Added support for loading binary object files.
This commit is contained in:
parent
1db7986e0e
commit
ba8f62a540
1 changed files with 207 additions and 76 deletions
|
@ -38,6 +38,7 @@
|
||||||
// #endif
|
// #endif
|
||||||
|
|
||||||
#include <simgear/compiler.h>
|
#include <simgear/compiler.h>
|
||||||
|
#include <simgear/io/sg_binobj.hxx>
|
||||||
|
|
||||||
#include STL_STRING
|
#include STL_STRING
|
||||||
#include <map> // STL
|
#include <map> // STL
|
||||||
|
@ -73,25 +74,6 @@ static double normals[FG_MAX_NODES][3];
|
||||||
static double tex_coords[FG_MAX_NODES*3][3];
|
static double tex_coords[FG_MAX_NODES*3][3];
|
||||||
|
|
||||||
|
|
||||||
#if 0
|
|
||||||
// given three points defining a triangle, calculate the normal
|
|
||||||
static void calc_normal(Point3D p1, Point3D p2,
|
|
||||||
Point3D p3, sgVec3 normal)
|
|
||||||
{
|
|
||||||
sgVec3 v1, v2;
|
|
||||||
|
|
||||||
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];
|
|
||||||
|
|
||||||
sgVectorProductVec3( normal, v1, v2 );
|
|
||||||
sgNormalizeVec3( normal );
|
|
||||||
|
|
||||||
// fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
|
|
||||||
// normal[0], normal[1], normal[2]);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
#define FG_TEX_CONSTANT 69.0
|
#define FG_TEX_CONSTANT 69.0
|
||||||
|
|
||||||
// Calculate texture coordinates for a given point.
|
// Calculate texture coordinates for a given point.
|
||||||
|
@ -294,24 +276,6 @@ static float fgTriArea( sgVec3 p0, sgVec3 p1, sgVec3 p2 ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#if 0
|
|
||||||
// this works too, but Norman claims fgTriArea() is more efficient :-)
|
|
||||||
static double triangle_area_3d( float *p1, float *p2, float *p3 ) {
|
|
||||||
// Heron's formula: A^2 = s(s-a)(s-b)(s-c) where A is the area,
|
|
||||||
// a,b,c are the side lengths, s=(a+b+c)/2. In R^3 you can compute
|
|
||||||
// the lengths of the sides with the distance formula, of course.
|
|
||||||
|
|
||||||
double a = sgDistanceVec3( p1, p2 );
|
|
||||||
double b = sgDistanceVec3( p2, p3 );
|
|
||||||
double c = sgDistanceVec3( p3, p1 );
|
|
||||||
|
|
||||||
double s = (a + b + c) / 2.0;
|
|
||||||
|
|
||||||
return sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) );
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
static void random_pt_inside_tri( float *res,
|
static void random_pt_inside_tri( float *res,
|
||||||
float *n1, float *n2, float *n3 )
|
float *n1, float *n2, float *n3 )
|
||||||
{
|
{
|
||||||
|
@ -376,8 +340,8 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Load a .obj file
|
// Load an Ascii obj file
|
||||||
ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
|
static ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
|
||||||
ssgVertexArray *lights, const bool is_base)
|
ssgVertexArray *lights, const bool is_base)
|
||||||
{
|
{
|
||||||
FGNewMat *newmat = NULL;
|
FGNewMat *newmat = NULL;
|
||||||
|
@ -419,7 +383,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
|
||||||
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
|
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
|
||||||
FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
|
FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
|
||||||
|
|
||||||
return fgGenTile( path, t );
|
return NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
shading = globals->get_options()->get_shading();
|
shading = globals->get_options()->get_shading();
|
||||||
|
@ -802,41 +766,6 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
|
||||||
}
|
}
|
||||||
gen_random_surface_points(leaf, lights, coverage);
|
gen_random_surface_points(leaf, lights, coverage);
|
||||||
}
|
}
|
||||||
// // generate lighting
|
|
||||||
// if ( material == "Urban" || material == "BuiltUpCover" ) {
|
|
||||||
// gen_random_surface_points( leaf, lights, 100000.0 );
|
|
||||||
// } else if ( material == "EvergreenBroadCover" ||
|
|
||||||
// material == "Default" || material == "Island" ||
|
|
||||||
// material == "SomeSort" ||
|
|
||||||
// material == "DeciduousBroadCover" ||
|
|
||||||
// material == "EvergreenNeedleCover" ||
|
|
||||||
// material == "DeciduousNeedleCover" ) {
|
|
||||||
// gen_random_surface_points( leaf, lights, 10000000.0 );
|
|
||||||
// } else if ( material == "Road") {
|
|
||||||
// gen_random_surface_points( leaf, lights, 10000.0);
|
|
||||||
// } else if ( material == "MixedForestCover" ) {
|
|
||||||
