diff options
author | Brian Paul <[email protected]> | 2009-10-01 12:58:36 -0600 |
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committer | Brian Paul <[email protected]> | 2009-10-01 13:14:48 -0600 |
commit | ca1bda552d1cd1a6ddc911e535681a10b9c2d846 (patch) | |
tree | e781dc211d35fe3756a7e6cb90bfa9c4c919e242 /progs/objviewer/glm.h | |
parent | e32a341be66391e0ea1cc6ce19bbd57997f46b6b (diff) |
progs/objviewer: Wavefront .obj file loader/viewer demo
Adapted from code written by Nate Robins. See README.txt.
Diffstat (limited to 'progs/objviewer/glm.h')
-rw-r--r-- | progs/objviewer/glm.h | 287 |
1 files changed, 287 insertions, 0 deletions
diff --git a/progs/objviewer/glm.h b/progs/objviewer/glm.h new file mode 100644 index 00000000000..8740b3684df --- /dev/null +++ b/progs/objviewer/glm.h @@ -0,0 +1,287 @@ +/* + * GLM library. Wavefront .obj file format reader/writer/manipulator. + * + * Written by Nate Robins, 1997. + * email: [email protected] + * www: http://www.pobox.com/~ndr + */ + +#ifndef GLM_H +#define GLM_H + + +typedef unsigned int uint; + + +#ifndef M_PI +#define M_PI 3.14159265 +#endif + + +/* defines */ +#define GLM_NONE (0) /* render with only vertices */ +#define GLM_FLAT (1 << 0) /* render with facet normals */ +#define GLM_SMOOTH (1 << 1) /* render with vertex normals */ +#define GLM_TEXTURE (1 << 2) /* render with texture coords */ +#define GLM_COLOR (1 << 3) /* render with colors */ +#define GLM_MATERIAL (1 << 4) /* render with materials */ + + +/* structs */ + +/* GLMmaterial: Structure that defines a material in a model. + */ +typedef struct _GLMmaterial +{ + char* name; /* name of material */ + float diffuse[4]; /* diffuse component */ + float ambient[4]; /* ambient component */ + float specular[4]; /* specular component */ + float emmissive[4]; /* emmissive component */ + float shininess; /* specular exponent */ + char *map_kd; /* diffuse texture map file */ + uint texture_kd; /* diffuse texture map */ + uint texture_ks; /* specular texture map */ + int uDiffuse, uAmbient, uSpecular, uShininess, uDiffTex, uSpecTex; + uint prog; +} GLMmaterial; + +/* GLMtriangle: Structure that defines a triangle in a model. + */ +typedef struct { + uint vindices[3]; /* array of triangle vertex indices */ + uint nindices[3]; /* array of triangle normal indices */ + uint tindices[3]; /* array of triangle texcoord indices*/ + uint findex; /* index of triangle facet normal */ +} GLMtriangle; + +/* GLMgroup: Structure that defines a group in a model. + */ +typedef struct _GLMgroup { + char* name; /* name of this group */ + uint numtriangles; /* number of triangles in this group */ + uint* triangles; /* array of triangle indices */ + uint material; /* index to material for group */ + uint * triIndexes; + uint minIndex, maxIndex; + struct _GLMgroup* next; /* pointer to next group in model */ +} GLMgroup; + +/* GLMmodel: Structure that defines a model. + */ +typedef struct { + char* pathname; /* path to this model */ + char* mtllibname; /* name of the material library */ + + uint numvertices; /* number of vertices in model */ + float* vertices; /* array of vertices */ + + uint numnormals; /* number of normals in model */ + float* normals; /* array of normals */ + + uint numtexcoords; /* number of texcoords in model */ + float* texcoords; /* array of texture coordinates */ + + uint numfacetnorms; /* number of facetnorms in model */ + float* facetnorms; /* array of facetnorms */ + + uint numtriangles; /* number of triangles in model */ + GLMtriangle* triangles; /* array of triangles */ + + uint nummaterials; /* number of materials in model */ + GLMmaterial* materials; /* array of materials */ + + uint numgroups; /* number of groups in model */ + GLMgroup* groups; /* linked list of groups */ + + float position[3]; /* position of the model */ + float scale; + + uint vbo; /* OpenGL VBO for vertex data */ + uint vertexSize; /* number of floats per vertex */ + uint posOffset; /* offset of position within vertex, in bytes */ + uint normOffset; /* offset of normal within vertex, in bytes */ + uint texOffset; /* offset of texcoord within vertex, in bytes */ +} GLMmodel; + + +/* public functions */ + +/* glmUnitize: "unitize" a model by translating it to the origin and + * scaling it to fit in a unit cube around the origin. Returns the + * scalefactor used. + * + * model - properly initialized GLMmodel structure + */ +float +glmUnitize(GLMmodel* model); + +/* glmDimensions: Calculates the dimensions (width, height, depth) of + * a model. + * + * model - initialized GLMmodel structure + * dimensions - array of 3 floats (float dimensions[3]) + */ +void +glmDimensions(GLMmodel* model, float* dimensions); + +/* glmScale: Scales a model by a given amount. + * + * model - properly initialized GLMmodel structure + * scale - scalefactor (0.5 = half as large, 2.0 = twice as large) + */ +void +glmScale(GLMmodel* model, float scale); + +/* glmReverseWinding: Reverse the polygon winding for