700 lines
18 KiB
C++
700 lines
18 KiB
C++
// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
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//
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// Written by Curtis Olson, started October 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef FG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#include <stdio.h>
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#include <string.h>
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// #if defined ( __sun__ )
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// extern "C" void *memmove(void *, const void *, size_t);
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// extern "C" void *memset(void *, int, size_t);
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// #endif
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#include <simgear/compiler.h>
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#include STL_STRING
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#include <map> // STL
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#include <vector> // STL
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#include <ctype.h> // isdigit()
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/fg_random.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/misc/fgstream.hxx>
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#include <simgear/misc/stopwatch.hxx>
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#include <simgear/misc/texcoord.hxx>
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#include <Main/options.hxx>
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#include <Scenery/tileentry.hxx>
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#include "matlib.hxx"
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#include "obj.hxx"
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FG_USING_STD(string);
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FG_USING_STD(vector);
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typedef vector < int > int_list;
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typedef int_list::iterator int_list_iterator;
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typedef int_list::const_iterator int_point_list_iterator;
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static double normals[FG_MAX_NODES][3];
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static double tex_coords[FG_MAX_NODES*3][3];
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#if 0
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// given three points defining a triangle, calculate the normal
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static void calc_normal(Point3D p1, Point3D p2,
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Point3D p3, sgVec3 normal)
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{
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sgVec3 v1, v2;
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v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
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v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
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sgVectorProductVec3( normal, v1, v2 );
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sgNormalizeVec3( normal );
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// fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
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// normal[0], normal[1], normal[2]);
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}
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#endif
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#define FG_TEX_CONSTANT 69.0
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// Calculate texture coordinates for a given point.
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static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
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Point3D cp;
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Point3D pp;
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// double tmplon, tmplat;
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// cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
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// cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
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cp = Point3D( node[0] + ref.x(),
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node[1] + ref.y(),
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node[2] + ref.z() );
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pp = sgCartToPolar3d(cp);
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// tmplon = pp.lon() * RAD_TO_DEG;
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// tmplat = pp.lat() * RAD_TO_DEG;
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// cout << tmplon << " " << tmplat << endl;
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pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
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pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
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if ( pp.x() < 0.0 ) {
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pp.setx( pp.x() + 11.0 );
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}
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if ( pp.y() < 0.0 ) {
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pp.sety( pp.y() + 11.0 );
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}
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// cout << pp << endl;
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return(pp);
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}
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// Generate a generic ocean tile on the fly
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ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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FGNewMat *newmat;
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ssgSimpleState *state = NULL;
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ssgBranch *tile = new ssgBranch () ;
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tile -> setName ( (char *)path.c_str() ) ;
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double tex_width = 1000.0;
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// double tex_height;
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// find Ocean material in the properties list
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newmat = material_lib.find( "Ocean" );
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if ( newmat != NULL ) {
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// set the texture width and height values for this
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// material
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tex_width = newmat->get_xsize();
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// tex_height = newmat->get_ysize();
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// set ssgState
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state = newmat->get_state();
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Ack! unknown usemtl name = " << "Ocean"
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<< " in " << path );
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}
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// Calculate center point
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FGBucket b = t->tile_bucket;
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double clon = b.get_center_lon();
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double clat = b.get_center_lat();
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double height = b.get_height();
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double width = b.get_width();
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Point3D center = sgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
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t->center = center;
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// cout << "center = " << center << endl;;
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// Caculate corner vertices
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Point3D geod[4];
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geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
