www.pudn.com > planeshoot.rar > glm.h


/*     
      glm.h 
      Wavefront OBJ model file format reader/writer/manipulator. 
 
      Includes routines for generating smooth normals with 
      preservation of edges, welding redundant vertices & texture 
      coordinate generation (spheremap and planar projections) + more. 
 */ 
#include  
#include  
 
#ifndef GL_MODEL 
 
#define GL_MODEL 
 
#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; 
 
/* 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  */ 
  GLboolean*   selected;        /* whether or not the vertex been selected */ 
 
  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; 
 
/* 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); 
 
 
/* 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) 
 * 
 */ 
GLuint glmWeld(GLMmodel* model, GLfloat epsilon); 
 
#endif //GL_MODEL