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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/types.h>
#include <limits.h>
#include <math.h>
#include "../include/os.h"
#ifdef __MSW__
# include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include "../include/disk.h"
#include "../include/string.h"
#include "v3dgl.h"
#include "v3dhf.h"
#include "v3dtex.h"
/* GL interpritation structure IO. */
v3d_glinterprite_struct *V3DGLInterpriteNew(void);
void V3DGLInterpriteDelete(v3d_glinterprite_struct *glinterp);
/* GL resource IO and management. */
v3d_glresource_struct *V3DGLResourceNew(void);
v3d_glresource_struct *V3DGLResourceNewFromModelData(
const v3d_glinterprite_struct *glinterp,
void **mh_item, int total_mh_items,
v3d_model_struct **model, int total_models
);
int V3DGLResourceSetInterpritation(
v3d_glresource_struct *glres,
const v3d_glinterprite_struct *glinterp
);
v3d_glinterprite_struct *V3DGLResourceGetInterpritation(
v3d_glresource_struct *glres
);
void V3DGLResourceDelete(v3d_glresource_struct *glres);
/* V3D model to GL interpritation processing. */
static void V3DGLSetNormal(
v3d_glinterprite_struct *glinterp, mp_vertex_struct *n
);
static void V3DGLSetTexCoord(
v3d_glinterprite_struct *glinterp, mp_vertex_struct *v,
mp_vertex_struct *tc, int texture_binded, void *p_texture_orient
);
static void V3DGLSetVertex(
v3d_glinterprite_struct *glinterp, mp_vertex_struct *v
);
static void V3DGLProcessModelOtherData(
v3d_glresource_struct *glres, v3d_glinterprite_struct *glinterp,
v3d_model_struct *m,
void *client_data,
void (*extra_cb)(v3d_model_struct *, const char *, void *)
);
static void V3DGLProcessModelStandard(
v3d_glresource_struct *glres, v3d_glinterprite_struct *glinterp,
v3d_model_struct *m,
void *client_data,
void (*extra_cb)(v3d_model_struct *, const char *, void *)
);
void V3DGLProcessModelExtra(
v3d_glresource_struct *glres,
v3d_model_struct *m,
void *client_data,
void (*extra_cb)(v3d_model_struct *, const char *, void *)
);
void V3DGLProcessModel(
v3d_glresource_struct *glres,
v3d_model_struct *m
);
#ifndef PI
# define PI 3.14159265359
#endif
#define SQRT(x) (((x) > 0.0f) ? sqrt(x) : 0.0f)
#define ATOI(s) (((s) != NULL) ? atoi(s) : 0)
#define ATOL(s) (((s) != NULL) ? atol(s) : 0)
#define ATOF(s) (((s) != NULL) ? atof(s) : 0.0f)
#define STRDUP(s) (((s) != NULL) ? strdup(s) : NULL)
#define MAX(a,b) (((a) > (b)) ? (a) : (b))
#define MIN(a,b) (((a) < (b)) ? (a) : (b))
#define CLIP(a,l,h) (MIN(MAX((a),(l)),(h)))
#define RADTODEG(r) ((r) * 180 / PI)
/*
* Allocates a new gl interpritation structure with all values
* reset.
*/
v3d_glinterprite_struct *V3DGLInterpriteNew(void)
{
v3d_glinterprite_struct *glinterp = (v3d_glinterprite_struct *)calloc(
1, sizeof(v3d_glinterprite_struct)
);
return(glinterp);
}
/*
* Deallocates the given gl interpritation structure and all
* its allocated resources.
*/
void V3DGLInterpriteDelete(v3d_glinterprite_struct *glinterp)
{
unsigned int flags;
if(glinterp == NULL)
return;
flags = glinterp->flags;
/* Deallocate any dynamically allocated members. */
/* Heightfield base directory. */
if(flags & V3D_GLFLAG_HEIGHTFIELD_BASE_DIR)
{
free(glinterp->heightfield_base_dir);
glinterp->heightfield_base_dir = NULL;
}
/* Texture base directory. */
if(flags & V3D_GLFLAG_TEXTURE_BASE_DIR)
{
free(glinterp->texture_base_dir);
glinterp->texture_base_dir = NULL;
}
/* Deallocate GL interpritation structure itself. */
free(glinterp);
}
/*
* Allocates a new gl resources structure with all values
* reset.
*/
v3d_glresource_struct *V3DGLResourceNew(void)
{
v3d_glresource_struct *glres = (v3d_glresource_struct *)calloc(
1, sizeof(v3d_glresource_struct)
);
if(glres != NULL)
{
/* Allocate dynamically allocated members of the gl resource
* structure.
*/
/* gl interpritation structure. */
glres->glinterprite = V3DGLInterpriteNew();
}
return(glres);
}
/*
* Allocates a new gl resources structure with the values
* initialized with respect to the given V3D model data.
*
* If the given v3d_glinterprite_struct *glinterp is not NULL then
* its values will be coppied to the new gl resources structure
* and overrides any values defined in the model header items.
*
* The correct gl context must be binded before calling this
* function.
*/
v3d_glresource_struct *V3DGLResourceNewFromModelData(
const v3d_glinterprite_struct *glinterp,
void **mh_item, int total_mh_items,
v3d_model_struct **model, int total_models
)
{
int i, n;
unsigned int interp_flags;
int tex_dest_fmt = V3D_TEX_FORMAT_RGBA;
void *h;
mh_texture_load_struct *h_texture_load;
const char *texture_base_dir;
v3d_glresource_struct *glres = V3DGLResourceNew();
if(glres == NULL)
return(NULL);
/* Get interpritation flags that define what values that are set
* in the gl interpritation structure.
