11232
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1 #ifndef __GLM__H__
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2 #define __GLM__H__
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3
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4 /*
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5 glm.h
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6
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7 */
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8
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9
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10 #if defined(WIN32)
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11 #include "glut.h"
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12 #else
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13 //#include <GL/glut.h>
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14 #endif
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15
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16 #include<GL/glu.h>
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17
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18 #ifndef M_PI
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19 #define M_PI 3.14159265
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20 #endif
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21
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22 #define GLM_NONE (0) /* render with only vertices */
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23 #define GLM_FLAT (1 << 0) /* render with facet normals */
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24 #define GLM_SMOOTH (1 << 1) /* render with vertex normals */
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25 #define GLM_TEXTURE (1 << 2) /* render with texture coords */
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26 #define GLM_COLOR (1 << 3) /* render with colors */
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27 #define GLM_MATERIAL (1 << 4) /* render with materials */
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28
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29
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30 /* GLMmaterial: Structure that defines a material in a model.
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31 */
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32 typedef struct _GLMmaterial
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33 {
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34 char* name; /* name of material */
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35 GLfloat diffuse[4]; /* diffuse component */
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36 GLfloat ambient[4]; /* ambient component */
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37 GLfloat specular[4]; /* specular component */
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38 GLfloat emmissive[4]; /* emmissive component */
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39 GLfloat shininess; /* specular exponent */
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40 } GLMmaterial;
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41
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42 typedef struct _GLMmat_str{
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43 GLint num_materials;
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44 GLMmaterial* materials;
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45 } GLMmat_str;
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46
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47
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48 /* GLMtriangle: Structure that defines a triangle in a model.
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49 */
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50 typedef struct _GLMtriangle {
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51 GLuint vindices[3]; /* array of triangle vertex indices */
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52 GLuint nindices[3]; /* array of triangle normal indices */
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53 GLuint tindices[3]; /* array of triangle texcoord indices*/
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54 GLuint findex; /* index of triangle facet normal */
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55 } GLMtriangle;
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56
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57 /* GLMgroup: Structure that defines a group in a model.
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58 */
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59 typedef struct _GLMgroup {
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60 char* name; /* name of this group */
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61 GLuint numtriangles; /* number of triangles in this group */
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62 GLuint* triangles; /* array of triangle indices */
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63 GLuint material; /* index to material for group */
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64 struct _GLMgroup* next; /* pointer to next group in model */
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65 } GLMgroup;
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66
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67 /* GLMmodel: Structure that defines a model.
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68 */
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69 typedef struct _GLMmodel {
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70 char* pathname; /* path to this model */
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71 char* mtllibname; /* name of the material library */
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72
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73 GLuint numvertices; /* number of vertices in model */
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74 GLfloat* vertices; /* array of vertices */
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75
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76 GLuint numnormals; /* number of normals in model */
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77 GLfloat* normals; /* array of normals */
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78
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79 GLuint numtexcoords; /* number of texcoords in model */
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80 GLfloat* texcoords; /* array of texture coordinates */
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81
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82 GLuint numfacetnorms; /* number of facetnorms in model */
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83 GLfloat* facetnorms; /* array of facetnorms */
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84
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85 GLuint numtriangles; /* number of triangles in model */
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86 GLMtriangle* triangles; /* array of triangles */
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87
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88 GLuint nummaterials; /* number of materials in model */
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89 GLMmaterial* materials; /* array of materials */
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90
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91 GLuint numgroups; /* number of groups in model */
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92 GLMgroup* groups; /* linked list of groups */
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93
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94 GLfloat position[3]; /* position of the model */
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95
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96 } GLMmodel;
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97
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98 # ifdef __cplusplus
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99 extern "C" {
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100 # endif /* __cplusplus */
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101
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102 /* glmUnitize: "unitize" a model by translating it to the origin and
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103 * scaling it to fit in a unit cube around the origin. Returns the
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104 * scalefactor used.
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105 *
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106 * model - properly initialized GLMmodel structure
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107 */
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108 GLfloat
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109 glmUnitize(GLMmodel* model);
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110
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111 /* glmDimensions: Calculates the dimensions (width, height, depth) of
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112 * a model.
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113 *
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114 * model - initialized GLMmodel structure
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115 * dimensions - array of 3 GLfloats (GLfloat dimensions[3])
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116 */
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117 GLvoid
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118 glmDimensions(GLMmodel* model, GLfloat* dimensions);
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119
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120 /* glmScale: Scales a model by a given amount.
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121 *
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122 * model - properly initialized GLMmodel structure
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123 * scale - scalefactor (0.5 = half as large, 2.0 = twice as large)
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124 */
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125 GLvoid
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126 glmScale(GLMmodel* model, GLfloat scale);
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127
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128 /* glmReverseWinding: Reverse the polygon winding for all polygons in
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129 * this model. Default winding is counter-clockwise. Also changes
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130 * the direction of the normals.
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131 *
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132 * model - properly initialized GLMmodel structure
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133 */
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134 GLvoid
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135 glmReverseWinding(GLMmodel* model);
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136
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137 /* glmFacetNormals: Generates facet normals for a model (by taking the
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138 * cross product of the two vectors derived from the sides of each
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139 * triangle). Assumes a counter-clockwise winding.
