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/*
* gejimpl.c - implementation of the GE3D Java interface
* Copyright (c) 1996,97 IICM - all rights reserved
*
* created: mpichler, 19960924
*
* changed: mpopetz, 19970121
* changed: mpichler, 19970709
* changed: kwagen, 19970801
*
* $Id: gejimpl.c,v 1.21 1997/09/15 09:37:21 apesen Exp $
*/
#ifdef __cplusplus
extern "C" {
#endif
#include "GE3D.h"
#ifdef __cplusplus
} // C++
#endif
#include "jutils.h"
#include <math.h> /* M_PI */
#ifndef M_PI
# include <values.h>
#endif
#include <stdio.h> /* debugging */
#ifdef macintosh
# include <vectors.h>
# include <ge3d.h>
# define M_PI _PI
# define PACKAGE iicm_ge3d_
#else
# include <ge3d/vectors.h>
# include <ge3d/ge3d.h>
#endif
/* conversion radians to degrees */
#define DEGREES(R) ( (R) * (180 / M_PI) )
/* note: also static native functions get a "this" handle in Java */
static int texturealpha = 0;
static materialsGE3D* gejmaterial = NULL;
static materialsGE3D* gejvertmaterial = NULL;
/* initGE3D */
void name2(PACKAGE,GE3D_initGE3D) (struct name3(H,PACKAGE,GE3D)* handle)
{
/* static colorRGB white = { 1, 1, 1 }; */
ge3d_init_ ();
gejmaterial = malloc (sizeof (materialsGE3D));
initmtl3D (gejmaterial);
gejvertmaterial = malloc (sizeof (materialsGE3D));
initmtl3D (gejvertmaterial);
/* ge3dHint (hint_lighting, 0); / * need light sources and normal vectors for lighting */
/* caller responsible for light sources; e.g. setHeadLight */
}
/* setDrawMode */
void name2(PACKAGE,GE3D_setDrawMode) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 mode)
{
ge3d_setmode ((int) mode);
}
/* setBackgroundColor */
void name2(PACKAGE,GE3D_setBackgroundColor) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 rgb)
{
/* fprintf (stderr, "background: 0x%06x\n", rgb); */
ge3d_setbackgcolor (((rgb >> 16) & 0xff) / 255.0f, ((rgb >> 8) & 0xff) / 255.0f, (rgb & 0xff) / 255.0f);
}
/* clearScreen */
void name2(PACKAGE,GE3D_clearScreen) (struct name3(H,PACKAGE,GE3D)* handle)
{ /* why is the function to clear the window still named clearScreen here and in ge3d? ;-) */
ge3d_clearscreen ();
}
/* hint */
void name2(PACKAGE,GE3D_hint) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 flag, jn_int32 value)
{
ge3dHint (flag, value);
}
/* antialiasingSupport */
jn_int32 name2(PACKAGE,GE3D_antialiasingSupport) (struct name3(H,PACKAGE,GE3D)* handle)
{
return ge3dAntialiasingSupport ();
}
/* antialiasing */
void name2(PACKAGE,GE3D_antialiasing) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 flags)
{
ge3dAntialiasing (flags);
}
/*** transformations ***/
/* rotatef3f */
void name2(PACKAGE,GE3D_rotatef3f) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* haxis, float angle)
{
ge3dRotate ((const vector3D*) unhand (haxis)->body, angle); /* angle in radians */
}
/* translatefff */
void name2(PACKAGE,GE3D_translatefff) (struct name3(H,PACKAGE,GE3D)* handle, float x, float y, float z)
{
/* fprintf (stderr, "translation [%g, %g, %g]\n", x, y, z); */
ge3d_translate (x, y, z);
}
/* ge3dTransformMcWc */
void name2(PACKAGE,GE3D_ge3dTransformMcWc) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* hin, HArrayOfFloat* hout)
{
ge3dTransformMcWc ((const point3D*) unhand (hin)->body, (point3D*) unhand (hout)->body);
