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authorEric Anholt <eric@anholt.net>2010-05-21 09:32:38 -0700
committerEric Anholt <eric@anholt.net>2010-05-21 12:20:39 -0700
commit68fc4b415e322f6744299e39864fbc377c6eff74 (patch)
tree4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/objviewer/glm.h
parente4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff)
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build environment for to make the build system or are unit tests that should probably live next to their code instead. Hopefully people can bring over the build for remaining pieces they care about.
Diffstat (limited to 'progs/objviewer/glm.h')
-rw-r--r--progs/objviewer/glm.h287
1 files changed, 0 insertions, 287 deletions
diff --git a/progs/objviewer/glm.h b/progs/objviewer/glm.h
deleted file mode 100644
index 1a5646fa4c..0000000000
--- a/progs/objviewer/glm.h
+++ /dev/null
@@ -1,287 +0,0 @@
-/*
- * GLM library. Wavefront .obj file format reader/writer/manipulator.
- *
- * Written by Nate Robins, 1997.
- * email: ndr@pobox.com
- * www: http://www.pobox.com/~ndr
- */
-
-#ifndef GLM_H
-#define GLM_H
-
-
-typedef unsigned int uint;
-
-
-#ifndef M_PI
-#define M_PI 3.14159265
-#endif
-
-
-/* defines */
-#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 */
-
-
-/* structs */
-
-/* GLMmaterial: Structure that defines a material in a model.
- */
-typedef struct _GLMmaterial
-{
- char* name; /* name of material */
- float diffuse[4]; /* diffuse component */
- float ambient[4]; /* ambient component */
- float specular[4]; /* specular component */
- float emmissive[4]; /* emmissive component */
- float shininess; /* specular exponent */
- char *map_kd; /* diffuse texture map file */
- uint texture_kd; /* diffuse texture map */
- uint texture_ks; /* specular texture map */
- int uDiffuse, uAmbient, uSpecular, uShininess, uDiffTex, uSpecTex;
- uint prog;
-} GLMmaterial;
-
-/* GLMtriangle: Structure that defines a triangle in a model.
- */
-typedef struct {
- uint vindices[3]; /* array of triangle vertex indices */
- uint nindices[3]; /* array of triangle normal indices */
- uint tindices[3]; /* array of triangle texcoord indices*/
- uint 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 */
- uint numtriangles; /* number of triangles in this group */
- uint* triangles; /* array of triangle indices */
- uint material; /* index to material for group */
- uint * triIndexes;
- uint minIndex, maxIndex;
- struct _GLMgroup* next; /* pointer to next group in model */
-} GLMgroup;
-
-/* GLMmodel: Structure that defines a model.
- */
-typedef struct {
- char* pathname; /* path to this model */
- char* mtllibname; /* name of the material library */
-
- uint numvertices; /* number of vertices in model */
- float* vertices; /* array of vertices */
-
- uint numnormals; /* number of normals in model */
- float* normals; /* array of normals */
-
- uint numtexcoords; /* number of texcoords in model */
- float* texcoords; /* array of texture coordinates */
-
- uint numfacetnorms; /* number of facetnorms in model */
- float* facetnorms; /* array of facetnorms */
-
- uint numtriangles; /* number of triangles in model */
- GLMtriangle* triangles; /* array of triangles */
-
- uint nummaterials; /* number of materials in model */
- GLMmaterial* materials; /* array of materials */
-
- uint numgroups; /* number of groups in model */
- GLMgroup* groups; /* linked list of groups */
-
- float position[3]; /* position of the model */
- float scale;
-
- uint vbo; /* OpenGL VBO for vertex data */
- uint vertexSize; /* number of floats per vertex */
- uint posOffset; /* offset of position within vertex, in bytes */
- uint normOffset; /* offset of normal within vertex, in bytes */
- uint texOffset; /* offset of texcoord within vertex, in bytes */
-} GLMmodel;
-
-
-/* public functions */
-
-/* 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
- */
-float
-glmUnitize(GLMmodel* model);
-
-/* glmDimensions: Calculates the dimensions (width, height, depth) of
- * a model.
- *
- * model - initialized GLMmodel structure
- * dimensions - array of 3 floats (float dimensions[3])
- */
-void
-glmDimensions(GLMmodel* model, float* 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)
- */
-void
-glmScale(GLMmodel* model, float 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
- */
-void
-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
- */
-void
-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 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
- */
-void
-glmVertexNormals(GLMmodel* model, float 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
- */
-void
-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
- */
-void
-glmSpheremapTexture(GLMmodel* model);
-
-/* glmDelete: Deletes a GLMmodel structure.
- *
- * model - initialized GLMmodel structure
- */
-void
-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);
-
-/* 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.
- */
-void
-glmWriteOBJ(GLMmodel* model, char* filename, uint 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.
- */
-void
-glmDraw(GLMmodel* model, uint 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.
- */
-uint
-glmList(GLMmodel* model, uint 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)
- *
- */
-void
-glmWeld(GLMmodel* model, float epsilon);
-
-void
-glmReIndex(GLMmodel *model);
-
-void
-glmMakeVBOs(GLMmodel *model);
-
-void
-glmDrawVBO(GLMmodel *model);
-
-void
-glmPrint(const GLMmodel *model);
-
-void
-glmShaderMaterial(GLMmaterial *mat);
-
-void
-glmLoadTextures(GLMmodel *model);
-
-void
-glmSpecularTexture(GLMmodel *model, uint cubeTex);
-
-#endif /* GLM_H */