/************************************************************************** * mesh2GL.c -- walk through a mesh data structure and make GL calls * * Written by Curtis Olson, started May 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 GLUT #include #elif TIGER /* assumes -I/usr/include/mesa in compile command */ #include "gltk.h" #endif #include "../scenery/mesh.h" #include "mat3.h" /* Sets the first vector to be the cross-product of the last two vectors. */ static void mat3_cross_product(float result_vec[3], register float vec1[3], register float vec2[3]) { float tempvec[3]; register float *temp = tempvec; temp[0] = vec1[1] * vec2[2] - vec1[2] * vec2[1]; temp[1] = vec1[2] * vec2[0] - vec1[0] * vec2[2]; temp[2] = vec1[0] * vec2[1] - vec1[1] * vec2[0]; MAT3_COPY_VEC(result_vec, temp); } /* walk through mesh and make ogl calls */ GLint mesh2GL(struct mesh *m) { GLint mesh; /* static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 }; */ float x1, y1, x2, y2, z11, z12, z21, z22; float v1[3], v2[3], normal[3]; int i, j, istep, jstep, iend, jend; float temp; istep = jstep = 10; /* Detail level 1 -- 1200 ... */ mesh = glGenLists(1); glNewList(mesh, GL_COMPILE); /* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color ); */ iend = m->cols - 1; jend = m->rows - 1; y1 = m->originy; y2 = y1 + (m->col_step * istep); for ( i = 0; i < iend; i += istep ) { x1 = m->originx; x2 = x1 + (m->row_step * jstep); for ( j = 0; j < jend; j += jstep ) { z11 = 0.03 * m->mesh_data[j * m->rows + i ]; z12 = 0.03 * m->mesh_data[j * m->rows + (i+istep)]; z21 = 0.03 * m->mesh_data[(j+jstep) * m->rows + i ]; z22 = 0.03 * m->mesh_data[(j+jstep) * m->rows + (i+istep)]; /* printf("x1 = %f y1 = %f\n", x1, y1); printf("x2 = %f y2 = %f\n", x2, y2); printf("z11 = %f z12 = %f z21 = %f z22 = %f\n", z11, z12, z21, z22); */ v1[0] = x2 - x1; v1[1] = 0; v1[2] = z21 - z11; v2[0] = x2 - x1; v2[1] = y2 - y1; v2[2] = z22 - z11; mat3_cross_product(normal, v1, v2); MAT3_NORMALIZE_VEC(normal,temp); glBegin(GL_POLYGON); glNormal3fv(normal); glVertex3f(x1, y1, z11); glVertex3f(x2, y1, z21); glVertex3f(x2, y2, z22); /* printf("(%f, %f, %f)\n", x1, y1, z11); printf("(%f, %f, %f)\n", x2, y1, z21); printf("(%f, %f, %f)\n", x2, y2, z22); */ glEnd(); v1[0] = x2 - x1; v1[1] = y2 - y1; v1[2] = z22 - z11; v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11; mat3_cross_product(normal, v1, v2); MAT3_NORMALIZE_VEC(normal,temp); glBegin(GL_POLYGON); glNormal3fv(normal); glVertex3f(x1, y1, z11); glVertex3f(x2, y2, z22); glVertex3f(x1, y2, z12); /* printf("(%f, %f, %f)\n", x1, y1, z11); printf("(%f, %f, %f)\n", x2, y2, z22); printf("(%f, %f, %f)\n", x1, y2, z12); */ glEnd(); x1 = x2; x2 = x1 + (m->row_step * jstep); } y1 = y2; y2 = y1 + (m->col_step * istep); } glEndList(); return(mesh); } /* $Log$ /* Revision 1.3 1997/05/23 15:40:26 curt /* Added GNU copyright headers. /* Fog now works! /* * Revision 1.2 1997/05/23 00:35:13 curt * Trying to get fog to work ... * * Revision 1.1 1997/05/21 15:57:52 curt * Renamed due to added GLUT support. * * Revision 1.3 1997/05/19 18:22:42 curt * Parameter tweaking ... starting to stub in fog support. * * Revision 1.2 1997/05/17 00:17:35 curt * Trying to stub in support for standard OpenGL. * * Revision 1.1 1997/05/16 16:05:52 curt * Initial revision. * */