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+/*
+ * GLM library. Wavefront .obj file format reader/writer/manipulator.
+ *
+ * Written by Nate Robins, 1997.
+ * 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 */