6d48ba08a0
When rendering fragments, use saved model view matrix from associated tile rather than recalculating it with push() translate() pop().
624 lines
19 KiB
C++
624 lines
19 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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// (Log is kept at end of this file)
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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 HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#ifdef __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 <string> // Standard C++ library
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#include <map> // STL
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#include <Debug/fg_debug.h>
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#include <Include/fg_constants.h>
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#include <Include/fg_zlib.h>
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#include <Main/options.hxx>
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#include <Math/mat3.h>
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#include <Math/fg_random.h>
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#include <Math/polar3d.h>
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#include "material.hxx"
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#include "obj.hxx"
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#include "scenery.hxx"
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#include "tile.hxx"
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#define MAXNODES 100000
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static double nodes[MAXNODES][3];
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static double normals[MAXNODES][3];
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// given three points defining a triangle, calculate the normal
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static void calc_normal(double p1[3], double p2[3],
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double p3[3], double normal[3])
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{
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double v1[3], v2[3];
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double temp;
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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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MAT3cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
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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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#define FG_TEX_CONSTANT 128.0
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// Calculate texture coordinates for a given point.
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fgPolarPoint3d calc_tex_coords(double *node, fgCartesianPoint3d *ref) {
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fgCartesianPoint3d cp;
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fgPolarPoint3d pp;
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cp.x = node[0] + ref->x;
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cp.y = node[1] + ref->y;
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cp.z = node[2] + ref->z;
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pp = fgCartToPolar3d(cp);
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pp.lon = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lon, 25.0);
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pp.lat = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lat, 25.0);
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return(pp);
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}
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// Load a .obj file and build the GL fragment list
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int fgObjLoad(char *path, fgTILE *tile) {
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fgOPTIONS *o;
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fgFRAGMENT fragment;
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fgPolarPoint3d pp;
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char fgpath[256], line[256], material[256];
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double approx_normal[3], normal[3], scale;
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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;
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fgFile f;
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int in_fragment, in_faces, ncount, vncount, n1, n2, n3, n4;
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int last1, last2, odd;
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o = ¤t_options;
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// First try "path.gz" (compressed format)
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strcpy(fgpath, path);
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strcat(fgpath, ".gz");
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if ( (f = fgopen(fgpath, "rb")) == NULL ) {
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// Next try "path" (uncompressed format)
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strcpy(fgpath, path);
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if ( (f = fgopen(fgpath, "rb")) == NULL ) {
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// Next try "path.obj" (uncompressed format)
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strcat(fgpath, ".gz");
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if ( (f = fgopen(fgpath, "rb")) == NULL ) {
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strcpy(fgpath, path);
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fgPrintf( FG_TERRAIN, FG_ALERT,
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"Cannot open file: %s\n", fgpath );
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return(0);
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}
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}
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}
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in_fragment = 0;
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ncount = 1;
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vncount = 1;
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tile->bounding_radius = 0.0;
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while ( fggets(f, line, 250) != NULL ) {
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if ( line[0] == '#' ) {
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// comment -- ignore
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} else if ( line[0] == '\n' ) {
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// empty line -- ignore
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} else if ( strncmp(line, "gbs ", 4) == 0 ) {
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// reference point (center offset)
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sscanf(line, "gbs %lf %lf %lf %lf\n",
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&tile->center.x, &tile->center.y, &tile->center.z,
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&tile->bounding_radius);
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} else if ( strncmp(line, "bs ", 3) == 0 ) {
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// reference point (center offset)
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sscanf(line, "bs %lf %lf %lf %lf\n",
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&fragment.center.x, &fragment.center.y, &fragment.center.z,
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&fragment.bounding_radius);
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} else if ( strncmp(line, "v ", 2) == 0 ) {
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// node (vertex)
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if ( ncount < MAXNODES ) {
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex = %s", line);
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sscanf(line, "v %lf %lf %lf\n",
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&nodes[ncount][0], &nodes[ncount][1],
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&nodes[ncount][2]);
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ncount++;
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} else {
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fgPrintf( FG_TERRAIN, FG_EXIT,
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"Read too many nodes ... dying :-(\n");
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}
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} else if ( strncmp(line, "vn ", 3) == 0 ) {
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// vertex normal
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if ( vncount < MAXNODES ) {
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "vertex normal = %s", line);
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sscanf(line, "vn %lf %lf %lf\n",
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&normals[vncount][0], &normals[vncount][1],
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&normals[vncount][2]);