*/
interp_flags = (glinterp != NULL) ? glinterp->flags : 0;
/* Get texture base directory. */
texture_base_dir = (const char *)V3DMHTextureBaseDirectoryGet(
mh_item, total_mh_items
);
/* Interpritation structure overrides? */
if(interp_flags & V3D_GLFLAG_TEXTURE_BASE_DIR)
texture_base_dir = glinterp->texture_base_dir;
/* Load textures by iterating through model header items. */
for(i = 0; i < total_mh_items; i++)
{
h = mh_item[i];
if(h == NULL)
continue;
/* This header item specify a texture load? */
if((*(int *)h) == V3DMH_TYPE_TEXTURE_LOAD)
{
v3d_texture_ref_struct *t;
char tmp_path[PATH_MAX + NAME_MAX];
h_texture_load = (mh_texture_load_struct *)h;
if(h_texture_load->path == NULL)
continue;
if(ISPATHABSOLUTE(h_texture_load->path))
{
strncpy(tmp_path, h_texture_load->path, PATH_MAX + NAME_MAX);
}
else if(texture_base_dir != NULL)
{
const char *cstrptr = (const char *)PrefixPaths(
texture_base_dir, h_texture_load->path
);
if(cstrptr == NULL)
continue;
strncpy(tmp_path, cstrptr, PATH_MAX + NAME_MAX);
}
else
{
strncpy(tmp_path, h_texture_load->path, PATH_MAX + NAME_MAX);
}
tmp_path[PATH_MAX + NAME_MAX - 1] = '\0';
t = V3DTextureLoadFromFile2D(
tmp_path,
h_texture_load->name,
tex_dest_fmt,
NULL, NULL
);
if(t != NULL)
{
/* Texture loaded successfully. */
/* Set texture priority. */
V3DTexturePriority(t, h_texture_load->priority);
/* Allocate more texture pointers on GL resource. */
n = glres->total_textures;
glres->total_textures = n + 1;
glres->texture = (v3d_texture_ref_struct **)realloc(
glres->texture,
glres->total_textures * sizeof(v3d_texture_ref_struct *)
);
if(glres->texture == NULL)
{
glres->total_textures = 0;
V3DTextureDestroy(t);
break;
}
glres->texture[n] = t;
t = NULL;
}
}
}
/* Override any GL interpritation values? */
if(glinterp != NULL)
V3DGLResourceSetInterpritation(glres, glinterp);
return(glres);
}
/*
* Sets the given gl resources structure's gl interpritation
* legend to the given glinterp.
*
* Returns non-zero on error.
*/
int V3DGLResourceSetInterpritation(
v3d_glresource_struct *glres,
const v3d_glinterprite_struct *glinterp
)
{
unsigned int flags;
v3d_glinterprite_struct *t_glinterp;
if((glres == NULL) || (glinterp == NULL))
return(-1);
flags = glinterp->flags;
/* Get target gl interpritation structure from the given gl
* resource structure.
*/
t_glinterp = glres->glinterprite;
if(t_glinterp == NULL)
return(-1);
if(flags & V3D_GLFLAG_COORDINATE_AXIS)
t_glinterp->coordinate_axis = glinterp->coordinate_axis;
if(flags & V3D_GLFLAG_TEXTURE_KEEP)
t_glinterp->texture_keep = glinterp->texture_keep;
if(flags & V3D_GLFLAG_ALLOW_TRANSLATIONS)
t_glinterp->allow_translations = glinterp->allow_translations;
if(flags & V3D_GLFLAG_ALLOW_ROTATIONS)
t_glinterp->allow_rotations = glinterp->allow_rotations;
if(flags & V3D_GLFLAG_FLIP_WINDING)
t_glinterp->flip_winding = glinterp->flip_winding;
if(flags & V3D_GLFLAG_PASS_NORMALS)
t_glinterp->pass_normals = glinterp->pass_normals;
if(flags & V3D_GLFLAG_UNITLIZE_NORMALS)
t_glinterp->unitlize_normals = glinterp->unitlize_normals;
if(flags & V3D_GLFLAG_PASS_TEXCOORDS)
t_glinterp->pass_texcoords = glinterp->pass_texcoords;
if(flags & V3D_GLFLAG_TEXTURE_NAME_CASE_SENSITIVE)
t_glinterp->texture_name_case_sensitive =
glinterp->texture_name_case_sensitive;
if(flags & V3D_GLFLAG_MATERIAL_PROPERTIES)
t_glinterp->material_properties = glinterp->material_properties;
if(flags & V3D_GLFLAG_FACES)
t_glinterp->faces = glinterp->faces;
if(flags & V3D_GLFLAG_ENABLE_BLENDING)
t_glinterp->enable_blending = glinterp->enable_blending;
if(flags & V3D_GLFLAG_SET_BLEND_FUNC)
t_glinterp->set_blend_func = glinterp->set_blend_func;
if(flags & V3D_GLFLAG_HEIGHTFIELD_BASE_DIR)
{
const char *src_str = glinterp->heightfield_base_dir;
free(t_glinterp->heightfield_base_dir);
t_glinterp->heightfield_base_dir = STRDUP(src_str);
}
if(flags & V3D_GLFLAG_TEXTURE_BASE_DIR)
{
const char *src_str = glinterp->texture_base_dir;
free(t_glinterp->texture_base_dir);
t_glinterp->texture_base_dir = STRDUP(src_str);
}
/* Update flags on the target glinterp. */
t_glinterp->flags |= flags;
return(0);
}
/*
* Returns the gl interpritation structure from the given gl
* resources structure.
