1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305
|
/*
* mgfparse.c - parser for Radiance MGF (materials and geometry format) files
*
* $Id: mgfparse.c,v 1.14 2011/02/02 06:08:56 johns Exp $
*/
#ifdef USELIBMGF
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <stdlib.h>
#include "tachyon.h" /* Ray Tracer API */
#include "parser.h" /* MGF parser library */
#include "mgfparse.h" /* self proto */
static void * globtex = NULL;
static SceneHandle globscene = NULL;
int put_material(void);
int mgf2rgb(C_COLOR *cin, double intensity, float cout[3]);
char tabs[] = " ";
#define curmatname (c_cmname == NULL ? "mat" : c_cmname)
/*
* Convert MGF color to RGB representation defined below.
*/
/* Change the following to suit your standard */
#define CIE_x_r 0.640 /* nominal CRT primaries */
#define CIE_y_r 0.330
#define CIE_x_g 0.290
#define CIE_y_g 0.600
#define CIE_x_b 0.150
#define CIE_y_b 0.060
#define CIE_x_w 0.3333 /* use true white */
#define CIE_y_w 0.3333
#define CIE_C_rD ( (1./CIE_y_w) * \
( CIE_x_w*(CIE_y_g - CIE_y_b) - \
CIE_y_w*(CIE_x_g - CIE_x_b) + \
CIE_x_g*CIE_y_b - CIE_x_b*CIE_y_g ) )
#define CIE_C_gD ( (1./CIE_y_w) * \
( CIE_x_w*(CIE_y_b - CIE_y_r) - \
CIE_y_w*(CIE_x_b - CIE_x_r) - \
CIE_x_r*CIE_y_b + CIE_x_b*CIE_y_r ) )
#define CIE_C_bD ( (1./CIE_y_w) * \
( CIE_x_w*(CIE_y_r - CIE_y_g) - \
CIE_y_w*(CIE_x_r - CIE_x_g) + \
CIE_x_r*CIE_y_g - CIE_x_g*CIE_y_r ) )
static float xyz2rgbmat[3][3] = { /* XYZ to RGB conversion matrix */
{(CIE_y_g - CIE_y_b - CIE_x_b*CIE_y_g + CIE_y_b*CIE_x_g)/CIE_C_rD,
(CIE_x_b - CIE_x_g - CIE_x_b*CIE_y_g + CIE_x_g*CIE_y_b)/CIE_C_rD,
(CIE_x_g*CIE_y_b - CIE_x_b*CIE_y_g)/CIE_C_rD},
{(CIE_y_b - CIE_y_r - CIE_y_b*CIE_x_r + CIE_y_r*CIE_x_b)/CIE_C_gD,
(CIE_x_r - CIE_x_b - CIE_x_r*CIE_y_b + CIE_x_b*CIE_y_r)/CIE_C_gD,
(CIE_x_b*CIE_y_r - CIE_x_r*CIE_y_b)/CIE_C_gD},
{(CIE_y_r - CIE_y_g - CIE_y_r*CIE_x_g + CIE_y_g*CIE_x_r)/CIE_C_bD,
(CIE_x_g - CIE_x_r - CIE_x_g*CIE_y_r + CIE_x_r*CIE_y_g)/CIE_C_bD,
(CIE_x_r*CIE_y_g - CIE_x_g*CIE_y_r)/CIE_C_bD}
};
/* mgf2rgb() - convert MGF color to RGB */
/* cin - input MGF chrominance */
/* intensity - input luminance or reflectance */
/* cout - output RGB color */
int mgf2rgb(C_COLOR *cin, double intensity, float cout[3]) {
static double cie[3]; /* get CIE XYZ representation */
c_ccvt(cin, C_CSXY);
cie[0] = intensity*cin->cx/cin->cy;
cie[1] = intensity;
cie[2] = intensity*(1./cin->cy - 1.) - cie[0];
/* convert to RGB */
cout[0] = xyz2rgbmat[0][0]*cie[0] + xyz2rgbmat[0][1]*cie[1]
+ xyz2rgbmat[0][2]*cie[2];
if(cout[0] < 0.) cout[0] = 0.;
cout[1] = xyz2rgbmat[1][0]*cie[0] + xyz2rgbmat[1][1]*cie[1]
+ xyz2rgbmat[1][2]*cie[2];
if(cout[1] < 0.) cout[1] = 0.;
cout[2] = xyz2rgbmat[2][0]*cie[0] + xyz2rgbmat[2][1]*cie[1]
+ xyz2rgbmat[2][2]*cie[2];
if(cout[2] < 0.) cout[2] = 0.;
