-
Notifications
You must be signed in to change notification settings - Fork 0
/
glm.h
278 lines (240 loc) · 9.85 KB
/
glm.h
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
/*
glm.h
Nate Robins, 1997, 2000
[email protected], http://www.pobox.com/~nate
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 <GL/glut.h>
#ifndef M_PI
#define M_PI 3.14159265f
#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 */
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);
/* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to
* a file.
*
* model - initialized GLMmodel structure
* filename - name of the file to write the Wavefront .OBJ format data to
* mode - a bitwise or of values describing what is written to the file
* GLM_NONE - write only vertices
* GLM_FLAT - write facet normals
* GLM_SMOOTH - write vertex normals
* GLM_TEXTURE - write texture coords
* GLM_FLAT and GLM_SMOOTH should not both be specified.
*/
GLvoid
glmWriteOBJ(GLMmodel* model, char* filename, GLuint mode);
/* 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)
*
*/
GLvoid
glmWeld(GLMmodel* model, GLfloat epsilon);
/* glmReadPPM: read a PPM raw (type P6) file. The PPM file has a header
* that should look something like:
*
* P6
* # comment
* width height max_value
* rgbrgbrgb...
*
* where "P6" is the magic cookie which identifies the file type and
* should be the only characters on the first line followed by a
* carriage return. Any line starting with a # mark will be treated
* as a comment and discarded. After the magic cookie, three integer
* values are expected: width, height of the image and the maximum
* value for a pixel (max_value must be < 256 for PPM raw files). The
* data section consists of width*height rgb triplets (one byte each)
* in binary format (i.e., such as that written with fwrite() or
* equivalent).
*
* The rgb data is returned as an array of unsigned chars (packed
* rgb). The malloc()'d memory should be free()'d by the caller. If
* an error occurs, an error message is sent to stderr and NULL is
* returned.
*
* filename - name of the .ppm file.
* width - will contain the width of the image on return.
* height - will contain the height of the image on return.
*
*/
GLubyte*
glmReadPPM(char* filename, int* width, int* height);