*
* The returned value should not be modified or deallocated.
*
* Can return NULL on error.
*/
v3d_glinterprite_struct *V3DGLResourceGetInterpritation(
v3d_glresource_struct *glres
)
{
return((glres != NULL) ? glres->glinterprite : NULL);
}
/*
* Deallocates all resources on the given gl resources
* structure.
*
* The correct gl context must be binded before calling this
* function.
*/
void V3DGLResourceDelete(v3d_glresource_struct *glres)
{
int i;
if(glres == NULL)
return;
/* Unload and deallocate all textures. */
for(i = 0; i < glres->total_textures; i++)
V3DTextureDestroy(glres->texture[i]);
free(glres->texture);
glres->texture = NULL;
glres->total_textures = 0;
/* Deallocate gl interpritation structure. */
V3DGLInterpriteDelete(glres->glinterprite);
glres->glinterprite = NULL;
/* Deallocate structure itself. */
free(glres);
}
/*
* Sets the given normal with respect to the glinterp values.
*/
static void V3DGLSetNormal(
v3d_glinterprite_struct *glinterp, mp_vertex_struct *n
)
{
int coordinate_axis = V3D_GLCOORDINATE_AXIS_SCIENTIFIC;
int pass_normals = V3D_GLPASS_NORMALS_AS_NEEDED;
int unitlize_normals = TRUE;
mp_vertex_struct tn;
if(n == NULL)
return;
if(glinterp != NULL)
{
if(glinterp->flags & V3D_GLFLAG_COORDINATE_AXIS)
coordinate_axis = glinterp->coordinate_axis;
if(glinterp->flags & V3D_GLFLAG_PASS_NORMALS)
pass_normals = glinterp->pass_normals;
if(glinterp->flags & V3D_GLFLAG_UNITLIZE_NORMALS)
unitlize_normals = glinterp->unitlize_normals;
}
/* Never pass normals? */
if(pass_normals == V3D_GLPASS_NORMALS_NEVER)
return;
/* Check if normal vector is empty. */
if((n->x == 0.0) && (n->y == 0.0) && (n->z == 0.0))
{
/* It's empty, check if we should pass empty normal
* vectors.
*/
if(pass_normals != V3D_GLPASS_NORMALS_ALWAYS)
return;
}
/* Copy normal to our local target normal for later
* manipulation.
*/
tn.x = n->x;
tn.y = n->y;
tn.z = n->z;
if(unitlize_normals &&
((tn.x != 0.0) || (tn.y != 0.0) || (tn.z != 0.0))
)
{
double mag = SQRT(
(tn.x * tn.x) + (tn.y * tn.y) + (tn.z * tn.z)
);
if(mag > 0.0)
{
tn.x = tn.x / mag;
tn.y = tn.y / mag;
tn.z = tn.z / mag;
}
}
/* Set by coordinate axis type. */
switch(coordinate_axis)
{
case V3D_GLCOORDINATE_AXIS_GL:
glNormal3d(tn.x, tn.y, tn.z);
break;
case V3D_GLCOORDINATE_AXIS_SCIENTIFIC:
glNormal3d(tn.x, tn.z, -tn.y);
break;
}
}
/*
* Sets the given texcoord with respect to the glinterp values.
*/
static void V3DGLSetTexCoord(
v3d_glinterprite_struct *glinterp, mp_vertex_struct *v,
mp_vertex_struct *tc, int texture_binded, void *p_texture_orient
)
{
int coordinate_axis = V3D_GLCOORDINATE_AXIS_SCIENTIFIC;
int pass_texcoords = V3D_GLPASS_TEXCOORDS_AS_NEEDED;
if(tc == NULL)
return;
if(glinterp != NULL)
{
if(glinterp->flags & V3D_GLFLAG_COORDINATE_AXIS)
coordinate_axis = glinterp->coordinate_axis;
if(glinterp->flags & V3D_GLFLAG_PASS_TEXCOORDS)
pass_texcoords = glinterp->pass_texcoords;
}
/* Never pass texcoords? */
if(pass_texcoords == V3D_GLPASS_TEXCOORDS_NEVER)
return;
/* No texture is binded? */
if(!texture_binded)
{
/* No texture binded, check if we should pass texcoord. */
if(pass_texcoords != V3D_GLPASS_TEXCOORDS_ALWAYS)
return;
}
/* Orienting texcoord by plane? */
if((p_texture_orient != NULL) && (v != NULL))
{
mp_texture_orient_xy_struct *orient_xy;
mp_texture_orient_yz_struct *orient_yz;
mp_texture_orient_xz_struct *orient_xz;
double s, t;
switch(V3DMPGetType(p_texture_orient))
{
case V3DMP_TYPE_TEXTURE_ORIENT_XY:
orient_xy = (mp_texture_orient_xy_struct *)p_texture_orient;
if(orient_xy->dx > 0.0)
s = (v->x - orient_xy->x) / orient_xy->dx;
else
s = 0.0;
if(orient_xy->dy > 0.0)
t = (v->y - orient_xy->y) / orient_xy->dy;
else
t = 0.0;
/* V3D texture coordinate origin is upper left while GL
* is lower left, remember to flip the t.
*/
glTexCoord2d(s, 1.0 - t);
break;
case V3DMP_TYPE_TEXTURE_ORIENT_YZ:
orient_yz = (mp_texture_orient_yz_struct *)p_texture_orient;
if(orient_yz->dy > 0.0)
s = -(v->y - orient_yz->y) / orient_yz->dy;
else
s = 0.0;
if(orient_yz->dz > 0.0)
t = (v->z - orient_yz->z) / orient_yz->dz;
else
t = 0.0;
/* V3D texture coordinate origin is upper left while GL
* is lower left, remember to flip the t.