return MG_OK;
}
int put_material(void) {
float rgbval[3];
apitexture tex;
#if 0
char *mname = curmatname;
if (!c_cmaterial->clock) { /* current, just use it */
printf("USE %s\n", mname);
}
else {
printf("%sDEF %s Group {\n", tabs, mname);
}
printf("%sMaterial {\n", tabs);
#endif
memset(&tex, 0, sizeof(tex));
mgf2rgb(&c_cmaterial->rd_c, 1.0, rgbval);
tex.col = rt_color(rgbval[0], rgbval[1], rgbval[2]);
tex.ambient = 0.1;
tex.diffuse = c_cmaterial->rd;
tex.opacity = 1.0 - (c_cmaterial->td + c_cmaterial->ts);
tex.texturefunc = 0;
if (c_cmaterial->ed > FTINY) {
mgf2rgb(&c_cmaterial->ed_c, 1.0, rgbval);
tex.col = rt_color(rgbval[0], rgbval[1], rgbval[2]);
tex.ambient = c_cmaterial->ed;
if (tex.ambient > 1.0)
tex.ambient = 1.0;
if (tex.ambient < 0.1)
tex.ambient = 0.1;
}
globtex = rt_texture(globscene, &tex); /* XXX memory leak city, */
/* we aren't keeping track of these... */
if (c_cmaterial->rs > 0.0) {
tex.specular = c_cmaterial->rs - (c_cmaterial->rs_a / 2.0);
if (tex.specular < 0.0) tex.specular = 0.0;
if (c_cmaterial->rs_a > 0.09) {
flt pexp, pval ;
pval = c_cmaterial->rs * 4;
pval = 0.8; /* XXX hack */
pexp = 12.0 / c_cmaterial->rs_a;
rt_tex_phong(globtex, pval, pexp, RT_PHONG_PLASTIC);
}
}
c_cmaterial->clock = 0;
return MG_OK;
}
static int myfaceh(int ac, char **av) { /* face handling routine */
static char lastmat[256];
C_VERTEX *vp; /* vertex structure pointer */
FVECT vert; /* vertex point location */
FVECT normal; /* vertex point location */
int i;
apivector v0, v1, v2;
apivector n0, n1, n2;
if (ac < 4) /* check # arguments */
return(MG_EARGC);
if (strcmp(lastmat, curmatname) || c_cmaterial->clock) {
put_material();
strcpy(lastmat, curmatname);
}
if ((vp = c_getvert(av[1])) == NULL) /* vertex from name */
return(MG_EUNDEF);
xf_xfmpoint(vert, vp->p); /* transform vertex */
v0 = rt_vector(vert[0], vert[1], vert[2]);
xf_rotvect(normal, vp->n); /* transform normal */
n0 = rt_vector(normal[0], normal[1], normal[2]);
if ((vp = c_getvert(av[2])) == NULL) /* vertex from name */
return(MG_EUNDEF);
xf_xfmpoint(vert, vp->p); /* transform vertex */
v1 = rt_vector(vert[0], vert[1], vert[2]);
xf_rotvect(normal, vp->n); /* transform normal */
n1 = rt_vector(normal[0], normal[1], normal[2]);
for (i = 3; i < ac; i++) {
if ((vp = c_getvert(av[i])) == NULL) /* vertex from name */
return(MG_EUNDEF);
xf_xfmpoint(vert, vp->p); /* transform vertex */
v2 = rt_vector(vert[0], vert[1], vert[2]);
xf_rotvect(normal, vp->n); /* transform normal */
n2 = rt_vector(normal[0], normal[1], normal[2]);
if (((n0.x*n0.x + n0.y*n0.y + n0.z*n0.z) < 0.9) ||
((n1.x*n1.x + n1.y*n1.y + n1.z*n1.z) < 0.9) ||
((n2.x*n2.x + n2.y*n2.y + n2.z*n2.z) < 0.9)) {
rt_tri(globscene, globtex, v0, v1, v2);
} else {
rt_stri(globscene, globtex, v0, v1, v2, n0, n1, n2);
