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/* $Id$ */
/*
libg3d - 3D object loading library
Copyright (C) 2005-2009 Markus Dahms <mad@automagically.de>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <g3d/types.h>
#include <g3d/context.h>
#include <g3d/material.h>
#include <g3d/matrix.h>
#include <g3d/primitive.h>
#include <g3d/object.h>
#include <g3d/texture.h>
static gboolean test_primitive_transfrom(G3DModel *model);
static gboolean test_texture_uv(G3DContext *context, G3DModel *model);
/*****************************************************************************/
/* plugin interface */
/*****************************************************************************/
gboolean plugin_load_model_from_stream(G3DContext *context, G3DStream *stream,
G3DModel *model, gpointer user_data)
{
guint32 test = 1;
switch(test) {
case 0:
return test_primitive_transfrom(model);
break;
case 1:
return test_texture_uv(context, model);
break;
default:
break;
}
return FALSE;
}
gchar *plugin_description(G3DContext *context)
{
return g_strdup(
"Test plugin\n"
);
}
gchar **plugin_extensions(G3DContext *context)
{
return g_strsplit("test", ":", 0);
}
/****************************************************************************/
static gboolean test_primitive_transfrom(G3DModel *model)
{
G3DObject *sphere, *cntr;
G3DMaterial *material;
G3DTransformation *tf;
gfloat matrix[16];
/* gint32 i, j; */
cntr = g_new0(G3DObject, 1);
cntr->name = g_strdup("container");
tf = g_new0(G3DTransformation, 1);
g3d_matrix_identity(tf->matrix);
g3d_matrix_scale(1.0, 1.0, 2.0, tf->matrix);
cntr->transformation = tf;
model->objects = g_slist_append(model->objects, cntr);
material = g3d_material_new();
model->materials = g_slist_append(model->materials, material);
/* 1 */
sphere = g3d_primitive_sphere(1.0, 36, 36, material);
cntr->objects = g_slist_append(cntr->objects, sphere);
/* 2 */
sphere = g3d_primitive_sphere(1.0, 6, 6, material);
cntr->objects = g_slist_append(cntr->objects, sphere);
tf = g_new0(G3DTransformation, 1);
g3d_matrix_identity(tf->matrix);
g3d_matrix_translate(2.5, 1.0, 1.0, tf->matrix);
sphere->transformation = tf;
/* 3 */
sphere = g3d_primitive_sphere(1.0, 12, 12, material);
cntr->objects = g_slist_append(cntr->objects, sphere);
g3d_matrix_identity(matrix);
g3d_matrix_translate(5, 2.0, 2.0, matrix);
g3d_matrix_scale(2.0, 2.0, 1.0, matrix);
g3d_object_transform(sphere, matrix);
return TRUE;
}
static gboolean test_texture_uv(G3DContext *context, G3DModel *model)
{
G3DObject *box;
G3DMaterial *material;
G3DFace *face;
GSList *item;
material = g3d_material_new();
material->r = 1.0;
material->g = 0.8;
material->b = 0.2;
material->a = 0.9;
material->name = g_strdup("default texture");
material->tex_image = g3d_texture_load_cached(context, model,
"test-texture.png");
box = g3d_primitive_box(1.0, 1.0, 1.0, material);
box->name = g_strdup("test box");
if(material->tex_image != NULL) {
material->tex_image->tex_env = G3D_TEXENV_REPLACE;
for(item = box->faces; item != NULL; item = item->next) {
face = (G3DFace *)item->data;
face->tex_image = material->tex_image;
face->flags |= G3D_FLAG_FAC_TEXMAP;
#define MIN_U 0.0
#define MAX_U 1.0
#define MIN_V -0.5
#define MAX_V 1.5
face->tex_vertex_data[0 * 2 + 0] = MIN_U;
face->tex_vertex_data[0 * 2 + 1] = MIN_V;
face->tex_vertex_data[1 * 2 + 0] = MIN_U;
face->tex_vertex_data[1 * 2 + 1] = MAX_V;
face->tex_vertex_data[2 * 2 + 0] = MAX_U;
face->tex_vertex_data[2 * 2 + 1] = MAX_V;
face->tex_vertex_data[3 * 2 + 0] = MAX_U;
face->tex_vertex_data[3 * 2 + 1] = MIN_V;
}
}
model->objects = g_slist_append(model->objects, box);
model->materials = g_slist_append(model->materials, material);
return TRUE;
}
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