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vncount++;
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} else {
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fgPrintf( FG_TERRAIN, FG_EXIT,
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"Read too many vertex normals ... dying :-(\n");
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}
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} else if ( strncmp(line, "usemtl ", 7) == 0 ) {
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// material property specification
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// this also signals the start of a new fragment
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if ( in_fragment ) {
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// close out the previous structure and start the next
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xglEnd();
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xglEndList();
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// update fragment
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fragment.display_list = display_list;
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// push this fragment onto the tile's object list
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tile->fragment_list.push_back(fragment);
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} else {
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in_fragment = 1;
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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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in_faces = 0;
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// scan the material line
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sscanf(line, "usemtl %s\n", material);
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// give the fragment a pointer back to the tile
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(fgTILE *)fragment.tile_ptr = tile;
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// find this material in the properties list
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map < string, fgMATERIAL, less<string> > :: iterator myfind =
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material_mgr.material_map.find(material);
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if ( myfind == material_mgr.material_map.end() ) {
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fgPrintf( FG_TERRAIN, FG_ALERT,
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"Ack! unknown usemtl name = %s in %s\n",
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material, path);
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} else {
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(fgMATERIAL *)fragment.material_ptr = &(*myfind).second;
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}
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// initialize the fragment transformation matrix
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/*
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for ( i = 0; i < 16; i++ ) {
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fragment.matrix[i] = 0.0;
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}
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fragment.matrix[0] = fragment.matrix[5] =
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fragment.matrix[10] = fragment.matrix[15] = 1.0;
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*/
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} else if ( line[0] == 't' ) {
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// start a new triangle strip
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n1 = n2 = n3 = n4 = 0;
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// fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s", line);
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sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
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xglBegin(GL_TRIANGLE_STRIP);
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odd = 1;
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scale = 1.0;
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if ( o->shading ) {
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// Shading model is "GL_SMOOTH" so use precalculated
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// (averaged) normals
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MAT3_SCALE_VEC(normal, normals[n1], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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MAT3_SCALE_VEC(normal, normals[n2], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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MAT3_SCALE_VEC(normal, normals[n3], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n3], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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} else {
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// Shading model is "GL_FLAT" so calculate per face
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// normals on the fly.
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if ( odd ) {
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calc_normal(nodes[n1], nodes[n2],
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nodes[n3], approx_normal);
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} else {
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calc_normal(nodes[n2], nodes[n1],
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nodes[n3], approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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pp = calc_tex_coords(nodes[n3], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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}
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odd = 1 - odd;
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last1 = n2;
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last2 = n3;
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if ( n4 > 0 ) {
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if ( o->shading ) {
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// Shading model is "GL_SMOOTH"
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MAT3_SCALE_VEC(normal, normals[n4], scale);
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} else {
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// Shading model is "GL_FLAT"
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calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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}
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n4], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]);
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odd = 1 - odd;
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last1 = n3;
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last2 = n4;
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}
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} else if ( line[0] == 'f' ) {
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// unoptimized face
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if ( !in_faces ) {
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xglBegin(GL_TRIANGLES);
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in_faces = 1;
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}
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
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sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
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xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
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pp = calc_tex_coords(nodes[n3], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
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} else if ( line[0] == 'q' ) {
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// continue a triangle strip
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n1 = n2 = 0;
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
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// line);
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sscanf(line, "q %d %d\n", &n1, &n2);
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
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if ( o->shading ) {
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// Shading model is "GL_SMOOTH"
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MAT3_SCALE_VEC(normal, normals[n1], scale);
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xglNormal3dv(normal);
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} else {
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// Shading model is "GL_FLAT"
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if ( odd ) {
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calc_normal(nodes[last1], nodes[last2], nodes[n1],
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approx_normal);
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} else {