}
/*** matrix operations ***/
/* loadIdentity */
void name2(PACKAGE,GE3D_loadIdentity) (struct name3(H,PACKAGE,GE3D)* handle)
{
ge3dLoadIdentity ();
}
/* pushMatrix */
void name2(PACKAGE,GE3D_pushMatrix) (struct name3(H,PACKAGE,GE3D)* handle)
{
ge3d_push_matrix ();
}
/* pushThisMatrix */
void name2(PACKAGE,GE3D_pushThisMatrix) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* math)
{
ge3d_push_this_matrix ((const float (*)[4]) unhand (math)->body);
}
/* popMatrix */
void name2(PACKAGE,GE3D_popMatrix) (struct name3(H,PACKAGE,GE3D)* handle)
{
ge3d_pop_matrix ();
}
/* getMatrix */
void name2(PACKAGE,GE3D_getMatrix) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* math)
{
ge3d_get_matrix ((float (*)[4]) unhand (math)->body);
}
/*** camera setting ***/
/* setPerspectiveCamera */
void name2(PACKAGE,GE3D_setPerspectiveCamera) (struct name3(H,PACKAGE,GE3D)* handle,
HArrayOfFloat* position, HArrayOfFloat* axisangle, float fovy, float aspect, float hither, float yon)
{
const point3D* pos = (const point3D*) unhand (position)->body;
const vector3D* rotaxis = (const vector3D*) unhand (axisangle)->body;
float rotangle = DEGREES (((const float*) rotaxis)[3]);
fovy = DEGREES (fovy);
/*fprintf (stderr, "%% position (%g, %g, %g), rotaxis (%g, %g, %g), angle (degrees) %g\n",*/
/*pos->x, pos->y, pos->z, rotaxis->x, rotaxis->y, rotaxis->z, rotangle);*/
/*fprintf (stderr, "view angle (degrees): %g, aspect ratio: %g, hither: %g, yon: %g\n", fovy, aspect, hither, yon);*/
ge3dCamera (cam_perspective | cam_relative, pos, rotangle, rotaxis, fovy, aspect, hither, yon);
}
/* simpleOrthoCamera */
void name2(PACKAGE,GE3D_simpleOrthoCamera) (struct name3(H,PACKAGE,GE3D)* handle, float width, float height)
{
point3D eyepos = { 0, 0, 1 };
point3D lookat = { 0, 0, 0 };
/* view centered at window center */
ge3d_ortho_cam (&eyepos, &lookat, NULL, width, height, 0, 2);
}
/*** color ***/
/* fillColor3f (fillcolor) */
void name2(PACKAGE,GE3D_fillColor3f) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* colh)
{
const colorRGB* color = (const colorRGB*) unhand (colh)->body;
/* fprintf (stderr, "fillcolor: (%g, %g, %g)\n", color->R, color->G, color->B); */
ge3dFillColor (color); /* macro */
}
/* lineColorRGBi (fillcolor) */
void name2(PACKAGE,GE3D_lineColorRGBi) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 color)
{
/* color: 0xrrggbb */
float r = ((color >> 16) & 0xff) / 255.0;
float g = ((color >> 8) & 0xff) / 255.0;
float b = (color & 0xff) / 255.0;
ge3d_setlinecolor (r, g, b);
}
/* lineColor3f */
void name2(PACKAGE,GE3D_lineColor3f) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* colh)
{
const colorRGB* color = (const colorRGB*) unhand (colh)->body;
ge3dLineColor (color);
}
/* material */
void name2(PACKAGE,GE3D_material) (struct name3(H,PACKAGE,GE3D)* handle, float ambient,
HArrayOfFloat* diffuseh, HArrayOfFloat* emissiveh, float shininess, HArrayOfFloat* specularh,
float transparency
)
{
colorRGB* diffuse = (colorRGB*) unhand (diffuseh)->body;
colorRGB* specular = (colorRGB*) unhand (specularh)->body;
colorRGB* emissive = (colorRGB*) unhand (emissiveh)->body;
static colorRGB ambientrgb;
static float shiny, transp;