*/
glTexCoord2d(s, 1.0 - t);
break;
case V3DMP_TYPE_TEXTURE_ORIENT_XZ:
orient_xz = (mp_texture_orient_xz_struct *)p_texture_orient;
if(orient_xz->dx > 0.0)
s = (v->x - orient_xz->x) / orient_xz->dx;
else
s = 0.0;
if(orient_xz->dz > 0.0)
t = (v->z - orient_xz->z) / orient_xz->dz;
else
t = 0.0;
/* V3D texture coordinate origin is upper left while GL
* is lower left, remember to flip the t.
*/
glTexCoord2d(s, 1.0 - t);
break;
}
}
/* Set texcoord explicitly by the given tc. */
else
{
double s = tc->x;
double t = tc->y;
/* V3D texture coordinate origin is upper left while GL
* is lower left, remember to flip the t.
*/
switch(coordinate_axis)
{
case V3D_GLCOORDINATE_AXIS_GL:
glTexCoord2d(s, t);
break;
case V3D_GLCOORDINATE_AXIS_SCIENTIFIC:
glTexCoord2d(s, 1.0 - t);
break;
}
}
}
/*
* Sets the given vertex with respect to the glinterp values.
*/
static void V3DGLSetVertex(
v3d_glinterprite_struct *glinterp, mp_vertex_struct *v
)
{
int coordinate_axis = V3D_GLCOORDINATE_AXIS_SCIENTIFIC;
if(v == NULL)
return;
if(glinterp != NULL)
{
if(glinterp->flags & V3D_GLFLAG_COORDINATE_AXIS)
coordinate_axis = glinterp->coordinate_axis;
}
switch(coordinate_axis)
{
case V3D_GLCOORDINATE_AXIS_GL:
glVertex3d(v->x, v->y, v->z);
break;
case V3D_GLCOORDINATE_AXIS_SCIENTIFIC:
glVertex3d(v->x, v->z, -v->y);
break;
}
}
/*
* Called by V3DGLProcessModelExtra() to process a model of type
* V3D_MODEL_TYPE_OTHER_DATA.
*
* Given inputs glres, glinterp, and m are assumed valid.
*/
static void V3DGLProcessModelOtherData(
v3d_glresource_struct *glres, v3d_glinterprite_struct *glinterp,
v3d_model_struct *m,
void *client_data,
void (*extra_cb)(v3d_model_struct *, const char *, void *)
)
{
int line_num;
const char *line_ptr;
for(line_num = 0; line_num < m->total_other_data_lines; line_num++)
{
line_ptr = (const char *)m->other_data_line[line_num];
if(line_ptr == NULL)
continue;
if(extra_cb != NULL)
extra_cb(m, line_ptr, client_data);
}
}
/*
* Called by V3DGLProcessModelExtra() to process a model of type
* V3D_MODEL_TYPE_STANDARD.
*
* Given inputs glres, glinterp, and m are assumed valid.
*/
static void V3DGLProcessModelStandard(
v3d_glresource_struct *glres, v3d_glinterprite_struct *glinterp,
v3d_model_struct *m,
void *client_data,
void (*extra_cb)(v3d_model_struct *, const char *, void *)
)
{
int pn, line_num;
const char *line_ptr;
void *p;
int matrix_level = 0;
int texture_binded = FALSE;
void *last_p_texture_orient = NULL;
int coordinate_axis = V3D_GLCOORDINATE_AXIS_SCIENTIFIC;
int flip_winding = FALSE;
int pass_normals = V3D_GLPASS_NORMALS_AS_NEEDED;
int unitlize_normals = TRUE;
int pass_texcoords = V3D_GLPASS_TEXCOORDS_AS_NEEDED;
int texture_name_case_sensitive = FALSE;
int material_properties = V3D_GLPASS_MATERIAL_PROPERTIES_NEVER;
int enable_blending = V3D_GLENABLE_BLENDING_NEVER;
int faces = V3D_GLFACES_FRONT_AND_BACK;
int blending_enabled = FALSE;
int set_blend_func = FALSE;
const char *heightfield_base_dir = NULL;
const char *texture_base_dir = NULL;
int last_begin_ptype = -1;
mp_comment_struct *p_comment;
mp_translate_struct *p_translate;
mp_untranslate_struct *p_untranslate;
mp_rotate_struct *p_rotate;
mp_unrotate_struct *p_unrotate;
mp_point_struct *p_point;
mp_line_struct *p_line;
mp_line_strip_struct *p_line_strip;
mp_line_loop_struct *p_line_loop;
mp_triangle_struct *p_triangle;
mp_triangle_strip_struct *p_triangle_strip;
mp_triangle_fan_struct *p_triangle_fan;
mp_quad_struct *p_quad;
mp_quad_strip_struct *p_quad_strip;
mp_polygon_struct *p_polygon;
mp_color_struct *p_color;
mp_texture_select_struct *p_texture_select;
mp_texture_orient_xy_struct *p_texture_orient_xy;
mp_texture_orient_yz_struct *p_texture_orient_yz;
mp_texture_orient_xz_struct *p_texture_orient_xz;
mp_texture_off_struct *p_texture_off;
mp_heightfield_load_struct *p_heightfield_load;
/* Get some values GL interpritation structure (if set). */
if(glinterp->flags & V3D_GLFLAG_COORDINATE_AXIS)
coordinate_axis = glinterp->coordinate_axis;
if(glinterp->flags & V3D_GLFLAG_FLIP_WINDING)
flip_winding = glinterp->flip_winding;
if(glinterp->flags & V3D_GLFLAG_PASS_NORMALS)
pass_normals = glinterp->pass_normals;
if(glinterp->flags & V3D_GLFLAG_UNITLIZE_NORMALS)
unitlize_normals = glinterp->unitlize_normals;
if(glinterp->flags & V3D_GLFLAG_PASS_TEXCOORDS)
pass_texcoords = glinterp->pass_texcoords;
if(glinterp->flags & V3D_GLFLAG_TEXTURE_NAME_CASE_SENSITIVE)
texture_name_case_sensitive = glinterp->texture_name_case_sensitive;
if(glinterp->flags & V3D_GLFLAG_MATERIAL_PROPERTIES)
material_properties = glinterp->material_properties;
if(glinterp->flags & V3D_GLFLAG_FACES)
faces = glinterp->faces;
if(glinterp->flags & V3D_GLFLAG_ENABLE_BLENDING)
enable_blending = glinterp->enable_blending;
if(glinterp->flags & V3D_GLFLAG_SET_BLEND_FUNC)
set_blend_func = glinterp->set_blend_func;
if(glinterp->flags & V3D_GLFLAG_HEIGHTFIELD_BASE_DIR)
heightfield_base_dir = glinterp->heightfield_base_dir;
if(glinterp->flags & V3D_GLFLAG_TEXTURE_BASE_DIR)
texture_base_dir = glinterp->texture_base_dir;
/* Iterate through each primitive on the given editor. */
for(pn = 0; pn < m->total_primitives; pn++)
{
p = m->primitive[pn];
if(p == NULL)
continue;
/* Call glEnd() if last_begin_ptype does not match the
* new primitive type.
