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-rw-r--r--dist/Mesa/progs/objviewer/glmdraw.c455
1 files changed, 0 insertions, 455 deletions
diff --git a/dist/Mesa/progs/objviewer/glmdraw.c b/dist/Mesa/progs/objviewer/glmdraw.c
deleted file mode 100644
index 8b214cdb5..000000000
--- a/dist/Mesa/progs/objviewer/glmdraw.c
+++ /dev/null
@@ -1,455 +0,0 @@
-/* */
-
-#define GL_GLEXT_PROTOTYPES
-
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <GL/gl.h>
-#include <GL/glu.h>
-#include "glm.h"
-#include "readtex.h"
-#include "shaderutil.h"
-
-
-/* defines */
-#define T(x) model->triangles[(x)]
-
-
-/* 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_COLOR - render with colors (color material)
- * GLM_MATERIAL - render with materials
- * GLM_COLOR and GLM_MATERIAL should not both be specified.
- * GLM_FLAT and GLM_SMOOTH should not both be specified.
- */
-GLvoid
-glmDraw(GLMmodel* model, GLuint mode)
-{
- GLuint i;
- GLMgroup* group;
-
- assert(model);
- assert(model->vertices);
-
- /* do a bit of warning */
- if (mode & GLM_FLAT && !model->facetnorms) {
- printf("glmDraw() warning: flat render mode requested "
- "with no facet normals defined.\n");
- mode &= ~GLM_FLAT;
- }
- if (mode & GLM_SMOOTH && !model->normals) {
- printf("glmDraw() warning: smooth render mode requested "
- "with no normals defined.\n");
- mode &= ~GLM_SMOOTH;
- }
- if (mode & GLM_TEXTURE && !model->texcoords) {
- printf("glmDraw() warning: texture render mode requested "
- "with no texture coordinates defined.\n");
- mode &= ~GLM_TEXTURE;
- }
- if (mode & GLM_FLAT && mode & GLM_SMOOTH) {
- printf("glmDraw() warning: flat render mode requested "
- "and smooth render mode requested (using smooth).\n");
- mode &= ~GLM_FLAT;
- }
- if (mode & GLM_COLOR && !model->materials) {
- printf("glmDraw() warning: color render mode requested "
- "with no materials defined.\n");
- mode &= ~GLM_COLOR;
- }
- if (mode & GLM_MATERIAL && !model->materials) {
- printf("glmDraw() warning: material render mode requested "
- "with no materials defined.\n");
- mode &= ~GLM_MATERIAL;
- }
- if (mode & GLM_COLOR && mode & GLM_MATERIAL) {
- printf("glmDraw() warning: color and material render mode requested "
- "using only material mode\n");
- mode &= ~GLM_COLOR;
- }
- if (mode & GLM_COLOR)
- glEnable(GL_COLOR_MATERIAL);
- if (mode & GLM_MATERIAL)
- glDisable(GL_COLOR_MATERIAL);
-
- glPushMatrix();
- glTranslatef(model->position[0], model->position[1], model->position[2]);
-
- glBegin(GL_TRIANGLES);
- group = model->groups;
- while (group) {
- if (mode & GLM_MATERIAL) {
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,
- model->materials[group->material].ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
- model->materials[group->material].diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
- model->materials[group->material].specular);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS,
- model->materials[group->material].shininess);
- }
-
- if (mode & GLM_COLOR) {
- glColor3fv(model->materials[group->material].diffuse);
- }
-
- for (i = 0; i < group->numtriangles; i++) {
- if (mode & GLM_FLAT)
- glNormal3fv(&model->facetnorms[3 * T(group->triangles[i]).findex]);
-
- if (mode & GLM_SMOOTH)
- glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[0]]);
- if (mode & GLM_TEXTURE)
- glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[0]]);
- glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[0]]);
-#if 0
- printf("%f %f %f\n",
- model->vertices[3 * T(group->triangles[i]).vindices[0] + X],
- model->vertices[3 * T(group->triangles[i]).vindices[0] + Y],
- model->vertices[3 * T(group->triangles[i]).vindices[0] + Z]);
-#endif
-
- if (mode & GLM_SMOOTH)
- glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[1]]);
- if (mode & GLM_TEXTURE)
- glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[1]]);
- glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[1]]);
-#if 0
- printf("%f %f %f\n",
- model->vertices[3 * T(group->triangles[i]).vindices[1] + X],
- model->vertices[3 * T(group->triangles[i]).vindices[1] + Y],
- model->vertices[3 * T(group->triangles[i]).vindices[1] + Z]);
-#endif
-
- if (mode & GLM_SMOOTH)
- glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[2]]);
- if (mode & GLM_TEXTURE)
- glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[2]]);
- glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[2]]);
-#if 0
- printf("%f %f %f\n",
- model->vertices[3 * T(group->triangles[i]).vindices[2] + X],
- model->vertices[3 * T(group->triangles[i]).vindices[2] + Y],
- model->vertices[3 * T(group->triangles[i]).vindices[2] + Z]);
-#endif
-
- }
-
- group = group->next;
- }
- glEnd();
-
- glPopMatrix();
-}
-
-
-void
-glmMakeVBOs(GLMmodel *model)
-{
- uint bytes, vertexFloats, i;
- float *buffer;
-
- vertexFloats = 3;
- model->posOffset = 0;
-
- if (model->numnormals > 0) {
- assert(model->numnormals == model->numvertices);
- model->normOffset = vertexFloats * sizeof(GLfloat);
- vertexFloats += 3;
- }
-
- if (model->numtexcoords > 0) {
- assert(model->numtexcoords == model->numvertices);
- model->texOffset = vertexFloats * sizeof(GLfloat);
- vertexFloats += 2;
- }
-
- model->vertexSize = vertexFloats;
-
- bytes = (model->numvertices + 1) * vertexFloats * sizeof(float);
-
- buffer = (float *) malloc(bytes);
- for (i = 0; i < model->numvertices; i++) {
- /* copy vertex pos */
- uint j = 0;
- buffer[i * vertexFloats + j++] = model->vertices[i * 3 + 0];
- buffer[i * vertexFloats + j++] = model->vertices[i * 3 + 1];
- buffer[i * vertexFloats + j++] = model->vertices[i * 3 + 2];
- if (model->numnormals > 0) {
- buffer[i * vertexFloats + j++] = model->normals[i * 3 + 0];
- buffer[i * vertexFloats + j++] = model->normals[i * 3 + 1];
- buffer[i * vertexFloats + j++] = model->normals[i * 3 + 2];
- }
- if (model->numtexcoords > 0) {
- buffer[i * vertexFloats + j++] = model->texcoords[i * 2 + 0];
- buffer[i * vertexFloats + j++] = model->texcoords[i * 2 + 1];
- }
- }
-
- glGenBuffersARB(1, &model->vbo);
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, model->vbo);
- glBufferDataARB(GL_ARRAY_BUFFER_ARB, bytes, buffer, GL_STATIC_DRAW_ARB);
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
-
- free(buffer);
-}
-
-
-static void
-_glmLoadTexture(GLMmaterial *mat)
-{
- if (mat->map_kd) {
- GLint imgWidth, imgHeight;
- GLenum imgFormat;
- GLubyte *image = NULL;
-
- glGenTextures(1, &mat->texture_kd);
-
- image = LoadRGBImage( mat->map_kd, &imgWidth, &imgHeight, &imgFormat );
- if (!image) {
- /*fprintf(stderr, "Couldn't open texture %s\n", mat->map_kd);*/
- free(mat->map_kd);
- mat->map_kd = NULL;
- mat->texture_kd = 0;
- return;
- }
- if (0)
- printf("load texture %s %d x %d\n", mat->map_kd, imgWidth, imgHeight);
-
- glBindTexture(GL_TEXTURE_2D, mat->texture_kd);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
- imgFormat, GL_UNSIGNED_BYTE, image);
- free(image);
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- }
-}
-
-void
-glmLoadTextures(GLMmodel *model)
-{
- uint i;
-
- for (i = 0; i < model->nummaterials; i++) {
- GLMmaterial *mat = &model->materials[i];
- _glmLoadTexture(mat);
- }
-}
-
-
-void
-glmDrawVBO(GLMmodel *model)
-{
- GLMgroup* group;
-
- assert(model->vbo);
-
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, model->vbo);
-
- glVertexPointer(3, GL_FLOAT, model->vertexSize * sizeof(float),
- (void *) model->posOffset);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- if (model->numnormals > 0) {
- glNormalPointer(GL_FLOAT, model->vertexSize * sizeof(float),
- (void *) model->normOffset);
- glEnableClientState(GL_NORMAL_ARRAY);
- }
-
- if (model->numtexcoords > 0) {
- glTexCoordPointer(2, GL_FLOAT, model->vertexSize * sizeof(float),
- (void *) model->texOffset);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
-
- glPushMatrix();
- glTranslatef(model->position[0], model->position[1], model->position[2]);
- glScalef(model->scale, model->scale, model->scale);
-
- for (group = model->groups; group; group = group->next) {
- if (group->numtriangles > 0) {
-
- glmShaderMaterial(&model->materials[group->material]);
-
- glDrawRangeElements(GL_TRIANGLES,
- group->minIndex, group->maxIndex,
- 3 * group->numtriangles,
- GL_UNSIGNED_INT, group->triIndexes);
- }
- }
-
- glPopMatrix();
-
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
-
-
-/* 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_COLOR - render with colors (color material)
- * GLM_MATERIAL - render with materials
- * GLM_COLOR and GLM_MATERIAL should not both be specified.
- * GLM_FLAT and GLM_SMOOTH should not both be specified.
