/******************************Module*Header*******************************\ * Module Name: mesh.c * * Routines to create a mesh representation of a 3D object and to turn it * into an OpenGL description. * * Copyright (c) 1994-1995 Microsoft Corporation * \**************************************************************************/ #include #include #include #include #include #include "ssopengl.h" #include "mesh.h" #define ZERO_EPS 0.00000001 /******************************Public*Routine******************************\ * newMesh * * Allocate memory for the mesh structure to accomodate the specified number * of points and faces. * \**************************************************************************/ void newMesh(MESH *mesh, int numFaces, int numPts) { mesh->numFaces = 0; mesh->numPoints = 0; if (numPts) { mesh->pts = SaverAlloc((LONG)numPts * (LONG)sizeof(POINT3D)); mesh->norms = SaverAlloc((LONG)numPts * (LONG)sizeof(POINT3D)); } mesh->faces = SaverAlloc((LONG)numFaces * (LONG)sizeof(MFACE)); } /******************************Public*Routine******************************\ * delMesh * * Delete the allocated portions of the MESH structure. * \**************************************************************************/ void delMesh(MESH *mesh) { SaverFree(mesh->pts); SaverFree(mesh->norms); SaverFree(mesh->faces); } /******************************Public*Routine******************************\ * iPtInList * * Add a vertex and its normal to the mesh. If the vertex already exists, * add in the normal to the existing normal (we to accumulate the average * normal at each vertex). Normalization of the normals is the * responsibility of the caller. * \**************************************************************************/ static int iPtInList(MESH *mesh, POINT3D *p, POINT3D *norm, int start) { int i; POINT3D *pts = mesh->pts + start; for (i = start; i < mesh->numPoints; i++, pts++) { // If the vertices are within ZERO_EPS of each other, then its the same // vertex. if ( fabs(pts->x - p->x) < ZERO_EPS && fabs(pts->y - p->y) < ZERO_EPS && fabs(pts->z - p->z) < ZERO_EPS ) { mesh->norms[i].x += norm->x; mesh->norms[i].y += norm->y; mesh->norms[i].z += norm->z; return i; } } mesh->pts[i] = *p; mesh->norms[i] = *norm; mesh->numPoints++; return i; } /******************************Public*Routine******************************\ * revolveSurface * * Takes the set of points in curve and fills the mesh structure with a * surface of revolution. The surface consists of quads made up of the * points in curve rotated about the y-axis. The number of increments * in the revolution is determined by the steps parameter. * \**************************************************************************/ #define MAXPREC 40 void revolveSurface(MESH *mesh, POINT3D *curve, int steps) { int i; int j; int facecount = 0; double rotation = 0.0; double rotInc; double cosVal; double sinVal; int stepsSqr; POINT3D norm; POINT3D a[MAXPREC + 1]; POINT3D b[MAXPREC + 1]; if (steps > MAXPREC) steps = MAXPREC; rotInc = (2.0 * PI) / (double)(steps - 1); stepsSqr = steps * steps; newMesh(mesh, stepsSqr, 4 * stepsSqr); for (j = 0; j < steps; j++, rotation += rotInc) { cosVal = cos(rotation); sinVal = sin(rotation); for (i = 0; i < steps; i++) { a[i].x = (float) (curve[i].x * cosVal + curve[i].z * sinVal); a[i].y = (float) (curve[i].y); a[i].z = (float) (curve[i].z * cosVal - curve[i].x * sinVal); } cosVal = cos(rotation + rotInc); sinVal = sin(rotation + rotInc); for (i = 0; i < steps; i++) { b[i].x = (float) (curve[i].x * cosVal + curve[i].z * sinVal); b[i].y = (float) (curve[i].y); b[i].z = (float) (curve[i].z * cosVal - curve[i].x * sinVal); } for (i = 0; i < (steps - 1); i++) { calcNorm(&norm, &b[i + 1], &b[i], &a[i]); if ((norm.x * norm.x) + (norm.y * norm.y) + (norm.z * norm.z) < 0.9) calcNorm(&norm, &a[i], &a[i+1], &b[i + 1]); mesh->faces[facecount].material = j & 7; mesh->faces[facecount].norm = norm; mesh->faces[facecount].p[0] = iPtInList(mesh, &b[i], &norm, 0); mesh->faces[facecount].p[1] = iPtInList(mesh, &a[i], &norm, 0); mesh->faces[facecount].p[2] = iPtInList(mesh, &b[i + 1], &norm, 0); mesh->faces[facecount].p[3] = iPtInList(mesh, &a[i + 1], &norm, 0); mesh->numFaces++; facecount++; } } normalizeNorms(mesh->norms, mesh->numPoints); } /******************************Public*Routine******************************\ * updateObject * * Takes the mesh structure and converts the data into OpenGL immediate * mode commands. * \**************************************************************************/ void updateObject(MESH *mesh, BOOL bSmooth) { int i; int a, b; int aOffs, bOffs, cOffs, dOffs; MFACE *faces; POINT3D *pp; POINT3D *pn; int lastC, lastD; pp = mesh->pts; pn = mesh->norms; glBegin(GL_QUAD_STRIP); for (i = 0, faces = mesh->faces, lastC = faces->p[0], lastD = faces->p[1]; i < mesh->numFaces; i++, faces++) { a = faces->p[0]; b = faces->p[1]; if (!bSmooth) { if ((a != lastC) || (b != lastD)) { glNormal3fv((GLfloat *)&(faces - 1)->norm); glVertex3fv((GLfloat *)((char *)pp + (lastC << 3) + (lastC << 2))); glVertex3fv((GLfloat *)((char *)pp + (lastD << 3) + (lastD << 2))); glEnd(); glBegin(GL_QUAD_STRIP); } glNormal3fv((GLfloat *)&faces->norm); glVertex3fv((GLfloat *)((char *)pp + (a << 3) + (a << 2))); glVertex3fv((GLfloat *)((char *)pp + (b << 3) + (b << 2))); } else { if ((a != lastC) || (b != lastD)) { cOffs = (lastC << 3) + (lastC << 2); dOffs = (lastD << 3) + (lastD << 2); glNormal3fv((GLfloat *)((char *)pn + cOffs)); glVertex3fv((GLfloat *)((char *)pp + cOffs)); glNormal3fv((GLfloat *)((char *)pn + dOffs)); glVertex3fv((GLfloat *)((char *)pp + dOffs)); glEnd(); glBegin(GL_QUAD_STRIP); } aOffs = (a << 3) + (a << 2); bOffs = (b << 3) + (b << 2); glNormal3fv((GLfloat *)((char *)pn + aOffs)); glVertex3fv((GLfloat *)((char *)pp + aOffs)); glNormal3fv((GLfloat *)((char *)pn + bOffs)); glVertex3fv((GLfloat *)((char *)pp + bOffs)); } lastC = faces->p[2]; lastD = faces->p[3]; } if (!bSmooth) { glNormal3fv((GLfloat *)&(faces - 1)->norm); glVertex3fv((GLfloat *)((char *)pp + (lastC << 3) + (lastC << 2))); glVertex3fv((GLfloat *)((char *)pp + (lastD << 3) + (lastD << 2))); } else { cOffs = (lastC << 3) + (lastC << 2); dOffs = (lastD << 3) + (lastD << 2); glNormal3fv((GLfloat *)((char *)pn + cOffs)); glVertex3fv((GLfloat *)((char *)pp + cOffs)); glNormal3fv((GLfloat *)((char *)pn + dOffs)); glVertex3fv((GLfloat *)((char *)pp + dOffs)); } glEnd(); } /******************************Public*Routine******************************\ * updateObject * * This is a special case that handles a mesh structure that represents * a strip that is a 1 high loop. * * Takes the mesh structure and converts the data into OpenGL immediate * mode commands. * \**************************************************************************/ void updateObject2(MESH *mesh, BOOL bSmooth) { int i; int a, b; int aOffs, bOffs, cOffs, dOffs; MFACE *faces; POINT3D *pp; POINT3D *pn; int lastC, lastD; pp = mesh->pts; pn = mesh->norms; glBegin(GL_QUAD_STRIP); for (i = 0, faces = mesh->faces, lastC = faces->p[0], lastD = faces->p[1]; i < mesh->numFaces; i++, faces++) { a = faces->p[0]; b = faces->p[1]; if (!bSmooth) { glNormal3fv((GLfloat *)&faces->norm); glVertex3fv((GLfloat *)((char *)pp + (a << 3) + (a << 2))); glVertex3fv((GLfloat *)((char *)pp + (b << 3) + (b << 2))); } else { aOffs = (a << 3) + (a << 2); bOffs = (b << 3) + (b << 2); glNormal3fv((GLfloat *)((char *)pn + aOffs)); glVertex3fv((GLfloat *)((char *)pp + aOffs)); glNormal3fv((GLfloat *)((char *)pn + bOffs)); glVertex3fv((GLfloat *)((char *)pp + bOffs)); } lastC = faces->p[2]; lastD = faces->p[3]; } if (!bSmooth) { glNormal3fv((GLfloat *)&(mesh->faces)->norm); glVertex3fv((GLfloat *)((char *)pp + (lastC << 3) + (lastC << 2))); glVertex3fv((GLfloat *)((char *)pp + (lastD << 3) + (lastD << 2))); } else { cOffs = (lastC << 3) + (lastC << 2); dOffs = (lastD << 3) + (lastD << 2); glNormal3fv((GLfloat *)((char *)pn + cOffs)); glVertex3fv((GLfloat *)((char *)pp + cOffs)); glNormal3fv((GLfloat *)((char *)pn + dOffs)); glVertex3fv((GLfloat *)((char *)pp + dOffs)); } glEnd(); } /******************************Public*Routine******************************\ * MakeList * * Takes the mesh structure and converts the data into OpenGL display * list. * \**************************************************************************/ void MakeList(GLuint listID, MESH *mesh) { int i; int a, b; int aOffs, bOffs, cOffs, dOffs; MFACE *faces; BOOL bSmooth; POINT3D *pp; POINT3D *pn; GLint shadeModel; int lastC, lastD; glGetIntegerv(GL_SHADE_MODEL, &shadeModel); bSmooth = (shadeModel == GL_SMOOTH); glNewList(listID, GL_COMPILE); pp = mesh->pts; pn = mesh->norms; glBegin(GL_QUAD_STRIP); for (i = 0, faces = mesh->faces, lastC = faces->p[0], lastD = faces->p[1]; i < mesh->numFaces; i++, faces++) { a = faces->p[0]; b = faces->p[1]; if (!bSmooth) { if ((a != lastC) || (b != lastD)) { glNormal3fv((GLfloat *)&((faces - 1)->norm)); glVertex3fv((GLfloat *)((char *)pp + (lastC << 3) + (lastC << 2))); glVertex3fv((GLfloat *)((char *)pp + (lastD << 3) + (lastD << 2))); glEnd(); glBegin(GL_QUAD_STRIP); } glNormal3fv((GLfloat *)&faces->norm); glVertex3fv((GLfloat *)((char *)pp + (a << 3) + (a << 2))); glVertex3fv((GLfloat *)((char *)pp + (b << 3) + (b << 2))); } else { if ((a != lastC) || (b != lastD)) { cOffs = (lastC << 3) + (lastC << 2); dOffs = (lastD << 3) + (lastD << 2); glNormal3fv((GLfloat *)((char *)pn + cOffs)); glVertex3fv((GLfloat *)((char *)pp + cOffs)); glNormal3fv((GLfloat *)((char *)pn + dOffs)); glVertex3fv((GLfloat *)((char *)pp + dOffs)); glEnd(); glBegin(GL_QUAD_STRIP); } aOffs = (a << 3) + (a << 2); bOffs = (b << 3) + (b << 2); glNormal3fv((GLfloat *)((char *)pn + aOffs)); glVertex3fv((GLfloat *)((char *)pp + aOffs)); glNormal3fv((GLfloat *)((char *)pn + bOffs)); glVertex3fv((GLfloat *)((char *)pp + bOffs)); } lastC = faces->p[2]; lastD = faces->p[3]; } if (!bSmooth) { glNormal3fv((GLfloat *)&((faces - 1)->norm)); glVertex3fv((GLfloat *)((char *)pp + (lastC << 3) + (lastC << 2))); glVertex3fv((GLfloat *)((char *)pp + (lastD << 3) + (lastD << 2))); } else { cOffs = (lastC << 3) + (lastC << 2); dOffs = (lastD << 3) + (lastD << 2); glNormal3fv((GLfloat *)((char *)pn + cOffs)); glVertex3fv((GLfloat *)((char *)pp + cOffs)); glNormal3fv((GLfloat *)((char *)pn + dOffs)); glVertex3fv((GLfloat *)((char *)pp + dOffs)); } glEnd(); glEndList(); }