blob: 8b214cdb559969e316414a949437d02877ef5f6a [file] [log] [blame]
/* */
#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;
}
}