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geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
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geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
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geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
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Point3D rad[4];
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int i;
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for ( i = 0; i < 4; ++i ) {
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rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
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geod[i].z() );
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}
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Point3D cart[4], rel[4];
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t->nodes.clear();
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for ( i = 0; i < 4; ++i ) {
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cart[i] = sgGeodToCart(rad[i]);
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rel[i] = cart[i] - center;
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t->nodes.push_back( rel[i] );
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// cout << "corner " << i << " = " << cart[i] << endl;
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}
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t->ncount = 4;
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// Calculate bounding radius
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t->bounding_radius = center.distance3D( cart[0] );
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// cout << "bounding radius = " << t->bounding_radius << endl;
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// Calculate normals
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Point3D normals[4];
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for ( i = 0; i < 4; ++i ) {
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normals[i] = cart[i];
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double length = normals[i].distance3D( Point3D(0.0) );
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normals[i] /= length;
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// cout << "normal = " << normals[i] << endl;
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}
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// Calculate texture coordinates
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point_list geod_nodes;
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geod_nodes.clear();
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for ( i = 0; i < 4; ++i ) {
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geod_nodes.push_back( geod[i] );
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}
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int_list rectangle;
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rectangle.clear();
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for ( i = 0; i < 4; ++i ) {
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rectangle.push_back( i );
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}
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point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
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1000.0 / tex_width );
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( 4 );
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ssgNormalArray *nl = new ssgNormalArray( 4 );
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ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
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ssgColourArray *cl = new ssgColourArray( 1 );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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// sgVec3 *vtlist = new sgVec3 [ 4 ];
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// t->vec3_ptrs.push_back( vtlist );
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// sgVec3 *vnlist = new sgVec3 [ 4 ];
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// t->vec3_ptrs.push_back( vnlist );
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// sgVec2 *tclist = new sgVec2 [ 4 ];
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// t->vec2_ptrs.push_back( tclist );
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sgVec2 tmp2;
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sgVec3 tmp3;
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for ( i = 0; i < 4; ++i ) {
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sgSetVec3( tmp3,
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rel[i].x(), rel[i].y(), rel[i].z() );
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vl->add( tmp3 );
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sgSetVec3( tmp3,
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normals[i].x(), normals[i].y(), normals[i].z() );
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nl->add( tmp3 );
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sgSetVec2( tmp2, texs[i].x(), texs[i].y());
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tl->add( tmp2 );
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}
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
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leaf->setState( state );
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tile->addKid( leaf );
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// if ( current_options.get_clouds() ) {
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// fgGenCloudTile(path, t, tile);
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// }
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return tile;
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}
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// Load a .obj file
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ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
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FGNewMat *newmat;
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Point3D pp;
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// sgVec3 approx_normal;
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// double normal[3], scale = 0.0;
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// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
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// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
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// GLint display_list = 0;
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int shading;
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bool in_faces = false;
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int vncount, vtcount;
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int n1 = 0, n2 = 0, n3 = 0;
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int tex;
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// int last1 = 0, last2 = 0;
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bool odd = false;
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point_list nodes;
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Point3D node;
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Point3D center;
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double scenery_version = 0.0;
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double tex_width = 1000.0, tex_height = 1000.0;
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bool shared_done = false;
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int_list fan_vertices;
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int_list fan_tex_coords;
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int i;
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ssgSimpleState *state = NULL;
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sgVec3 *vtlist, *vnlist;
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sgVec2 *tclist;
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ssgBranch *tile = new ssgBranch () ;
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tile -> setName ( (char *)path.c_str() ) ;
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// Attempt to open "path.gz" or "path"
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fg_gzifstream in( path );
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if ( ! in.is_open() ) {
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FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