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calc_normal(nodes[last2], nodes[last1], nodes[n1],
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approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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}
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pp = calc_tex_coords(nodes[n1], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
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odd = 1 - odd;
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last1 = last2;
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last2 = n1;
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if ( n2 > 0 ) {
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// fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
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if ( o->shading ) {
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// Shading model is "GL_SMOOTH"
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MAT3_SCALE_VEC(normal, normals[n2], scale);
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xglNormal3dv(normal);
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} else {
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// Shading model is "GL_FLAT"
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if ( odd ) {
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calc_normal(nodes[last1], nodes[last2], nodes[n2],
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approx_normal);
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} else {
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calc_normal(nodes[last2], nodes[last1], nodes[n2],
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approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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}
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pp = calc_tex_coords(nodes[n2], &tile->center);
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xglTexCoord2f(pp.lon, pp.lat);
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xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
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odd = 1 -odd;
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last1 = last2;
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last2 = n2;
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}
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} else {
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fgPrintf( FG_TERRAIN, FG_WARN, "Unknown line in %s = %s\n",
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path, line);
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}
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}
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if ( in_fragment ) {
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// close out the previous structure and start the next
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xglEnd();
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xglEndList();
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// update fragment
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fragment.display_list = display_list;
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// push this fragment onto the tile's object list
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tile->fragment_list.push_back(fragment);
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}
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// Draw normal vectors (for visually verifying normals)
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/*
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xglBegin(GL_LINES);
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xglColor3f(0.0, 0.0, 0.0);
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for ( i = 0; i < ncount; i++ ) {
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xglVertex3d(nodes[i][0],
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nodes[i][1] ,
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nodes[i][2]);
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xglVertex3d(nodes[i][0] + 500*normals[i][0],
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nodes[i][1] + 500*normals[i][1],
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nodes[i][2] + 500*normals[i][2]);
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}
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xglEnd();
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*/
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fgclose(f);
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return(1);
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}
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// $Log$
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// Revision 1.15 1998/07/04 00:54:28 curt
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// Added automatic mipmap generation.
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//
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// When rendering fragments, use saved model view matrix from associated tile
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// rather than recalculating it with push() translate() pop().
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//
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// Revision 1.14 1998/06/17 21:36:40 curt
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// Load and manage multiple textures defined in the Materials library.
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// Boost max material fagments for each material property to 800.
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// Multiple texture support when rendering.
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//
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// Revision 1.13 1998/06/12 00:58:05 curt
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// Build only static libraries.
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// Declare memmove/memset for Sloaris.
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//
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// Revision 1.12 1998/06/08 17:57:54 curt
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// Working first pass at material proporty sorting.
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//
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// Revision 1.11 1998/06/06 01:09:31 curt
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// I goofed on the log message in the last commit ... now fixed.
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//
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// Revision 1.10 1998/06/06 01:07:17 curt
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// Increased per material fragment list size from 100 to 400.
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// Now correctly draw viewable fragments in per material order.
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//
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// Revision 1.9 1998/06/05 22:39:54 curt
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// Working on sorting by, and rendering by material properties.
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//
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// Revision 1.8 1998/06/05 18:19:18 curt
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// Recognize file, file.gz, and file.obj as scenery object files.
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//
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// Revision 1.7 1998/05/24 02:49:09 curt
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// Implimented fragment level view frustum culling.
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//
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// Revision 1.6 1998/05/23 14:09:20 curt
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// Added tile.cxx and tile.hxx.
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// Working on rewriting the tile management system so a tile is just a list
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// fragments, and the fragment record contains the display list for that
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// fragment.
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//
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// Revision 1.5 1998/05/20 20:53:53 curt
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// Moved global ref point and radius (bounding sphere info, and offset) to
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// data file rather than calculating it on the fly.
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// Fixed polygon winding problem in scenery generation stage rather than
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// compensating for it on the fly.
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// Made a fgTILECACHE class.
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//
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// Revision 1.4 1998/05/16 13:09:57 curt
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// Beginning to add support for view frustum culling.