- */
-GLuint
-glmList(GLMmodel* model, GLuint mode)
-{
- GLuint list;
-
- list = glGenLists(1);
- glNewList(list, GL_COMPILE);
- glmDraw(model, mode);
- glEndList();
-
- return list;
-}
-
-
-
-static const char *VertexShader =
- "varying vec3 normal; \n"
- "void main() { \n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
- " normal = gl_NormalMatrix * gl_Normal; \n"
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
- "} \n";
-
-/**
- * Two %s substitutions:
- * diffuse texture? true/false
- * specular texture? true/false
- */
-static const char *TexFragmentShader =
- "uniform vec4 ambient, diffuse, specular; \n"
- "uniform vec4 ambientLight, diffuseLight, specularLight; \n"
- "uniform float shininess; \n"
- "uniform sampler2D diffTex; \n"
- "uniform samplerCube specTex; \n"
- "varying vec3 normal; \n"
- "\n"
- "void main() \n"
- "{ \n"
- " vec4 diffTerm, specTerm; \n"
- " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
- " normalize(normal)), 0.0);\n"
- " float dotProd2 = max(dot(-gl_LightSource[0].position.xyz, \n"
- " normalize(normal)), 0.0);\n"
- " dotProd += dotProd2; \n"
- " \n"
- " diffTerm = diffuse * diffuseLight * dotProd; \n"
- " if (%s) \n"
- " diffTerm *= texture2D(diffTex, gl_TexCoord[0].st); \n"
- " \n"
- " specTerm = specular * specularLight * pow(dotProd, shininess); \n"
- " if (%s) \n"
- " specTerm *= textureCube(specTex, normal); \n"
- " \n"
- " gl_FragColor = ambient * ambientLight + diffTerm + specTerm; \n"
- "} \n";
-
-
-void
-glmShaderMaterial(GLMmaterial *mat)
-{
- static const float ambientLight[4] = { 0.1, 0.1, 0.1, 0.0 };
- static const float diffuseLight[4] = { 0.75, 0.75, 0.75, 1.0 };
- static const float specularLight[4] = { 1.0, 1.0, 1.0, 0.0 };
-
- if (!mat->prog) {
- /* make shader now */
- char newShader[10000];
- GLuint vs, fs;
- const char *diffuseTex = mat->texture_kd ? "true" : "false";
- const char *specularTex = mat->texture_ks ? "true" : "false";
- GLint uAmbientLight, uDiffuseLight, uSpecularLight;
-
- /* replace %d with 0 or 1 */
- sprintf(newShader, TexFragmentShader, diffuseTex, specularTex);
- if (0)
- printf("===== new shader =====\n%s\n============\n", newShader);
-
- vs = CompileShaderText(GL_VERTEX_SHADER, VertexShader);
- fs = CompileShaderText(GL_FRAGMENT_SHADER, newShader);
- mat->prog = LinkShaders(vs, fs);
- assert(mat->prog);
-
- glUseProgram(mat->prog);
-
- mat->uAmbient = glGetUniformLocation(mat->prog, "ambient");
- mat->uDiffuse = glGetUniformLocation(mat->prog, "diffuse");
- mat->uSpecular = glGetUniformLocation(mat->prog, "specular");
- mat->uShininess = glGetUniformLocation(mat->prog, "shininess");
- mat->uDiffTex = glGetUniformLocation(mat->prog, "diffTex");
- mat->uSpecTex = glGetUniformLocation(mat->prog, "specTex");
-
- uAmbientLight = glGetUniformLocation(mat->prog, "ambientLight");
- uDiffuseLight = glGetUniformLocation(mat->prog, "diffuseLight");
- uSpecularLight = glGetUniformLocation(mat->prog, "specularLight");
-
- glUniform4fv(mat->uAmbient, 1, mat->ambient);
- glUniform4fv(mat->uDiffuse, 1, mat->diffuse);
- glUniform4fv(mat->uSpecular, 1, mat->specular);
- glUniform1f(mat->uShininess, mat->shininess);
- glUniform1i(mat->uDiffTex, 0);
- glUniform1i(mat->uSpecTex, 1);
-
- glUniform4fv(uAmbientLight, 1, ambientLight);
- glUniform4fv(uDiffuseLight, 1, diffuseLight);
- glUniform4fv(uSpecularLight, 1, specularLight);
- }
-
- glActiveTexture(GL_TEXTURE1);
- if (mat->texture_ks)
- glBindTexture(GL_TEXTURE_CUBE_MAP, mat->texture_ks);
- else
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
-
- glActiveTexture(GL_TEXTURE0);
- if (mat->texture_kd)
- glBindTexture(GL_TEXTURE_2D, mat->texture_kd);
- else
- glBindTexture(GL_TEXTURE_2D, 0);
-
- if (mat->diffuse[3] < 1.0) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glDisable(GL_BLEND);
- }
-
- glUseProgram(mat->prog);
-}
-
-
-void
-glmSpecularTexture(GLMmodel *model, uint cubeTex)
-{
- uint i;
-
- for (i = 0; i < model->nummaterials; i++) {
- model->materials[i].texture_ks = cubeTex;
- }
-}