initRGB (ambientrgb, ambient * diffuse->R, ambient * diffuse->G, ambient * diffuse->B);
shiny = shininess;
transp = transparency;
gejmaterial->num_ambient = gejmaterial->num_diffuse = gejmaterial->num_specular = 1;
gejmaterial->num_emissive = gejmaterial->num_shininess = gejmaterial->num_transparency = 1;
gejmaterial->num_base = 1;
gejmaterial->rgb_base = diffuse;
gejmaterial->rgb_ambient = &ambientrgb;
gejmaterial->rgb_diffuse = diffuse;
gejmaterial->rgb_specular = specular;
gejmaterial->rgb_emissive = emissive;
gejmaterial->val_shininess = &shiny;
gejmaterial->val_transparency = &transp;
ge3dMaterial (mat_front_and_back, gejmaterial);
}
/* defaultMaterial */
void name2(PACKAGE,GE3D_defaultMaterial) (struct name3(H,PACKAGE,GE3D)* handle)
{
ge3dDefaultMaterial ();
initmtl3D (gejmaterial);
}
/* lineStyle */
void name2(PACKAGE,GE3D_lineStyle) (struct name3(H,PACKAGE,GE3D)* handle, jn_int16 pattern)
{
ge3d_setlinestyle (pattern);
}
/*** lighting ***/
/* activateLightSource */
void name2(PACKAGE,GE3D_activateLightSource) (struct name3(H,PACKAGE,GE3D)* handle,
jn_int32 index, HArrayOfFloat* colh, float intensity, HArrayOfFloat* posh, float positional
)
{ /* point/directional light source */
const point3D* position = (const point3D*) unhand (posh)->body;
colorRGB color = *(colorRGB*) unhand (colh)->body;
color.R *= intensity;
color.G *= intensity;
color.B *= intensity;
if (positional)
ge3dSetLightSource ((int) index, &color, position, positional, 0);
else /* reverse direction to point towards light source */
{
point3D direction = *position;
neg3D (direction);
ge3dSetLightSource ((int) index, &color, &direction, positional, 0);
}
ge3d_switchlight ((int) index, 1);
}
/* setHeadLight */
void name2(PACKAGE,GE3D_setHeadLight) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* colh)
{
static const vector3D vwlgtdir = { 0, 0, 1 }; /* towards camera */
const colorRGB* color = (const colorRGB*) unhand (colh)->body;
ge3dSetLightSource (0, color, &vwlgtdir, 0.0, 1);
ge3d_switchlight (0, 1); /* headlight has index 0 by convention */
}
/* deactivateLights */
void name2(PACKAGE,GE3D_deactivateLights) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 from, jn_int32 to)
{
while (from <= to)
{
ge3d_switchlight (from++, 0);
}
}
/*** texturing ***/
/* createPixelTexture */
jn_int32 name2(PACKAGE,GE3D_createPixelTexture) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfInt* datah)
{
const int* data = (const int*) unhand (datah)->body;
int width = data[0];
int height = data[1];
int format = data[2] + ge3d_int_I_BT - 1; /* + 4 */
int colored = (data[2] > 2);
int index = ge3dCreateTexture (width, height, data + 3, format, 0);
texturealpha = (data[2] == 2 || data[2] == 4);
return colored ? -index : index;
}
/* createImageTexture */
jn_int32 name2(PACKAGE,GE3D_createImageTexture) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 width, jn_int32 height, HArrayOfInt* datah)
{
const int* data = (const int*) unhand (datah)->body;
int flag = 0;
int index = ge3dCreateTexture (width, height, data, ge3d_int_ARGB_TB, &flag);
int colored = flag & 2;
texturealpha = flag & 1;
return colored ? -index : index;
}
/* doTexturing */
void name2(PACKAGE,GE3D_doTexturing) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 on)
