;
// face list (this indexes into the master tile vertex list)
list < fgFACE > faces;
// number of faces in this fragment
int num_faces;
// Add a face to the face list
void add_face(int n1, int n2, int n3);
// test if line intesects with this fragment. p0 and p1 are the
// two line end points of the line. If side_flag is true, check
// to see that end points are on opposite sides of face. Returns
// 1 if it intersection found, 0 otherwise. If it intesects,
// result is the point of intersection
int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
fgPoint3d *result);
// Constructors
fgFRAGMENT ();
fgFRAGMENT ( const fgFRAGMENT &image );
// Destructor
~fgFRAGMENT ( );
// operators
fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
bool operator == ( const fgFRAGMENT & rhs );
bool operator < ( const fgFRAGMENT & rhs );
};
// Scenery tile class
class fgTILE {
@ -171,6 +93,10 @@ public:
// $Log$
// Revision 1.18 1998/08/25 16:52:42 curt
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
// ../Objects
//
// Revision 1.17 1998/08/22 14:49:58 curt
// Attempting to iron out seg faults and crashes.
// Did some shuffling to fix a initialization order problem between view

View file

@ -37,8 +37,8 @@
#include <Debug/fg_debug.h>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include <Objects/obj.hxx>
#include "obj.hxx"
#include "tile.hxx"
#include "tilecache.hxx"
@ -212,6 +212,10 @@ fgTILECACHE::~fgTILECACHE( void ) {
// $Log$
// Revision 1.14 1998/08/25 16:52:43 curt
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
// ../Objects
//
// Revision 1.13 1998/07/13 21:02:00 curt
// Wrote access functions for current fgOPTIONS.
//

View file

@ -45,10 +45,10 @@
#include <Math/mat3.h>
#include <Math/polar3d.hxx>
#include <Math/vector.hxx>
#include <Objects/material.hxx>
#include <Objects/obj.hxx>
#include <Weather/weather.h>
#include "material.hxx"
#include "obj.hxx"
#include "scenery.hxx"
#include "tilecache.hxx"
@ -679,6 +679,10 @@ void fgTileMgrRender( void ) {
// $Log$
// Revision 1.32 1998/08/25 16:52:44 curt
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
// ../Objects
//
// Revision 1.31 1998/08/24 20:11:40 curt
// Tweaks ...
//