// 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 #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include #include #include
#include #include #include #include "obj.hxx" #include "scenery.hxx" #include "tile.hxx" #define MAXNODES 100000 static double nodes[MAXNODES][3]; static double normals[MAXNODES][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. fgPolarPoint3d calc_tex_coords(double *node, fgCartesianPoint3d *ref) { fgCartesianPoint3d cp; fgPolarPoint3d 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 *tile) { fgOPTIONS *o; fgFRAGMENT fragment; fgPolarPoint3d 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 in_fragment, in_faces, ncount, vncount, n1, n2, n3, n4; int last1, last2, odd; o = ¤t_options; // First try "path.obz" (compressed format) strcpy(fgpath, path); strcat(fgpath, ".obz"); if ( (f = fgopen(fgpath, "rb")) == NULL ) { // Next try "path.obj" (uncompressed format) strcpy(fgpath, path); strcat(fgpath, ".obj"); if ( (f = fgopen(fgpath, "rb")) == NULL ) { // Next try "path.obj.gz" (compressed format) strcat(fgpath, ".gz"); if ( (f = fgopen(fgpath, "rb")) == NULL ) { strcpy(fgpath, path); strcat(fgpath, ".obj"); fgPrintf( FG_TERRAIN, FG_ALERT, "Cannot open file: %s\n", fgpath ); return(0); } } } in_fragment = 0; ncount = 1; vncount = 1; tile->bounding_radius = 0.0; 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", &tile->center.x, &tile->center.y, &tile->center.z, &tile->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 ( ncount < MAXNODES ) { // fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line); sscanf(line, "v %lf %lf %lf\n", &nodes[ncount][0], &nodes[ncount][1], &nodes[ncount][2]); ncount++; } else { fgPrintf( FG_TERRAIN, FG_EXIT, "Read too many nodes ... dying :-(\n"); } } else if ( strncmp(line, "vn ", 3) == 0 ) { // vertex normal if ( vncount < MAXNODES ) { // 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 tile->fragment_list.push_back(fragment); } else { in_fragment = 1; } display_list = xglGenLists(1); xglNewList(display_list, GL_COMPILE); in_faces = 0; // scan the material line sscanf(line, "usemtl %s\n", material); } 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); // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = "); xglBegin(GL_TRIANGLE_STRIP); odd = 1; scale = 1.0; if ( o->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], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); MAT3_SCALE_VEC(normal, normals[n2], scale); xglNormal3dv(normal); pp = calc_tex_coords(nodes[n2], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); MAT3_SCALE_VEC(normal, normals[n3], scale); xglNormal3dv(normal); pp = calc_tex_coords(nodes[n3], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]); } 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], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); pp = calc_tex_coords(nodes[n2], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); pp = calc_tex_coords(nodes[n3], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]); } odd = 1 - odd; last1 = n2; last2 = n3; if ( n4 > 0 ) { if ( o->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], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]); 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); xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); pp = calc_tex_coords(nodes[n1], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]); pp = calc_tex_coords(nodes[n2], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]); pp = calc_tex_coords(nodes[n3], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]); } 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 ( o->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], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]); odd = 1 - odd; last1 = last2; last2 = n1; if ( n2 > 0 ) { // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n"); if ( o->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], &tile->center); xglTexCoord2f(pp.lon, pp.lat); xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]); 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 tile->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 < ncount; i++ ) { xglVertex3d(nodes[i][0], nodes[i][1] , nodes[i][2]); xglVertex3d(nodes[i][0] + 500*normals[i][0], nodes[i][1] + 500*normals[i][1], nodes[i][2] + 500*normals[i][2]); } xglEnd(); */ fgclose(f); return(1); } // $Log$ // 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 " 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 // 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.