all polygons in + * this model. Default winding is counter-clockwise. Also changes + * the direction of the normals. + * + * model - properly initialized GLMmodel structure + */ +void +glmReverseWinding(GLMmodel* model); + +/* glmFacetNormals: Generates facet normals for a model (by taking the + * cross product of the two vectors derived from the sides of each + * triangle). Assumes a counter-clockwise winding. + * + * model - initialized GLMmodel structure + */ +void +glmFacetNormals(GLMmodel* model); + +/* glmVertexNormals: Generates smooth vertex normals for a model. + * First builds a list of all the triangles each vertex is in. Then + * loops through each vertex in the the list averaging all the facet + * normals of the triangles each vertex is in. Finally, sets the + * normal index in the triangle for the vertex to the generated smooth + * normal. If the dot product of a facet normal and the facet normal + * associated with the first triangle in the list of triangles the + * current vertex is in is greater than the cosine of the angle + * parameter to the function, that facet normal is not added into the + * average normal calculation and the corresponding vertex is given + * the facet normal. This tends to preserve hard edges. The angle to + * use depends on the model, but 90 degrees is usually a good start. + * + * model - initialized GLMmodel structure + * angle - maximum angle (in degrees) to smooth across + */ +void +glmVertexNormals(GLMmodel* model, float angle); + +/* glmLinearTexture: Generates texture coordinates according to a + * linear projection of the texture map. It generates these by + * linearly mapping the vertices onto a square. + * + * model - pointer to initialized GLMmodel structure + */ +void +glmLinearTexture(GLMmodel* model); + +/* glmSpheremapTexture: Generates texture coordinates according to a + * spherical projection of the texture map. Sometimes referred to as + * spheremap, or reflection map texture coordinates. It generates + * these by using the normal to calculate where that vertex would map + * onto a sphere. Since it is impossible to map something flat + * perfectly onto something spherical, there is distortion at the + * poles. This particular implementation causes the poles along the X + * axis to be distorted. + * + * model - pointer to initialized GLMmodel structure + */ +void +glmSpheremapTexture(GLMmodel* model); + +/* glmDelete: Deletes a GLMmodel structure. + * + * model - initialized GLMmodel structure + */ +void +glmDelete(GLMmodel* model); + +/* glmReadOBJ: Reads a model description from a Wavefront .OBJ file. + * Returns a pointer to the created object which should be free'd with + * glmDelete(). + * + * filename - name of the file containing the Wavefront .OBJ format data. + */ +GLMmodel* +glmReadOBJ(char* filename); + +/* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to + * a file. + * + * model - initialized GLMmodel structure + * filename - name of the file to write the Wavefront .OBJ format data to + * mode - a bitwise or of values describing what is written to the file + * GLM_NONE - write only vertices + * GLM_FLAT - write facet normals + * GLM_SMOOTH - write vertex normals + * GLM_TEXTURE - write texture coords + * GLM_FLAT and GLM_SMOOTH should not both be specified. + */ +void +glmWriteOBJ(GLMmodel* model, char* filename, uint mode); + +/* glmDraw: Renders the model to the current OpenGL context using the + * mode specified. + * + * model - initialized GLMmodel structure + * mode - a bitwise OR of values describing what is to be rendered. + * GLM_NONE - render with only vertices + * GLM_FLAT - render with facet normals + * GLM_SMOOTH - render with vertex normals + * GLM_TEXTURE - render with texture coords + * GLM_FLAT and GLM_SMOOTH should not both be specified. + */ +void +glmDraw(GLMmodel* model, uint mode); + +/* glmList: Generates and returns a display list for the model using + * the mode specified. + * + * model - initialized GLMmodel structure + * mode - a bitwise OR of values describing what is to be rendered. + * GLM_NONE - render with only vertices + * GLM_FLAT - render with facet normals + * GLM_SMOOTH - render with vertex normals + * GLM_TEXTURE - render with texture coords + * GLM_FLAT and GLM_SMOOTH should not both be specified. + */ +uint +glmList(GLMmodel* model, uint mode); + +/* glmWeld: eliminate (weld) vectors that are within an epsilon of + * each other. + * + * model - initialized GLMmodel structure + * epsilon - maximum difference between vertices + * ( 0.00001 is a good start for a unitized model) + * + */ +void +glmWeld(GLMmodel* model, float epsilon); + +void +glmReIndex(GLMmodel *model); + +void +glmMakeVBOs(GLMmodel *model); + +void +glmDrawVBO(GLMmodel *model); + +void +glmPrint(const GLMmodel *model); + +void +glmShaderMaterial(GLMmaterial *mat); + +void +glmLoadTextures(GLMmodel *model); + +void +glmSpecularTexture(GLMmodel *model, uint cubeTex); + +#endif /* GLM_H */ |