// gen_random_surface_points( leaf, lights, 5000000.0 );
|
|
||||||
// } else if ( material == "WoodedTundraCover" ||
|
|
||||||
// material == "BareTundraCover" ||
|
|
||||||
// material == "HerbTundraCover" ||
|
|
||||||
// material == "MixedTundraCover" ||
|
|
||||||
// material == "Marsh" ||
|
|
||||||
// material == "HerbWetlandCover" ||
|
|
||||||
// material == "WoodedWetlandCover" ) {
|
|
||||||
// gen_random_surface_points( leaf, lights, 20000000.0 );
|
|
||||||
// } else if ( material == "ShrubCover" ||
|
|
||||||
// material == "ShrubGrassCover" ) {
|
|
||||||
// gen_random_surface_points( leaf, lights, 4000000.0 );
|
|
||||||
// } else if ( material == "GrassCover" ||
|
|
||||||
// material == "SavannaCover" ) {
|
|
||||||
// gen_random_surface_points( leaf, lights, 4000000.0 );
|
|
||||||
// } else if ( material == "MixedCropPastureCover" ||
|
|
||||||
// material == "IrrCropPastureCover" ||
|
|
||||||
// material == "DryCropPastureCover" ||
|
|
||||||
// material == "CropGrassCover" ||
|
|
||||||
// material == "CropWoodCover" ) {
|
|
||||||
// gen_random_surface_points( leaf, lights, 2000000.0 );
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
|
FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
|
||||||
|
@ -866,7 +795,209 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
|
||||||
// if ( globals->get_options()->get_clouds() ) {
|
// if ( globals->get_options()->get_clouds() ) {
|
||||||
// fgGenCloudTile(path, t, tile);
|
// fgGenCloudTile(path, t, tile);
|
||||||
// }
|
// }
|
||||||
|
|
||||||
return tile;
|
return tile;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static ssgLeaf *gen_leaf( const string& path,
|
||||||
|
const GLenum ty, const string& material,
|
||||||
|
const point_list& nodes, const point_list& normals,
|
||||||
|
const point_list& texcoords,
|
||||||
|
const int_list& node_index,
|
||||||
|
const int_list& tex_index,
|
||||||
|
const bool calc_lights, ssgVertexArray *lights )
|
||||||
|
{
|
||||||
|
double tex_width = 1000.0, tex_height = 1000.0;
|
||||||
|
ssgSimpleState *state = NULL;
|
||||||
|
float coverage = -1;
|
||||||
|
|
||||||
|
int size = node_index.size();
|
||||||
|
ssgVertexArray *vl = new ssgVertexArray( size );
|
||||||
|
ssgNormalArray *nl = new ssgNormalArray( size );
|
||||||
|
ssgTexCoordArray *tl = new ssgTexCoordArray( size );
|
||||||
|
ssgColourArray *cl = new ssgColourArray( 1 );
|
||||||
|
|
||||||
|
sgVec4 color;
|
||||||
|
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
|
||||||
|
cl->add( color );
|
||||||
|
|
||||||
|
sgVec2 tmp2;
|
||||||
|
sgVec3 tmp3;
|
||||||
|
int i;
|
||||||
|
for ( i = 0; i < size; ++i ) {
|
||||||
|
Point3D node = nodes[ node_index[i] ];
|
||||||
|
sgSetVec3( tmp3, node[0], node[1], node[2] );
|
||||||
|
vl -> add( tmp3 );
|
||||||
|
|
||||||
|
Point3D normal = normals[ node_index[i] ];
|
||||||
|
sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
|
||||||
|
nl -> add( tmp3 );
|
||||||
|
|
||||||
|
Point3D texcoord = texcoords[ tex_index[i] ];
|
||||||
|
sgSetVec2( tmp2, texcoord[0], texcoord[1] );
|
||||||
|
tl -> add( tmp2 );
|
||||||
|
}
|
||||||
|
|
||||||
|
cout << "before leaf create" << endl;
|
||||||
|
ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
|
||||||
|
cout << "after leaf create" << endl;
|
||||||
|
|
||||||
|
// lookup the state record
|
||||||
|
cout << "looking up material = " << endl;
|
||||||
|
cout << material << endl;
|
||||||
|
cout << "'" << endl;
|
||||||
|
|
||||||
|
FGNewMat *newmat = material_lib.find( material );
|
||||||
|
if ( newmat == NULL ) {
|
||||||
|
// see if this is an on the fly texture
|
||||||
|
string file = path;
|
||||||
|
int pos = file.rfind( "/" );
|
||||||
|
file = file.substr( 0, pos );
|
||||||
|
cout << "current file = " << file << endl;
|
||||||
|
file += "/";
|
||||||
|
file += material;
|
||||||
|
cout << "current file = " << file << endl;
|
||||||
|
if ( ! material_lib.add_item( file ) ) {
|
||||||
|
FG_LOG( FG_TERRAIN, FG_ALERT,
|
||||||
|
"Ack! unknown usemtl name = " << material
|
||||||
|
<< " in " << path );
|
||||||
|
} else {
|
||||||
|
// locate our newly created material
|
||||||
|
newmat = material_lib.find( material );
|
||||||
|
if ( newmat == NULL ) {
|
||||||
|
FG_LOG( FG_TERRAIN, FG_ALERT,
|
||||||
|
"Ack! bad on the fly materia create = "
|
||||||
|
<< material << " in " << path );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( newmat != NULL ) {
