view plugins/crazychat/glm.h @ 12278:25d7ef365dbf

[gaim-migrate @ 14582] sf patch #1370473, from Sadrul Habib Chowdhury "This patch fixes the idle time tracking for systems that don't use xscreensaver." Seems like it would just get rid of some warnings? But whatever, definitely an improvement committer: Tailor Script <tailor@pidgin.im>
author Mark Doliner <mark@kingant.net>
date Thu, 01 Dec 2005 01:01:26 +0000
parents 8bcd4d4ccef6
children
line wrap: on
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#ifndef __GLM__H__
#define __GLM__H__

/*    
      glm.h

 */


#if defined(WIN32)
#include "glut.h"
#else
//#include <GL/glut.h>
#endif

#include<GL/glu.h>

#ifndef M_PI
#define M_PI 3.14159265
#endif

#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 */


/* GLMmaterial: Structure that defines a material in a model. 
 */
typedef struct _GLMmaterial
{
  char* name;				/* name of material */
  GLfloat diffuse[4];			/* diffuse component */
  GLfloat ambient[4];			/* ambient component */
  GLfloat specular[4];			/* specular component */
  GLfloat emmissive[4];			/* emmissive component */
  GLfloat shininess;			/* specular exponent */
} GLMmaterial;

typedef struct _GLMmat_str{
  GLint num_materials;
  GLMmaterial* materials;
} GLMmat_str;


/* GLMtriangle: Structure that defines a triangle in a model.
 */
typedef struct _GLMtriangle {
  GLuint vindices[3];			/* array of triangle vertex indices */
  GLuint nindices[3];			/* array of triangle normal indices */
  GLuint tindices[3];			/* array of triangle texcoord indices*/
  GLuint 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 */
  GLuint            numtriangles;	/* number of triangles in this group */
  GLuint*           triangles;		/* array of triangle indices */
  GLuint            material;           /* index to material for group */
  struct _GLMgroup* next;		/* pointer to next group in model */
} GLMgroup;

/* GLMmodel: Structure that defines a model.
 */
typedef struct _GLMmodel {
  char*    pathname;			/* path to this model */
  char*    mtllibname;			/* name of the material library */

  GLuint   numvertices;			/* number of vertices in model */
  GLfloat* vertices;			/* array of vertices  */

  GLuint   numnormals;			/* number of normals in model */
  GLfloat* normals;			/* array of normals */

  GLuint   numtexcoords;		/* number of texcoords in model */
  GLfloat* texcoords;			/* array of texture coordinates */

  GLuint   numfacetnorms;		/* number of facetnorms in model */
  GLfloat* facetnorms;			/* array of facetnorms */

  GLuint       numtriangles;		/* number of triangles in model */
  GLMtriangle* triangles;		/* array of triangles */

  GLuint       nummaterials;		/* number of materials in model */
  GLMmaterial* materials;		/* array of materials */

  GLuint       numgroups;		/* number of groups in model */
  GLMgroup*    groups;			/* linked list of groups */

  GLfloat position[3];			/* position of the model */

} GLMmodel;

#  ifdef __cplusplus
extern "C" {
#  endif /* __cplusplus */

/* 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 
 */
GLfloat
glmUnitize(GLMmodel* model);

/* glmDimensions: Calculates the dimensions (width, height, depth) of
 * a model.
 *
 * model      - initialized GLMmodel structure
 * dimensions - array of 3 GLfloats (GLfloat dimensions[3])
 */
GLvoid
glmDimensions(GLMmodel* model, GLfloat* 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)
 */
GLvoid
glmScale(GLMmodel* model, GLfloat 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 
 */
GLvoid
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
 */
GLvoid
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
 */
GLvoid
glmVertexNormals(GLMmodel* model, GLfloat 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
 */
GLvoid
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
 */
GLvoid
glmSpheremapTexture(GLMmodel* model);

/* glmDelete: Deletes a GLMmodel structure.
 *
 * model - initialized GLMmodel structure
 */
GLvoid
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.
 */
GLvoid
glmWriteOBJ(GLMmodel* model, char* filename, GLuint 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.
 */
GLvoid
glmDraw(GLMmodel* model, GLuint 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.  
 */
GLuint
glmList(GLMmodel* model, GLuint 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)
 *
 */
GLvoid
glmWeld(GLMmodel* model, GLfloat epsilon);

GLMmat_str* 
glmMTL(char* name);

void 
glmSetMat(GLMmat_str* mats, GLint index);

#  ifdef __cplusplus
}
#  endif /* __cplusplus */


#endif