{
ge3dDoTexturing (on);
}
/* applyTexture */
void name2(PACKAGE,GE3D_applyTexture) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 index)
{
ge3dApplyTexture (index);
}
/* textureRepeat */
void name2(PACKAGE,GE3D_textureRepeat) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 s, jn_int32 t)
{
ge3dTextureRepeat (s, t);
}
/* freeTexture */
void name2(PACKAGE,GE3D_freeTexture) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 index)
{
ge3dFreeTexture (index);
}
/* textureMipmapping */
void name2(PACKAGE,GE3D_setTextureMipmapping) (struct name3(H,PACKAGE,GE3D)* handle, jn_int32 quality)
{
ge3dTextureMipmapping (quality);
}
/* loadTextureIdentity */
void name2(PACKAGE,GE3D_loadTextureIdentity) (struct name3(H,PACKAGE,GE3D)* handle)
{
ge3dLoadTextureIdentity ();
}
/* loadTextureMatrix */
void name2(PACKAGE,GE3D_loadTextureMatrix) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* math)
{
ge3dLoadTextureMatrix ((const float (*)[4]) unhand (math)->body);
}
/* alphaTest */
void name2(PACKAGE,GE3D_alphaTest) (struct name3(H,PACKAGE,GE3D)* handle, float threshold)
{
ge3dAlphaTest (threshold);
}
/* getTextureAlpha */
jn_int32 name2(PACKAGE,GE3D_getTextureAlpha) (struct name3(H,PACKAGE,GE3D)* handle)
{
return texturealpha;
}
/*** drawing geometry ***/
/* drawCube */
void name2(PACKAGE,GE3D_drawCube) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* hmin, HArrayOfFloat* hmax)
{
const point3D* min = (const point3D*) unhand (hmin)->body;
const point3D* max = (const point3D*) unhand (hmax)->body;
/*fprintf (stderr, "cube ((%g, %g, %g), (%g, %g, %g))\n", min->x, min->y, min->z, max->x, max->y, max->z);*/
ge3dCube (min, max);
}
/* drawWireCube */
void name2(PACKAGE,GE3D_drawWireCube) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* hmin, HArrayOfFloat* hmax)
{
const point3D* min = (const point3D*) unhand (hmin)->body;
const point3D* max = (const point3D*) unhand (hmax)->body;
ge3dWireCube (min, max);
}
/* drawCylinder */
void name2(PACKAGE,GE3D_drawCylinder) (struct name3(H,PACKAGE,GE3D)* handle,
float botrad, float toprad, float bottom, float height, jn_int32 parts)
{
ge3dCylinder (botrad, toprad, bottom, height, parts);
}
/* drawFaceSet */
void name2(PACKAGE,GE3D_drawFaceSet) (struct name3(H,PACKAGE,GE3D)* handle,
HArrayOfFloat* hverts, jn_int32 numcoordinds, HArrayOfInt* hcoordinds,
HArrayOfFloat* hfnormals,
HArrayOfFloat* htexcoords, jn_int32 numtexinds, HArrayOfInt* htexcoordinds,
jn_int32 numcolor, HArrayOfFloat* hcolor, jn_int32 numcolorinds, HArrayOfInt* hcolorinds,
jn_int32 matbinding,
HArrayOfFloat* hnormallist, jn_int32 numnormalinds, HArrayOfInt* hnormalinds
)
{
const point3D* verts = (const point3D*) unhand (hverts)->body;
/* not using array sizes, because they may be larger than the used part numverts (FloatArray) */
const int* coordinds = (const int*) unhand (hcoordinds)->body;
const vector3D* fnormals = hfnormals ? (const vector3D*) unhand (hfnormals)->body : 0;
const point2D* texcoords = htexcoords ? (const point2D*) unhand (htexcoords)->body : 0;
const int* texcoordinds = htexcoordinds ? (const int*) unhand (htexcoordinds)->body : 0;
colorRGB* color = hcolor ? (colorRGB*) unhand (hcolor)->body : 0;
