?? glm.h
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/* glm.h Nate Robins, 1997, 2000
nate@pobox.com, http://www.pobox.com/~nate
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 <GL/glut.h>#ifndef M_PI#define M_PI 3.14159265f#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 */ 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 */GLfloatglmUnitize(GLMmodel* model);/* glmDimensions: Calculates the dimensions (width, height, depth) of * a model. * * model - initialized GLMmodel structure * dimensions - array of 3 GLfloats (GLfloat dimensions[3]) */GLvoidglmDimensions(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) */GLvoidglmScale(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 */GLvoidglmReverseWinding(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 */GLvoidglmFacetNormals(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 */GLvoidglmVertexNormals(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 */GLvoidglmLinearTexture(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 */GLvoidglmSpheremapTexture(GLMmodel* model);/* glmDelete: Deletes a GLMmodel structure. * * model - initialized GLMmodel structure */GLvoidglmDelete(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);/* glmWriteOBJ: Writes a model description in Wavefront .OBJ format to * a file. * * model - initialized GLMmodel structure * filename - name of the file to write the Wavefront .OBJ format data to * mode - a bitwise or of values describing what is written to the file * GLM_NONE - write only vertices * GLM_FLAT - write facet normals * GLM_SMOOTH - write vertex normals * GLM_TEXTURE - write texture coords * GLM_FLAT and GLM_SMOOTH should not both be specified. */GLvoidglmWriteOBJ(GLMmodel* model, char* filename, GLuint mode);/* 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. */GLvoidglmDraw(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. */GLuintglmList(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) * */GLvoidglmWeld(GLMmodel* model, GLfloat epsilon);
/* glmReadPPM: read a PPM raw (type P6) file. The PPM file has a header
* that should look something like:
*
* P6
* # comment
* width height max_value
* rgbrgbrgb...
*
* where "P6" is the magic cookie which identifies the file type and
* should be the only characters on the first line followed by a
* carriage return. Any line starting with a # mark will be treated
* as a comment and discarded. After the magic cookie, three integer
* values are expected: width, height of the image and the maximum
* value for a pixel (max_value must be < 256 for PPM raw files). The
* data section consists of width*height rgb triplets (one byte each)
* in binary format (i.e., such as that written with fwrite() or
* equivalent).
*
* The rgb data is returned as an array of unsigned chars (packed
* rgb). The malloc()'d memory should be free()'d by the caller. If
* an error occurs, an error message is sent to stderr and NULL is
* returned.
*
* filename - name of the .ppm file.
* width - will contain the width of the image on return.
* height - will contain the height of the image on return.
*
*/
GLubyte*
glmReadPPM(char* filename, int* width, int* height);
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