*/
if((last_begin_ptype != V3DMPGetType(p)) &&
(last_begin_ptype > -1)
)
{
glEnd();
last_begin_ptype = -1;
}
/* Handle by primitive type. */
switch(V3DMPGetType(p))
{
case V3DMP_TYPE_COMMENT:
p_comment = (mp_comment_struct *)p;
for(line_num = 0; line_num < p_comment->total_lines; line_num++)
{
line_ptr = (const char *)p_comment->line[line_num];
if(line_ptr == NULL)
continue;
if(extra_cb != NULL)
extra_cb(m, line_ptr, client_data);
}
break;
case V3DMP_TYPE_TRANSLATE:
p_translate = (mp_translate_struct *)p;
if(glinterp->flags & V3D_GLFLAG_ALLOW_TRANSLATIONS)
{
if(!glinterp->allow_translations)
break;
}
glPushMatrix();
matrix_level++;
switch(coordinate_axis)
{
case V3D_GLCOORDINATE_AXIS_GL:
glTranslated(
p_translate->x, p_translate->y, p_translate->z
);
break;
case V3D_GLCOORDINATE_AXIS_SCIENTIFIC:
glTranslated(
p_translate->x, p_translate->z, -p_translate->y
);
break;
}
break;
case V3DMP_TYPE_UNTRANSLATE:
p_untranslate = (mp_untranslate_struct *)p;
if(glinterp->flags & V3D_GLFLAG_ALLOW_TRANSLATIONS)
{
if(!glinterp->allow_translations)
break;
}
glPopMatrix();
matrix_level--;
break;
case V3DMP_TYPE_ROTATE:
p_rotate = (mp_rotate_struct *)p;
if(glinterp->flags & V3D_GLFLAG_ALLOW_ROTATIONS)
{
if(!glinterp->allow_rotations)
break;
}
glPushMatrix();
matrix_level++;
switch(coordinate_axis)
{
case V3D_GLCOORDINATE_AXIS_GL:
glRotated(
-RADTODEG(p_rotate->heading),
0.0, 0.0, 1.0
);
glRotated(
-RADTODEG(p_rotate->pitch),
1.0, 0.0, 0.0
);
glRotated(
-RADTODEG(p_rotate->bank),
0.0, 1.0, 0.0
);
break;
case V3D_GLCOORDINATE_AXIS_SCIENTIFIC:
glRotated(
-RADTODEG(p_rotate->heading),
0.0, 1.0, 0.0
);
glRotated(
-RADTODEG(p_rotate->pitch),
1.0, 0.0, 0.0
);
glRotated(
-RADTODEG(p_rotate->bank),
0.0, 0.0, 1.0
);
break;
}
break;
case V3DMP_TYPE_UNROTATE:
p_unrotate = (mp_unrotate_struct *)p;
if(glinterp->flags & V3D_GLFLAG_ALLOW_ROTATIONS)
{
if(!glinterp->allow_rotations)
break;
}
glPopMatrix();
matrix_level--;
break;
#define DO_SET_VERTEX_DYNAMIC \
{ \
int i; \
mp_vertex_struct *v, *n, *tc; \
mp_vertex_struct *fbn = NULL; /* Fallback normal vector. */ \
\
/* Look for first non-empty fallback normal vector. */ \
if(pass_normals != V3D_GLPASS_NORMALS_NEVER) \
{ \
for(i = 0; i < V_TOTAL; i++) \
{ \
n = P_PTR->n[i]; \
if(n != NULL) \
{ \
if((n->x != 0.0) || (n->y != 0.0) || (n->z != 0.0)) \
fbn = n; \
} \
} \
} \
\
if(flip_winding) \
{ \
/* Check if we need to set the fallback normal for the first \
* vertex. \
*/ \
if((pass_normals != V3D_GLPASS_NORMALS_NEVER) && (V_TOTAL > 0)) \
{ \
n = P_PTR->n[V_TOTAL - 1]; \
if(n != NULL) \
{ \
if((n->x == 0.0) && (n->y == 0.0) && (n->z == 0.0)) \
V3DGLSetNormal(glinterp, fbn); \
} \
} \
\
for(i = V_TOTAL - 1; i >= 0; i--) \
{ \
v = P_PTR->v[i]; \
n = P_PTR->n[i]; \
tc = P_PTR->tc[i]; \
V3DGLSetNormal(glinterp, n); \
V3DGLSetTexCoord(glinterp, v, tc, texture_binded, last_p_texture_orient); \
V3DGLSetVertex(glinterp, v); \
} \
} \
else \
{ \
/* Check if we need to set the fallback normal for the first \
* vertex. \
*/ \
if((pass_normals != V3D_GLPASS_NORMALS_NEVER) && (V_TOTAL > 0)) \
{ \
n = P_PTR->n[0]; \
if(n != NULL) \
{ \
if((n->x == 0.0) && (n->y == 0.0) && (n->z == 0.0)) \
V3DGLSetNormal(glinterp, fbn); \
} \
} \
\
for(i = 0; i < V_TOTAL; i++) \
