1/* 2 * GLM library. Wavefront .obj file format reader/writer/manipulator. 3 * 4 * Written by Nate Robins, 1997. 5 * email: ndr@pobox.com 6 * www: http://www.pobox.com/~ndr 7 */ 8 9#ifndef GLM_H 10#define GLM_H 11 12 13typedef unsigned int uint; 14 15 16#ifndef M_PI 17#define M_PI 3.14159265 18#endif 19 20 21/* defines */ 22#define GLM_NONE (0) /* render with only vertices */ 23#define GLM_FLAT (1 << 0) /* render with facet normals */ 24#define GLM_SMOOTH (1 << 1) /* render with vertex normals */ 25#define GLM_TEXTURE (1 << 2) /* render with texture coords */ 26#define GLM_COLOR (1 << 3) /* render with colors */ 27#define GLM_MATERIAL (1 << 4) /* render with materials */ 28 29 30/* structs */ 31 32/* GLMmaterial: Structure that defines a material in a model. 33 */ 34typedef struct _GLMmaterial 35{ 36 char* name; /* name of material */ 37 float diffuse[4]; /* diffuse component */ 38 float ambient[4]; /* ambient component */ 39 float specular[4]; /* specular component */ 40 float emmissive[4]; /* emmissive component */ 41 float shininess; /* specular exponent */ 42 char *map_kd; /* diffuse texture map file */ 43 uint texture_kd; /* diffuse texture map */ 44 uint texture_ks; /* specular texture map */ 45 int uDiffuse, uAmbient, uSpecular, uShininess, uDiffTex, uSpecTex; 46 uint prog; 47} GLMmaterial; 48 49/* GLMtriangle: Structure that defines a triangle in a model. 50 */ 51typedef struct { 52 uint vindices[3]; /* array of triangle vertex indices */ 53 uint nindices[3]; /* array of triangle normal indices */ 54 uint tindices[3]; /* array of triangle texcoord indices*/ 55 uint findex; /* index of triangle facet normal */ 56} GLMtriangle; 57 58/* GLMgroup: Structure that defines a group in a model. 59 */ 60typedef struct _GLMgroup { 61 char* name; /* name of this group */ 62 uint numtriangles; /* number of triangles in this group */ 63 uint* triangles; /* array of triangle indices */ 64 uint material; /* index to material for group */ 65 uint * triIndexes; 66 uint minIndex, maxIndex; 67 uint indexVboOffset; /* offset into index VBO for elements */ 68 struct _GLMgroup* next; /* pointer to next group in model */ 69} GLMgroup; 70 71/* GLMmodel: Structure that defines a model. 72 */ 73typedef struct { 74 char* pathname; /* path to this model */ 75 char* mtllibname; /* name of the material library */ 76 77 uint numvertices; /* number of vertices in model */ 78 float* vertices; /* array of vertices */ 79 80 uint numnormals; /* number of normals in model */ 81 float* normals; /* array of normals */ 82 83 uint numtexcoords; /* number of texcoords in model */ 84 float* texcoords; /* array of texture coordinates */ 85 86 uint numfacetnorms; /* number of facetnorms in model */ 87 float* facetnorms; /* array of facetnorms */ 88 89 uint numtriangles; /* number of triangles in model */ 90 GLMtriangle* triangles; /* array of triangles */ 91 92 uint nummaterials; /* number of materials in model */ 93 GLMmaterial* materials; /* array of materials */ 94 95 uint numgroups; /* number of groups in model */ 96 GLMgroup* groups; /* linked list of groups */ 97 98 float position[3]; /* position of the model */ 99 float scale; 100 101 uint vbo; /* OpenGL VBO for vertex data */ 102 uint index_vbo; /* VBO for index data */ 103 uint vertexSize; /* number of floats per vertex */ 104 uint posOffset; /* offset of position within vertex, in bytes */ 105 uint normOffset; /* offset of normal within vertex, in bytes */ 106 uint texOffset; /* offset of texcoord within vertex, in bytes */ 107} GLMmodel; 108 109 110/* public functions */ 111 112/* glmUnitize: "unitize" a model by translating it to the origin and 113 * scaling it to fit in a unit cube around the origin. Returns the 114 * scalefactor used. 115 * 116 * model - properly initialized GLMmodel structure 117 */ 118float 119glmUnitize(GLMmodel* model); 120 121/* glmDimensions: Calculates the dimensions (width, height, depth) of 122 * a model. 123 * 124 * model - initialized GLMmodel structure 125 * dimensions - array of 3 floats (float dimensions[3]) 126 */ 127void 128glmDimensions(GLMmodel* model, float* dimensions); 129 130/* glmScale: Scales a model by a given amount. 131 * 132 * model - properly initialized GLMmodel structure 133 * scale - scalefactor (0.5 = half as large, 2.0 = twice as large) 134 */ 135void 136glmScale(GLMmodel* model, float scale); 137 138/* glmReverseWinding: Reverse the polygon winding for all polygons in 139 * this model. Default winding is counter-clockwise. Also changes 140 * the direction of the normals. 141 * 142 * model - properly initialized GLMmodel structure 143 */ 144void 145glmReverseWinding(GLMmodel* model); 146 147/* glmFacetNormals: Generates facet normals for a model (by taking the 148 * cross product of the two vectors derived from the sides of each 149 * triangle). Assumes a counter-clockwise winding. 