}
v1 = v2;
n1 = n2;
}
return(MG_OK); /* normal exit */
}
static void DefaultTex(SceneHandle scene) {
apitexture apitex;
apitex.col.r=1.0;
apitex.col.g=1.0;
apitex.col.b=1.0;
apitex.ambient=0.1;
apitex.diffuse=0.9;
apitex.specular=0.0;
apitex.opacity=1.0;
apitex.texturefunc=0;
globtex = rt_texture(globscene, &apitex);
}
static void DefaultLight(SceneHandle scene) {
/* lighting hack */
apivector ctr;
apitexture tex;
memset(&tex, 0, sizeof(apitexture));
tex.col.r = 1.0;
tex.col.g = 1.0;
tex.col.b = 1.0;
ctr.x = 1000.0;
ctr.y = 1000.0;
ctr.z = -1000.0;
rt_light(scene, rt_texture(globscene, &tex), ctr, 1.0);
}
static void DefaultScene(char *mgfname, SceneHandle scene) {
FILE * ifp;
char fname[1024];
float x, y, z, zoom, len;
apivector vp, vd, vup;
strcpy(fname, mgfname);
strcat(fname, ".scn");
if ((ifp = fopen(fname, "r")) == NULL) {
printf("No scene settings file found, using defaults\n");
return;
}
printf("Reading default scene parameters from %s\n", fname);
zoom = 1.0;
fscanf(ifp, "%f", &zoom);
fscanf(ifp, "%f %f %f", &x, &y, &z);
vp = rt_vector(x, y, z);
fscanf(ifp, "%f %f %f", &x, &y, &z);
len = sqrt(x*x + y*y + z*z);
vd = rt_vector(x/len, y/len, z/len);
fscanf(ifp, "%f %f %f", &x, &y, &z);
vup = rt_vector(x, y, z);
rt_camera_setup(scene, zoom, 1.0, 0, 6, vp, vd, vup);
fclose(ifp);
}
unsigned int ParseMGF(char *mgfname, SceneHandle scene, int defaultflag) {
DefaultTex(scene); /* hack, paranoia */
globscene = scene;
if (defaultflag == 1) {
DefaultLight(scene); /* hack */
DefaultScene(mgfname, scene); /* hack */
}
printf("MGF: loading %s\n", mgfname);
/* initialize dispatch table */
mg_ehand[MG_E_FACE] = myfaceh; /* we do faces */
mg_ehand[MG_E_VERTEX] = c_hvertex; /* parser lib */
mg_ehand[MG_E_POINT] = c_hvertex; /* parser lib */
mg_ehand[MG_E_NORMAL] = c_hvertex; /* parser lib */
mg_ehand[MG_E_XF] = xf_handler; /* parser lib */
/* lighting and coloring handling */
mg_ehand[MG_E_COLOR] = c_hcolor; /* they get color */
mg_ehand[MG_E_CMIX] = c_hcolor; /* they mix colors */
mg_ehand[MG_E_CSPEC] = c_hcolor; /* they get spectra */
mg_ehand[MG_E_CXY] = c_hcolor; /* they get chromaticities */
mg_ehand[MG_E_CCT] = c_hcolor; /* they get color temp's */
mg_ehand[MG_E_ED] = c_hmaterial; /* they get emission */
mg_ehand[MG_E_MATERIAL] = c_hmaterial; /* they get materials */
mg_ehand[MG_E_RD] = c_hmaterial; /* they get diffuse refl. */
mg_ehand[MG_E_RS] = c_hmaterial; /* they get specular refl. */
mg_ehand[MG_E_SIDES] = c_hmaterial; /* they get # sides */
mg_ehand[MG_E_TD] = c_hmaterial; /* they get diffuse trans. */
mg_ehand[MG_E_TS] = c_hmaterial; /* they get specular trans. */
mg_init(); /* initialize parser */
if (mg_load(mgfname) != MG_OK) /* and check for error */
return MGF_BADSYNTAX;
return MGF_NOERR;
}
#endif
|