{ \
v = P_PTR->v[i]; \
n = P_PTR->n[i]; \
tc = P_PTR->tc[i]; \
V3DGLSetNormal(glinterp, n); \
V3DGLSetTexCoord(glinterp, v, tc, texture_binded, last_p_texture_orient); \
V3DGLSetVertex(glinterp, v); \
} \
} \
}
#define DO_SET_VERTEX_STATIC \
{ \
int i; \
mp_vertex_struct *v, *n, *tc; \
mp_vertex_struct *fbn = NULL; /* Fallback normal vector. */ \
\
/* Look for first non-empty fallback normal vector. */ \
if(pass_normals != V3D_GLPASS_NORMALS_NEVER) \
{ \
for(i = 0; i < V_TOTAL; i++) \
{ \
n = &P_PTR->n[i]; \
if(n != NULL) \
{ \
if((n->x != 0.0) || (n->y != 0.0) || (n->z != 0.0)) \
fbn = n; \
} \
} \
} \
\
if(flip_winding) \
{ \
/* Check if we need to set the fallback normal for the first \
* vertex. \
*/ \
if(pass_normals != V3D_GLPASS_NORMALS_NEVER) \
{ \
n = &P_PTR->n[V_TOTAL - 1]; \
if((n->x == 0.0) && (n->y == 0.0) && (n->z == 0.0)) \
V3DGLSetNormal(glinterp, fbn); \
} \
\
for(i = V_TOTAL - 1; i >= 0; i--) \
{ \
v = &P_PTR->v[i]; \
n = &P_PTR->n[i]; \
tc = &P_PTR->tc[i]; \
V3DGLSetNormal(glinterp, n); \
V3DGLSetTexCoord(glinterp, v, tc, texture_binded, last_p_texture_orient); \
V3DGLSetVertex(glinterp, v); \
} \
} \
else \
{ \
/* Check if we need to set the fallback normal for the first \
* vertex. \
*/ \
if(pass_normals != V3D_GLPASS_NORMALS_NEVER) \
{ \
n = &P_PTR->n[0]; \
if((n->x == 0.0) && (n->y == 0.0) && (n->z == 0.0)) \
V3DGLSetNormal(glinterp, fbn); \
} \
\
for(i = 0; i < V_TOTAL; i++) \
{ \
v = &P_PTR->v[i]; \
n = &P_PTR->n[i]; \
tc = &P_PTR->tc[i]; \
V3DGLSetNormal(glinterp, n); \
V3DGLSetTexCoord(glinterp, v, tc, texture_binded, last_p_texture_orient); \
V3DGLSetVertex(glinterp, v); \
} \
} \
}
case V3DMP_TYPE_POINT:
#define P_PTR p_point
#define V_TOTAL V3DMP_POINT_NVERTEX
P_PTR = (mp_point_struct *)p;
if(last_begin_ptype != V3DMP_TYPE_POINT)
glBegin(GL_POINTS);
DO_SET_VERTEX_STATIC
last_begin_ptype = V3DMP_TYPE_POINT;
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_LINE:
#define P_PTR p_line
#define V_TOTAL V3DMP_LINE_NVERTEX
P_PTR = (mp_line_struct *)p;
if(last_begin_ptype != V3DMP_TYPE_LINE)
glBegin(GL_LINES);
DO_SET_VERTEX_STATIC
last_begin_ptype = V3DMP_TYPE_LINE;
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_LINE_STRIP:
#define P_PTR p_line_strip
#define V_TOTAL P_PTR->total
P_PTR = (mp_line_strip_struct *)p;
glBegin(GL_LINE_STRIP);
DO_SET_VERTEX_DYNAMIC
glEnd();
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_LINE_LOOP:
#define P_PTR p_line_loop
#define V_TOTAL P_PTR->total
P_PTR = (mp_line_loop_struct *)p;
glBegin(GL_LINE_LOOP);
DO_SET_VERTEX_DYNAMIC
glEnd();
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_TRIANGLE:
#define P_PTR p_triangle
#define V_TOTAL V3DMP_TRIANGLE_NVERTEX
P_PTR = (mp_triangle_struct *)p;
if(last_begin_ptype != V3DMP_TYPE_TRIANGLE)
glBegin(GL_TRIANGLES);
DO_SET_VERTEX_STATIC
last_begin_ptype = V3DMP_TYPE_TRIANGLE;
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_TRIANGLE_STRIP:
#define P_PTR p_triangle_strip
#define V_TOTAL P_PTR->total
P_PTR = (mp_triangle_strip_struct *)p;
glBegin(GL_TRIANGLE_STRIP);
DO_SET_VERTEX_DYNAMIC
glEnd();
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_TRIANGLE_FAN:
#define P_PTR p_triangle_fan
#define V_TOTAL P_PTR->total
P_PTR = (mp_triangle_fan_struct *)p;