150 * 151 * model - initialized GLMmodel structure 152 */ 153void 154glmFacetNormals(GLMmodel* model); 155 156/* glmVertexNormals: Generates smooth vertex normals for a model. 157 * First builds a list of all the triangles each vertex is in. Then 158 * loops through each vertex in the list averaging all the facet 159 * normals of the triangles each vertex is in. Finally, sets the 160 * normal index in the triangle for the vertex to the generated smooth 161 * normal. If the dot product of a facet normal and the facet normal 162 * associated with the first triangle in the list of triangles the 163 * current vertex is in is greater than the cosine of the angle 164 * parameter to the function, that facet normal is not added into the 165 * average normal calculation and the corresponding vertex is given 166 * the facet normal. This tends to preserve hard edges. The angle to 167 * use depends on the model, but 90 degrees is usually a good start. 168 * 169 * model - initialized GLMmodel structure 170 * angle - maximum angle (in degrees) to smooth across 171 */ 172void 173glmVertexNormals(GLMmodel* model, float angle); 174 175/* glmLinearTexture: Generates texture coordinates according to a 176 * linear projection of the texture map. It generates these by 177 * linearly mapping the vertices onto a square. 178 * 179 * model - pointer to initialized GLMmodel structure 180 */ 181void 182glmLinearTexture(GLMmodel* model); 183 184/* glmSpheremapTexture: Generates texture coordinates according to a 185 * spherical projection of the texture map. Sometimes referred to as 186 * spheremap, or reflection map texture coordinates. It generates 187 * these by using the normal to calculate where that vertex would map 188 * onto a sphere. Since it is impossible to map something flat 189 * perfectly onto something spherical, there is distortion at the 190 * poles. This particular implementation causes the poles along the X 191 * axis to be distorted. 192 * 193 * model - pointer to initialized GLMmodel structure 194 */ 195void 196glmSpheremapTexture(GLMmodel* model); 197 198/* glmDelete: Deletes a GLMmodel structure. 199 * 200 * model - initialized GLMmodel structure 201 */ 202void 203glmDelete(GLMmodel* model); 204 205/* glmReadOBJ: Reads a model description from a Wavefront .OBJ file. 206 * Returns a pointer to the created object which should be free'd with 207 * glmDelete(). 208 * 209 * filename - name of the file containing the Wavefront .OBJ format data. 210 */ 211GLMmodel* 212glmReadOBJ(char* filename); 213 214/* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to 215 * a file. 216 * 217 * model - initialized GLMmodel structure 218 * filename - name of the file to write the Wavefront .OBJ format data to 219 * mode - a bitwise or of values describing what is written to the file 220 * GLM_NONE - write only vertices 221 * GLM_FLAT - write facet normals 222 * GLM_SMOOTH - write vertex normals 223 * GLM_TEXTURE - write texture coords 224 * GLM_FLAT and GLM_SMOOTH should not both be specified. 225 */ 226void 227glmWriteOBJ(GLMmodel* model, char* filename, uint mode); 228 229/* glmDraw: Renders the model to the current OpenGL context using the 230 * mode specified. 231 * 232 * model - initialized GLMmodel structure 233 * mode - a bitwise OR of values describing what is to be rendered. 234 * GLM_NONE - render with only vertices 235 * GLM_FLAT - render with facet normals 236 * GLM_SMOOTH - render with vertex normals 237 * GLM_TEXTURE - render with texture coords 238 * GLM_FLAT and GLM_SMOOTH should not both be specified. 239 */ 240void 241glmDraw(GLMmodel* model, uint mode); 242 243/* glmList: Generates and returns a display list for the model using 244 * the mode specified. 245 * 246 * model - initialized GLMmodel structure 247 * mode - a bitwise OR of values describing what is to be rendered. 248 * GLM_NONE - render with only vertices 249 * GLM_FLAT - render with facet normals 250 * GLM_SMOOTH - render with vertex normals 251 * GLM_TEXTURE - render with texture coords 252 * GLM_FLAT and GLM_SMOOTH should not both be specified. 253 */ 254uint 255glmList(GLMmodel* model, uint mode); 256 257/* glmWeld: eliminate (weld) vectors that are within an epsilon of 258 * each other. 259 * 260 * model - initialized GLMmodel structure 261 * epsilon - maximum difference between vertices 262 * ( 0.00001 is a good start for a unitized model) 263 * 264 */ 265void 266glmWeld(GLMmodel* model, float epsilon); 267 268void 269glmReIndex(GLMmodel *model); 270 271void 272glmMakeVBOs(GLMmodel *model); 273 274void 275glmDrawVBO(GLMmodel *model); 276 277void 278glmPrint(const GLMmodel *model); 279 280void 281glmShaderMaterial(GLMmaterial *mat); 282 283void 284glmLoadTextures(GLMmodel *model); 285 286void 287glmSpecularTexture(GLMmodel *model, uint cubeTex); 288 289#endif /* GLM_H */ 290