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FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
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return fgGenTile( path, t );
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}
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shading = current_options.get_shading();
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if ( is_base ) {
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t->ncount = 0;
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}
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vncount = 0;
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vtcount = 0;
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if ( is_base ) {
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t->bounding_radius = 0.0;
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}
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center = t->center;
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StopWatch stopwatch;
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stopwatch.start();
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// ignore initial comments and blank lines. (priming the pump)
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// in >> skipcomment;
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// string line;
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string token;
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char c;
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#ifdef __MWERKS__
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while ( in.get(c) && c != '\0' ) {
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in.putback(c);
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#else
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while ( ! in.eof() ) {
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#endif
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#if defined( macintosh ) || defined( _MSC_VER )
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in >> ::skipws;
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#else
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in >> skipws;
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#endif
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if ( in.get( c ) && c == '#' ) {
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// process a comment line
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// getline( in, line );
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// cout << "comment = " << line << endl;
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in >> token;
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if ( token == "Version" ) {
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// read scenery versions number
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in >> scenery_version;
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// cout << "scenery_version = " << scenery_version << endl;
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} else if ( token == "gbs" ) {
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// reference point (center offset)
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if ( is_base ) {
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in >> t->center >> t->bounding_radius;
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} else {
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Point3D junk1;
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double junk2;
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in >> junk1 >> junk2;
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}
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center = t->center;
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// cout << "center = " << center
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// << " radius = " << t->bounding_radius << endl;
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} else if ( token == "bs" ) {
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// reference point (center offset)
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// (skip past this)
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Point3D junk1;
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double junk2;
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in >> junk1 >> junk2;
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} else if ( token == "usemtl" ) {
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// material property specification
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// if first usemtl with shared_done = false, then set
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// shared_done true and build the ssg shared lists
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if ( ! shared_done ) {
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// sanity check
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if ( (int)nodes.size() != vncount ) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Tile has mismatched nodes and normals: "
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<< path );
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// exit(-1);
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}
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shared_done = true;
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vtlist = new sgVec3 [ nodes.size() ];
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t->vec3_ptrs.push_back( vtlist );
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vnlist = new sgVec3 [ vncount ];
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t->vec3_ptrs.push_back( vnlist );
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tclist = new sgVec2 [ vtcount ];
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t->vec2_ptrs.push_back( tclist );
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for ( i = 0; i < (int)nodes.size(); ++i ) {
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sgSetVec3( vtlist[i],
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nodes[i][0], nodes[i][1], nodes[i][2] );
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}
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for ( i = 0; i < vncount; ++i ) {
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sgSetVec3( vnlist[i],
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normals[i][0],
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normals[i][1],
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normals[i][2] );
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}
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for ( i = 0; i < vtcount; ++i ) {
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sgSetVec2( tclist[i],
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tex_coords[i][0],
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tex_coords[i][1] );
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}
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}
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// display_list = xglGenLists(1);
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// xglNewList(display_list, GL_COMPILE);
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// printf("xglGenLists(); xglNewList();\n");
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in_faces = false;
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// scan the material line
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string material;
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in >> material;
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// find this material in the properties list
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newmat = material_lib.find( material );
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if ( newmat == NULL ) {
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// see if this is an on the fly texture
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string file = path;
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int pos = file.rfind( "/" );
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file = file.substr( 0, pos );
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cout << "current file = " << file << endl;
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file += "/";
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file += material;
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cout << "current file = " << file << endl;