glBegin(GL_TRIANGLE_FAN);
DO_SET_VERTEX_DYNAMIC
glEnd();
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_QUAD:
#define P_PTR p_quad
#define V_TOTAL V3DMP_QUAD_NVERTEX
P_PTR = (mp_quad_struct *)p;
if(last_begin_ptype != V3DMP_TYPE_QUAD)
glBegin(GL_QUADS);
DO_SET_VERTEX_STATIC
last_begin_ptype = V3DMP_TYPE_QUAD;
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_QUAD_STRIP:
#define P_PTR p_quad_strip
#define V_TOTAL P_PTR->total
P_PTR = (mp_quad_strip_struct *)p;
glBegin(GL_QUAD_STRIP);
DO_SET_VERTEX_DYNAMIC
glEnd();
#undef P_PTR
#undef V_TOTAL
break;
case V3DMP_TYPE_POLYGON:
#define P_PTR p_polygon
#define V_TOTAL P_PTR->total
P_PTR = (mp_polygon_struct *)p;
glBegin(GL_POLYGON);
DO_SET_VERTEX_DYNAMIC
glEnd();
#undef P_PTR
#undef V_TOTAL
break;
#undef DO_SET_VERTEX_STATIC
#undef DO_SET_VERTEX_DYNAMIC
case V3DMP_TYPE_COLOR:
p_color = (mp_color_struct *)p;
if(p_color->a < 1.0)
{
if(enable_blending)
{
if(!blending_enabled)
{
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
blending_enabled = TRUE;
}
}
if(set_blend_func)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
else
{
if(enable_blending)
{
if(blending_enabled)
{
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
blending_enabled = FALSE;
}
}
}
/* Set color? */
if(material_properties != V3D_GLPASS_MATERIAL_PROPERTIES_INSTEAD_COLOR)
{
glColor4d(p_color->r, p_color->g, p_color->b, p_color->a);
}
/* Set material properties? */
if(material_properties != V3D_GLPASS_MATERIAL_PROPERTIES_NEVER)
{
GLenum glface;
GLfloat glparam[4];
switch(faces)
{
case V3D_GLFACES_FRONT_AND_BACK:
glface = GL_FRONT_AND_BACK;
break;
case V3D_GLFACES_BACK:
glface = GL_BACK;
break;
default: /* V3D_GLFACES_FRONT */
glface = GL_FRONT;
break;
}
glparam[0] = (GLfloat)(p_color->ambient * p_color->r);
glparam[1] = (GLfloat)(p_color->ambient * p_color->g);
glparam[2] = (GLfloat)(p_color->ambient * p_color->b);
glparam[3] = (GLfloat)(p_color->a);
glMaterialfv(glface, GL_AMBIENT, glparam);
glparam[0] = (GLfloat)(p_color->diffuse * p_color->r);
glparam[1] = (GLfloat)(p_color->diffuse * p_color->g);
glparam[2] = (GLfloat)(p_color->diffuse * p_color->b);
glparam[3] = (GLfloat)(p_color->a);
glMaterialfv(glface, GL_DIFFUSE, glparam);
glparam[0] = (GLfloat)(p_color->specular * p_color->r);
glparam[1] = (GLfloat)(p_color->specular * p_color->g);
glparam[2] = (GLfloat)(p_color->specular * p_color->b);
glparam[3] = (GLfloat)(p_color->a);
glMaterialfv(glface, GL_SPECULAR, glparam);
glparam[0] = (GLfloat)(p_color->shininess * 128.0);
glMaterialf(glface, GL_SHININESS, glparam[0]);
glparam[0] = (GLfloat)(p_color->emission * p_color->r);
glparam[1] = (GLfloat)(p_color->emission * p_color->g);
glparam[2] = (GLfloat)(p_color->emission * p_color->b);
glparam[3] = (GLfloat)(p_color->a);
glMaterialfv(glface, GL_EMISSION, glparam);
}
break;
case V3DMP_TYPE_TEXTURE_SELECT:
p_texture_select = (mp_texture_select_struct *)p;
if(p_texture_select->name != NULL)
{
const char *tex_name = (const char *)p_texture_select->name;
int tn;
v3d_texture_ref_struct *t;
/* Previous last_p_texture_orient gets reset when
* a new texture is binded.
*/
last_p_texture_orient = NULL;
/* Iterate through each loaded texture on the
* gl resources structure.