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140 *
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141 * model - initialized GLMmodel structure
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142 */
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143 GLvoid
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144 glmFacetNormals(GLMmodel* model);
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145
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146 /* glmVertexNormals: Generates smooth vertex normals for a model.
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147 * First builds a list of all the triangles each vertex is in. Then
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148 * loops through each vertex in the the list averaging all the facet
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149 * normals of the triangles each vertex is in. Finally, sets the
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150 * normal index in the triangle for the vertex to the generated smooth
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151 * normal. If the dot product of a facet normal and the facet normal
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152 * associated with the first triangle in the list of triangles the
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153 * current vertex is in is greater than the cosine of the angle
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154 * parameter to the function, that facet normal is not added into the
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155 * average normal calculation and the corresponding vertex is given
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156 * the facet normal. This tends to preserve hard edges. The angle to
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157 * use depends on the model, but 90 degrees is usually a good start.
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158 *
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159 * model - initialized GLMmodel structure
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160 * angle - maximum angle (in degrees) to smooth across
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161 */
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162 GLvoid
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163 glmVertexNormals(GLMmodel* model, GLfloat angle);
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164
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165 /* glmLinearTexture: Generates texture coordinates according to a
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166 * linear projection of the texture map. It generates these by
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167 * linearly mapping the vertices onto a square.
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168 *
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169 * model - pointer to initialized GLMmodel structure
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170 */
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171 GLvoid
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172 glmLinearTexture(GLMmodel* model);
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173
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174 /* glmSpheremapTexture: Generates texture coordinates according to a
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175 * spherical projection of the texture map. Sometimes referred to as
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176 * spheremap, or reflection map texture coordinates. It generates
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177 * these by using the normal to calculate where that vertex would map
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178 * onto a sphere. Since it is impossible to map something flat
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179 * perfectly onto something spherical, there is distortion at the
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180 * poles. This particular implementation causes the poles along the X
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181 * axis to be distorted.
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182 *
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183 * model - pointer to initialized GLMmodel structure
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184 */
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185 GLvoid
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186 glmSpheremapTexture(GLMmodel* model);
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187
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188 /* glmDelete: Deletes a GLMmodel structure.
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189 *
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190 * model - initialized GLMmodel structure
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191 */
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192 GLvoid
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193 glmDelete(GLMmodel* model);
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194
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195 /* glmReadOBJ: Reads a model description from a Wavefront .OBJ file.
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196 * Returns a pointer to the created object which should be free'd with
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197 * glmDelete().
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198 *
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199 * filename - name of the file containing the Wavefront .OBJ format data.
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200 */
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201 GLMmodel*
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202 glmReadOBJ(char* filename);
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203
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204 /* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to
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205 * a file.
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206 *
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207 * model - initialized GLMmodel structure
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208 * filename - name of the file to write the Wavefront .OBJ format data to
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209 * mode - a bitwise or of values describing what is written to the file
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210 * GLM_NONE - write only vertices
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211 * GLM_FLAT - write facet normals
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212 * GLM_SMOOTH - write vertex normals
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213 * GLM_TEXTURE - write texture coords
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214 * GLM_FLAT and GLM_SMOOTH should not both be specified.
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215 */
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216 GLvoid
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217 glmWriteOBJ(GLMmodel* model, char* filename, GLuint mode);
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218
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219 /* glmDraw: Renders the model to the current OpenGL context using the
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220 * mode specified.
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221 *
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222 * model - initialized GLMmodel structure
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223 * mode - a bitwise OR of values describing what is to be rendered.
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224 * GLM_NONE - render with only vertices
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225 * GLM_FLAT - render with facet normals
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226 * GLM_SMOOTH - render with vertex normals
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227 * GLM_TEXTURE - render with texture coords
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228 * GLM_FLAT and GLM_SMOOTH should not both be specified.
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229 */
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230 GLvoid
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231 glmDraw(GLMmodel* model, GLuint mode);
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232
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233 /* glmList: Generates and returns a display list for the model using
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234 * the mode specified.
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235 *
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236 * model - initialized GLMmodel structure
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237 * mode - a bitwise OR of values describing what is to be rendered.
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238 * GLM_NONE - render with only vertices
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239 * GLM_FLAT - render with facet normals
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240 * GLM_SMOOTH - render with vertex normals
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241 * GLM_TEXTURE - render with texture coords
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242 * GLM_FLAT and GLM_SMOOTH should not both be specified.
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243 */
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244 GLuint
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245 glmList(GLMmodel* model, GLuint mode);
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246
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247 /* glmWeld: eliminate (weld) vectors that are within an epsilon of
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248 * each other.
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249 *
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250 * model - initialized GLMmodel structure
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251 * epsilon - maximum difference between vertices
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252 * ( 0.00001 is a good start for a unitized model)
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253 *
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254 */
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255 GLvoid
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256 glmWeld(GLMmodel* model, GLfloat epsilon);
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257
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258 GLMmat_str*
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259 glmMTL(char* name);
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260
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261 void
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262 glmSetMat(GLMmat_str* mats, GLint index);
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263
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264 # ifdef __cplusplus
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265 }
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266 # endif /* __cplusplus */
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267
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268
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269 #endif
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