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// Added some temporary code to calculate bouding radius, until the
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// scenery generation tools and scenery can be updated.
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//
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// Revision 1.3 1998/05/03 00:48:01 curt
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// Updated texture coordinate fmod() parameter.
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//
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// Revision 1.2 1998/05/02 01:52:14 curt
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// Playing around with texture coordinates.
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//
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// Revision 1.1 1998/04/30 12:35:28 curt
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// Added a command line rendering option specify smooth/flat shading.
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//
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// Revision 1.35 1998/04/28 21:43:26 curt
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// Wrapped zlib calls up so we can conditionally comment out zlib support.
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//
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// Revision 1.34 1998/04/28 01:21:42 curt
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// Tweaked texture parameter calculations to keep the number smaller. This
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// avoids the "swimming" problem.
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// Type-ified fgTIME and fgVIEW.
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//
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// Revision 1.33 1998/04/27 15:58:15 curt
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// Screwing around with texture coordinate generation ... still needs work.
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//
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// Revision 1.32 1998/04/27 03:30:13 curt
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// Minor transformation adjustments to try to keep scenery tiles closer to
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// (0, 0, 0) GLfloats run out of precision at the distances we need to model
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// the earth, but we can do a bunch of pre-transformations using double math
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// and then cast to GLfloat once everything is close in where we have less
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// precision problems.
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//
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// Revision 1.31 1998/04/25 15:09:57 curt
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// Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32.
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//
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// Revision 1.30 1998/04/24 14:21:08 curt
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// Added "file.obj.gz" support.
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//
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// Revision 1.29 1998/04/24 00:51:07 curt
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// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
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// Tweaked the scenery file extentions to be "file.obj" (uncompressed)
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// or "file.obz" (compressed.)
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//
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// Revision 1.28 1998/04/22 13:22:44 curt
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// C++ - ifing the code a bit.
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//
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// Revision 1.27 1998/04/18 04:13:17 curt
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// Added zlib on the fly decompression support for loading scenery objects.
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//
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// Revision 1.26 1998/04/03 22:11:36 curt
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// Converting to Gnu autoconf system.
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//
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// Revision 1.25 1998/03/14 00:30:50 curt
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// Beginning initial terrain texturing experiments.
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//
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// Revision 1.24 1998/02/09 21:30:18 curt
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// Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
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//
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// Revision 1.23 1998/02/09 15:07:52 curt
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// Minor tweaks.
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//
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// Revision 1.22 1998/02/01 03:39:54 curt
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// Minor tweaks.
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//
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// Revision 1.21 1998/01/31 00:43:25 curt
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// Added MetroWorks patches from Carmen Volpe.
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//
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// Revision 1.20 1998/01/29 00:51:39 curt
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// First pass at tile cache, dynamic tile loading and tile unloading now works.
|
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//
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// Revision 1.19 1998/01/27 03:26:42 curt
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// Playing with new fgPrintf command.
|
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//
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// Revision 1.18 1998/01/19 19:27:16 curt
|
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// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
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// This should simplify things tremendously.
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//
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// Revision 1.17 1998/01/13 00:23:10 curt
|
|
// Initial changes to support loading and management of scenery tiles. Note,
|
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// there's still a fair amount of work left to be done.
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//
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// Revision 1.16 1997/12/30 23:09:40 curt
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// Worked on winding problem without luck, so back to calling glFrontFace()
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|
// 3 times for each scenery area.
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//
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// Revision 1.15 1997/12/30 20:47:51 curt
|
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// Integrated new event manager with subsystem initializations.
|
|
//
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// Revision 1.14 1997/12/30 01:38:46 curt
|
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// Switched back to per vertex normals and smooth shading for terrain.
|
|
//
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|
// Revision 1.13 1997/12/18 23:32:36 curt
|
|
// First stab at sky dome actually starting to look reasonable. :-)
|
|
//
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|
// Revision 1.12 1997/12/17 23:13:47 curt
|
|
// Began working on rendering the sky.
|
|
//
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|
// 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.
|
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//
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|
// 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.
|
|
|
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|