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📄 glm.h

📁 此书为Visual C++ 高级编程技术OpenGL篇
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/*    
      glm.h
      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 <windows.h>
#include <gl/gl.h>

#ifndef GL_MODEL

#define GL_MODEL

#ifndef M_PI
#define M_PI 3.14159265
#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  */
  GLboolean*   selected;        /* whether or not the vertex been selected */

  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);


/* 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)
 *
 */
GLuint glmWeld(GLMmodel* model, GLfloat epsilon);

#endif //GL_MODEL

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