*/
for(tn = 0; tn < glres->total_textures; tn++)
{
t = glres->texture[tn];
if((t == NULL) ? 1 : (t->name == NULL))
continue;
if(texture_name_case_sensitive)
{
if(!strcmp(t->name, tex_name))
break;
}
else
{
if(!strcasecmp(t->name, tex_name))
break;
}
}
/* Matched texture? */
if(tn < glres->total_textures)
t = glres->texture[tn];
else
t = NULL;
if(t == NULL)
{
/* No texture, unbind any existing texture. */
V3DTextureSelect(NULL);
texture_binded = FALSE;
}
else
{
V3DTextureSelect(t);
texture_binded = TRUE;
}
}
break;
case V3DMP_TYPE_TEXTURE_ORIENT_XY:
p_texture_orient_xy = (mp_texture_orient_xy_struct *)p;
if(texture_binded)
{
last_p_texture_orient = p;
}
break;
case V3DMP_TYPE_TEXTURE_ORIENT_YZ:
p_texture_orient_yz = (mp_texture_orient_yz_struct *)p;
if(texture_binded)
{
last_p_texture_orient = p;
}
break;
case V3DMP_TYPE_TEXTURE_ORIENT_XZ:
p_texture_orient_xz = (mp_texture_orient_xz_struct *)p;
if(texture_binded)
{
last_p_texture_orient = p;
}
break;
case V3DMP_TYPE_TEXTURE_OFF:
p_texture_off = (mp_texture_off_struct *)p;
V3DTextureSelect(NULL);
texture_binded = FALSE;
last_p_texture_orient = NULL;
break;
case V3DMP_TYPE_HEIGHTFIELD_LOAD:
p_heightfield_load = (mp_heightfield_load_struct *)p;
if(p_heightfield_load->path != NULL)
{
int status, widthp, heightp;
double x_spacing, y_spacing;
const char *cstrptr;
v3d_hf_options_struct hfopt;
char tmp_path[PATH_MAX + NAME_MAX];
if(ISPATHABSOLUTE(p_heightfield_load->path))
{
strncpy(tmp_path, p_heightfield_load->path, PATH_MAX + NAME_MAX);
}
else if(heightfield_base_dir != NULL)
{
cstrptr = (const char *)PrefixPaths(
heightfield_base_dir, p_heightfield_load->path
);
strncpy(
tmp_path,
(cstrptr == NULL) ? p_heightfield_load->path : cstrptr,
PATH_MAX + NAME_MAX
);
}
else
{
strncpy(tmp_path, p_heightfield_load->path, PATH_MAX + NAME_MAX);
}
glPushMatrix();
switch(coordinate_axis)
{
case V3D_GLCOORDINATE_AXIS_GL:
glTranslated(
p_heightfield_load->x,
p_heightfield_load->y,
p_heightfield_load->z
);
glRotated(
-RADTODEG(p_heightfield_load->heading),
0.0, 0.0, 1.0
);
glRotated(
-RADTODEG(p_heightfield_load->pitch),
1.0, 0.0, 0.0
);
glRotated(
-RADTODEG(p_heightfield_load->bank),
0.0, 1.0, 0.0
);
break;
case V3D_GLCOORDINATE_AXIS_SCIENTIFIC:
glTranslated(
p_heightfield_load->x,
p_heightfield_load->z,
-p_heightfield_load->y
);
glRotated(
-RADTODEG(p_heightfield_load->heading),
0.0, 1.0, 0.0
);
glRotated(
-RADTODEG(p_heightfield_load->pitch),
1.0, 0.0, 0.0
);
glRotated(
-RADTODEG(p_heightfield_load->bank),
0.0, 0.0, 1.0
);
break;
}
/* Set up heightfield options. */
hfopt.flags = (V3D_HF_OPT_FLAG_WINDING |
V3D_HF_OPT_FLAG_SET_NORMAL | V3D_HF_OPT_FLAG_SET_TEXCOORD
);
hfopt.winding = ((flip_winding) ?
V3D_HF_WIND_CCW : V3D_HF_WIND_CW
);
hfopt.set_normal = ((pass_normals != V3D_GLPASS_NORMALS_NEVER) ?
V3D_HF_SET_NORMAL_AVERAGED : V3D_HF_SET_NORMAL_NEVER
);
hfopt.set_texcoord = ((pass_texcoords != V3D_GLPASS_TEXCOORDS_NEVER) ?
V3D_HF_SET_TEXCOORD_ALWAYS : V3D_HF_SET_TEXCOORD_NEVER
);
/* Load heightfield from image file and generate GL
* commands.
*/
status = V3DHFLoadFromFile(
tmp_path,
p_heightfield_load->x_length,
p_heightfield_load->y_length,
p_heightfield_load->z_length,
&widthp, &heightp,
&x_spacing, &y_spacing,
NULL, /* No allocated z points. */
NULL, /* GL list not important. */
&hfopt
);
glPopMatrix();
}
break;
}
}
/* Need to call glEnd() if last_begin_ptype is not -1. */
if(last_begin_ptype > -1)
{
glEnd();
last_begin_ptype = -1;
}
/* Pop any extranous matrixes */
while(matrix_level > 0)
{
glPopMatrix();
matrix_level--;
}
/* Unbind any textures */
if(texture_binded)
V3DTextureSelect(NULL);
/* Restore blend state */
if(blending_enabled)
{
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
blending_enabled = FALSE;
}
}
/*
* Interprites the given V3D model to GL commands.
*
* The correct GL context must be binded before calling this
* function.
*/
void V3DGLProcessModelExtra(
v3d_glresource_struct *glres,
v3d_model_struct *m,
void *client_data,
void (*extra_cb)(v3d_model_struct *, const char *, void *)
)
{
v3d_glinterprite_struct *glinterp;
/* No model to process? */
if(m == NULL)
return;
/* Can't process without a GL resources structure. */
if(glres == NULL)
return;
glinterp = glres->glinterprite;
if(glinterp == NULL)
return;
/* Handle by model type. */
switch(V3DModelGetType(m))
{
case V3D_MODEL_TYPE_OTHER_DATA:
V3DGLProcessModelOtherData(
glres, glinterp, m, client_data, extra_cb
);
break;
case V3D_MODEL_TYPE_STANDARD:
V3DGLProcessModelStandard(
glres, glinterp, m, client_data, extra_cb
);
break;
}
}
/*
* Simplified form of V3DGLProcessModelExtra() without the
* extranous data callback.
*/
void V3DGLProcessModel(
v3d_glresource_struct *glres,
v3d_model_struct *m
)
{
V3DGLProcessModelExtra(glres, m, NULL, NULL);
}
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