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if ( ! material_lib.add_item( file ) ) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Ack! unknown usemtl name = " << material
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<< " in " << path );
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} else {
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// locate our newly created material
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newmat = material_lib.find( material );
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if ( newmat == NULL ) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Ack! bad on the fly materia create = "
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<< material << " in " << path );
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}
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}
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}
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if ( newmat != NULL ) {
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// set the texture width and height values for this
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// material
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tex_width = newmat->get_xsize();
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tex_height = newmat->get_ysize();
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state = newmat->get_state();
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// cout << "(w) = " << tex_width << " (h) = "
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// << tex_width << endl;
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}
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} else {
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// unknown comment, just gobble the input untill the
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// end of line
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in >> skipeol;
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}
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} else {
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in.putback( c );
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in >> token;
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// cout << "token = " << token << endl;
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if ( token == "vn" ) {
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// vertex normal
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if ( vncount < FG_MAX_NODES ) {
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in >> normals[vncount][0]
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>> normals[vncount][1]
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>> normals[vncount][2];
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vncount++;
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Read too many vertex normals in " << path
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<< " ... dying :-(" );
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exit(-1);
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}
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} else if ( token == "vt" ) {
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// vertex texture coordinate
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if ( vtcount < FG_MAX_NODES*3 ) {
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in >> tex_coords[vtcount][0]
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>> tex_coords[vtcount][1];
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vtcount++;
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Read too many vertex texture coords in " << path
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<< " ... dying :-("
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);
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exit(-1);
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}
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} else if ( token == "v" ) {
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// node (vertex)
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if ( t->ncount < FG_MAX_NODES ) {
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/* in >> nodes[t->ncount][0]
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>> nodes[t->ncount][1]
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>> nodes[t->ncount][2]; */
|
|
in >> node;
|
|
nodes.push_back(node);
|
|
if ( is_base ) {
|
|
t->ncount++;
|
|
}
|
|
} else {
|
|
FG_LOG( FG_TERRAIN, FG_ALERT,
|
|
"Read too many nodes in " << path
|
|
<< " ... dying :-(");
|
|
exit(-1);
|
|
}
|
|
} 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();
|
|
odd = true;
|
|
|
|
// xglBegin(GL_TRIANGLE_FAN);
|
|
|
|
in >> n1;
|
|
fan_vertices.push_back( n1 );
|
|
// xglNormal3dv(normals[n1]);
|
|
if ( in.get( c ) && c == '/' ) {
|
|
in >> tex;
|
|
fan_tex_coords.push_back( tex );
|
|
if ( scenery_version >= 0.4 ) {
|
|
if ( tex_width > 0 ) {
|
|
tclist[tex][0] *= (1000.0 / tex_width);
|
|
}
|
|
if ( tex_height > 0 ) {
|
|
tclist[tex][1] *= (1000.0 / tex_height);
|
|
}
|
|
}
|
|
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
|
|
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
|
|
} else {
|
|
in.putback( c );
|
|
pp = local_calc_tex_coords(nodes[n1], center);
|
|
}
|
|
// xglTexCoord2f(pp.x(), pp.y());
|
|
// xglVertex3dv(nodes[n1].get_n());
|
|
|
|
in >> n2;
|
|
fan_vertices.push_back( n2 );
|
|
// xglNormal3dv(normals[n2]);
|
|
if ( in.get( c ) && c == '/' ) {
|
|
in >> tex;
|
|
fan_tex_coords.push_back( tex );
|
|
if ( scenery_version >= 0.4 ) {
|
|
if ( tex_width > 0 ) {
|
|
tclist[tex][0] *= (1000.0 / tex_width);
|
|
}
|
|
if ( tex_height > 0 ) {
|
|
tclist[tex][1] *= (1000.0 / tex_height);
|
|
}
|
|
}
|
|
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
|
|
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
|
|
} else {
|
|
in.putback( c );
|
|
pp = local_calc_tex_coords(nodes[n2], center);
|
|
}
|
|
// xglTexCoord2f(pp.x(), pp.y());
|
|
// xglVertex3dv(nodes[n2].get_n());
|
|
|
|
// read all subsequent numbers until next thing isn't a number
|
|
while ( true ) {
|
|
#if defined( macintosh ) || defined( _MSC_VER )
|
|
in >> ::skipws;
|
|
#else
|
|
in >> skipws;
|
|
#endif
|
|
|
|
char c;
|
|
in.get(c);
|
|
in.putback(c);
|
|
if ( ! isdigit(c) || in.eof() ) {
|
|
break;
|
|
}
|
|
|
|
in >> n3;
|
|
fan_vertices.push_back( n3 );
|
|
// cout << " triangle = "
|
|
// << n1 << "," << n2 << "," << n3
|
|
// << endl;
|
|
// xglNormal3dv(normals[n3]);
|
|
if ( in.get( c ) && c == '/' ) {
|
|
in >> tex;
|
|
fan_tex_coords.push_back( tex );
|
|
if ( scenery_version >= 0.4 ) {
|
|
if ( tex_width > 0 ) {
|
|
tclist[tex][0] *= (1000.0 / tex_width);
|
|
}
|
|
if ( tex_height > 0 ) {
|
|
tclist[tex][1] *= (1000.0 / tex_height);
|
|
}
|
|
}
|
|
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
|
|
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
|
|
} else {
|
|
in.putback( c );
|
|
pp = local_calc_tex_coords(nodes[n3], center);
|
|
}
|
|
// xglTexCoord2f(pp.x(), pp.y());
|
|
// xglVertex3dv(nodes[n3].get_n());
|
|
|
|
if ( (token == "tf") || (token == "f") ) {
|
|
// triangle fan
|
|
n2 = n3;
|
|
} else {
|
|
// triangle strip
|
|
odd = !odd;
|
|
n1 = n2;
|
|
n2 = n3;
|
|
}
|
|
}
|
|
|
|
// xglEnd();
|
|
|
|
// build the ssg entity
|
|
int size = (int)fan_vertices.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;
|
|
for ( i = 0; i < size; ++i ) {
|
|
sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
|
|
vl -> add( tmp3 );
|
|
|
|
sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
|
|
nl -> add( tmp3 );
|
|
|
|
sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
|
|
tl -> add( tmp2 );
|
|
}
|
|
|
|
ssgLeaf *leaf = NULL;
|
|
if ( token == "tf" ) {
|
|
// triangle fan
|
|
leaf =
|
|
new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
|
|
} 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 {
|
|
FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
|
|
<< path << " = " << token );
|
|
}
|
|
|
|
// eat white space before start of while loop so if we are
|
|
// done with useful input it is noticed before hand.
|
|
#if defined( macintosh ) || defined( _MSC_VER )
|
|
in >> ::skipws;
|
|
#else
|
|
in >> skipws;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if ( is_base ) {
|
|
t->nodes = nodes;
|
|
}
|
|
|
|
stopwatch.stop();
|
|
FG_LOG( FG_TERRAIN, FG_DEBUG,
|
|
"Loaded " << path << " in "
|
|
<< stopwatch.elapsedSeconds() << " seconds" );
|
|
|
|
// Generate a cloud layer above the tiles
|
|
// if ( current_options.get_clouds() ) {
|
|
// fgGenCloudTile(path, t, tile);
|
|
// }
|
|
return tile;
|
|
}
|
|
|
|
|