const int* colorinds = hcolorinds ? (const int*) unhand (hcolorinds)->body : 0;
const vector3D * normallist = hnormallist ? (const vector3D*) unhand (hnormallist)->body : 0;
const int* normalinds = hnormalinds ? (const int*) unhand (hnormalinds)->body : 0;
/* assert: C's int is 32 bit (jn_int32 is) */
/* fprintf (stderr, "drawing faceset with %d vertex indices (%d, %d, %d, ...)\n", */
/* (int) numcoordinds, (int) coordinds[0], (int) coordinds[1], (int) coordinds[2]); */
gejvertmaterial->num_diffuse = numcolor;
gejvertmaterial->rgb_diffuse = color;
/* fprintf (stderr, "calling ge3dFaceSet, %d colors, %p\n", numcolor, (void*) color); */
/*if (numcolor == 5)*/
/* fprintf (stderr, "(%g, %g, %g), (%g, %g, %g), (%g, %g, %g)\n", color[0].R, color[0].G, color[0].B,*/
/*color[1].R, color[1].G, color[1].B, color[2].R, color[2].G, color[2].B);*/
ge3dFaceSet (
verts, numcoordinds, coordinds, /* vertex data */
gejvertmaterial, matbinding, numcolorinds, colorinds, /* materials */
normallist, numnormalinds, normalinds, /* vertex normals */
fnormals, /* facenormals */
texcoords, numtexinds, texcoordinds /* texturing */
);
/* fprintf (stderr, "after calling ge3dFaceSet\n"); */
if (gejmaterial->rgb_diffuse) /* restore diffuse color */
ge3dFillColor (gejmaterial->rgb_diffuse);
}
/* drawLineSet */
void name2(PACKAGE,GE3D_drawLineSet) (struct name3(H,PACKAGE,GE3D)* handle,
HArrayOfFloat* hverts, jn_int32 numcoordinds, HArrayOfInt* hcoordinds,
jn_int32 numcolor, HArrayOfFloat* hcolor, jn_int32 numcolorind, HArrayOfInt* hcolorind, jn_int32 pervertex
)
{
const point3D* verts = (const point3D*) unhand (hverts)->body;
const int* coordinds = (const int*) unhand (hcoordinds)->body;
const colorRGB* color = hcolor ? (const colorRGB*) unhand (hcolor)->body : 0;
const int* colorind = hcolorind ? (const int*) unhand (hcolorind)->body : 0;
ge3dLineSet2 (verts, numcoordinds, coordinds, numcolor, color, numcolorind, colorind, pervertex);
}
/* drawPointSet */
void name2(PACKAGE,GE3D_drawPointSet) (struct name3(H,PACKAGE,GE3D)* handle,
HArrayOfFloat* hverts, jn_int32 numverts, HArrayOfFloat* hcolor, jn_int32 numcolor
)
{
const point3D* verts = (const point3D*) unhand (hverts)->body;
const colorRGB* color = hcolor ? (const colorRGB*) unhand (hcolor)->body : 0;
ge3dPointSet2 (verts, numverts, color, numcolor);
}
/* drawSphere */
void name2(PACKAGE,GE3D_drawSphere) (struct name3(H,PACKAGE,GE3D)* handle, float radius)
{
ge3dSphere (radius);
}
/* drawLine2D */
void name2(PACKAGE,GE3D_drawLine2D) (struct name3(H,PACKAGE,GE3D)* handle,
float x0, float y0, float x1, float y1)
{
ge3d_line (x0, y0, 0.0, x1, y1, 0.0);
}
/* drawRect2D */
void name2(PACKAGE,GE3D_drawRect2D) (struct name3(H,PACKAGE,GE3D)* handle,
float x0, float y0, float x1, float y1)
{
ge3d_rect (x0, y0, x1, y1);
}
/* drawPolyLines2D */
void name2(PACKAGE,GE3D_drawPolyLines2D) (struct name3(H,PACKAGE,GE3D)* handle, HArrayOfFloat* hlines)
{
ge3dPolyLines2D ((float*) unhand (hlines)->body); /* should be (const float*) in ge3d */
}
/* drawCircle */
void name2(PACKAGE,GE3D_drawCircle) (struct name3(H,PACKAGE,GE3D)* handle, float x, float y, float r)
{
ge3d_circle (x, y, r); /* circle outline */
}
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