|
||||||
|
// set the texture width and height values for this
|
||||||
|
// material
|
||||||
|
tex_width = newmat->get_xsize();
|
||||||
|
tex_height = newmat->get_ysize();
|
||||||
|
state = newmat->get_state();
|
||||||
|
coverage = newmat->get_light_coverage();
|
||||||
|
// cout << "(w) = " << tex_width << " (h) = "
|
||||||
|
// << tex_width << endl;
|
||||||
|
} else {
|
||||||
|
coverage = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
leaf->setState( state );
|
||||||
|
|
||||||
|
if ( calc_lights ) {
|
||||||
|
if ( coverage > 0.0 ) {
|
||||||
|
if ( coverage < 10000.0 ) {
|
||||||
|
FG_LOG(FG_INPUT, FG_ALERT, "Light coverage is "
|
||||||
|
<< coverage << ", pushing up to 10000");
|
||||||
|
coverage = 10000;
|
||||||
|
}
|
||||||
|
gen_random_surface_points(leaf, lights, coverage);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return leaf;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Load an Binary obj file
|
||||||
|
static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
|
||||||
|
ssgVertexArray *lights, const bool is_base)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
|
||||||
|
Point3D gbs_center;
|
||||||
|
float gbs_radius;
|
||||||
|
|
||||||
|
point_list offset_nodes; offset_nodes.clear();
|
||||||
|
point_list normals; normals.clear();
|
||||||
|
point_list texcoords; texcoords.clear();
|
||||||
|
|
||||||
|
// allocate and initialize triangle group structures
|
||||||
|
group_list tris_v; group_list tris_tc; string_list tri_materials;
|
||||||
|
tris_v.clear(); tris_tc.clear(); tri_materials.clear();
|
||||||
|
|
||||||
|
group_list strips_v; group_list strips_tc; string_list strip_materials;
|
||||||
|
strips_v.clear(); strips_tc.clear(); strip_materials.clear();
|
||||||
|
|
||||||
|
group_list fans_v; group_list fans_tc; string_list fan_materials;
|
||||||
|
fans_v.clear(); fans_tc.clear(); fan_materials.clear();
|
||||||
|
|
||||||
|
bool result = sgReadBinObj( path, gbs_center, &gbs_radius,
|
||||||
|
offset_nodes, normals, texcoords,
|
||||||
|
tris_v, tris_tc, tri_materials,
|
||||||
|
strips_v, strips_tc, strip_materials,
|
||||||
|
fans_v, fans_tc, fan_materials );
|
||||||
|
|
||||||
|
if ( !result ) {
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
cout << "fans size = " << fans_v.size() << " fan_mats size = " <<
|
||||||
|
fan_materials.size() << endl;
|
||||||
|
|
||||||
|
ssgBranch *object = new ssgBranch();
|
||||||
|
object->setName( (char *)path.c_str() );
|
||||||
|
|
||||||
|
if ( is_base && t != NULL ) {
|
||||||
|
// reference point (center offset/bounding sphere)
|
||||||
|
t->center = gbs_center;
|
||||||
|
t->bounding_radius = gbs_radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
// generate triangles
|
||||||
|
for ( i = 0; i < (int)tris_v.size(); ++i ) {
|
||||||
|
ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, tri_materials[i],
|
||||||
|
offset_nodes, normals, texcoords,
|
||||||
|
tris_v[i], tris_tc[i],
|
||||||
|
is_base, lights );
|
||||||
|
|
||||||
|
object->addKid( leaf );
|
||||||
|
}
|
||||||
|
|
||||||
|
// generate strips
|
||||||
|
for ( i = 0; i < (int)strips_v.size(); ++i ) {
|
||||||
|
ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i],
|
||||||
|
offset_nodes, normals, texcoords,
|
||||||
|
strips_v[i], strips_tc[i],
|
||||||
|
is_base, lights );
|
||||||
|
|
||||||
|
object->addKid( leaf );
|
||||||
|
}
|
||||||
|
|
||||||
|
// generate fans
|
||||||
|
for ( i = 0; i < (int)fans_v.size(); ++i ) {
|
||||||
|
ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i],
|
||||||
|
offset_nodes, normals, texcoords,
|
||||||
|
fans_v[i], fans_tc[i],
|
||||||
|
is_base, lights );
|
||||||
|
|
||||||
|
object->addKid( leaf );
|
||||||
|
}
|
||||||
|
|
||||||
|
return object;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Load an obj file
|
||||||
|
ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
|
||||||
|
ssgVertexArray *lights, const bool is_base)
|
||||||
|
{
|
||||||
|
ssgBranch *result;
|
||||||
|
|
||||||
|
// try loading binary format
|
||||||
|
result = fgBinObjLoad( path, t, lights, is_base );
|
||||||
|
if ( result == NULL ) {
|
||||||
|
// next try the older ascii format
|
||||||
|
result = fgAsciiObjLoad( path, t, lights, is_base );
|
||||||
|
if ( result == NULL ) {
|
||||||
|
// default to an ocean tile
|
||||||
|
result = fgGenTile( path, t );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue