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#include "math3d.h"
#include "gltools.h"
GLint gltWriteTGA(const char *szFileName)
{
FILE *pFile; /* file pointer */
TGAHEADER tgaHeader; /* tga file header */
unsigned long lImageSize; /* size in bytes of image */
GLbyte *pBits = NULL; /* pointer to bits */
GLint iViewport[4]; /* viewport in pixels */
GLenum lastBuffer; /* storage for the current read buffer setting */
/* get the viewport dimensions */
glGetIntegerv(GL_VIEWPORT, iViewport);
/* how big is the image going to be (targas are tightly packed) */
lImageSize = iViewport[2] * 3 * iViewport[3];
/* allocate block, if this doesn't work, go home */
pBits = (GLbyte *) malloc(lImageSize);
if (pBits == NULL)
{
perror("malloc");
return 0;
}
/* read bits from color buffer */
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
/* get the current read buffer setting and save it, switch to
* the front buffer and do the read operation, finally, restore
* the read buffer state
*/
glGetIntegerv(GL_READ_BUFFER, (GLint *) &lastBuffer);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, iViewport[2], iViewport[3], GL_BGR_EXT,
GL_UNSIGNED_BYTE, pBits);
glReadBuffer(lastBuffer);
/* initialize the targa header */
tgaHeader.identsize = 0;
tgaHeader.colorMapType = 0;
tgaHeader.imageType = 2;
tgaHeader.colorMapStart = 0;
tgaHeader.colorMapLength = 0;
tgaHeader.colorMapBits = 0;
tgaHeader.xstart = 0;
tgaHeader.ystart = 0;
tgaHeader.width = iViewport[2];
tgaHeader.height = iViewport[3];
tgaHeader.bits = 24;
tgaHeader.descriptor = 0;
/* attempt to open the file */
pFile = fopen(szFileName, "wb");
if (pFile == NULL)
{
perror("fopen");
free(pBits); /* free buffer and return error */
return 0;
}
/* write the header */
fwrite(&tgaHeader, sizeof(TGAHEADER), 1, pFile);
/* write the image data */
fwrite(pBits, lImageSize, 1, pFile);
/* free temporary buffer and close the file */
free(pBits);
fclose(pFile);
return 1;
}
GLbyte *gltLoadTGA(const char *szFileName, GLint *iWidth, GLint *iHeight,
GLint *iComponents, GLenum *eFormat)
{
FILE *pFile; /* file pointer */
TGAHEADER tgaHeader; /* TGA file header */
unsigned long lImageSize; /* size in bytes of image */
short sDepth; /* pixel depth; */
GLbyte *pBits = NULL; /* pointer to bits */
/* default/failed values */
*iWidth = 0;
*iHeight = 0;
*eFormat = GL_BGR_EXT;
*iComponents = GL_RGB8;
/* attempt to open the file */
pFile = fopen(szFileName, "rb");
if (pFile == NULL)
{
perror("fopen");
return 0;
}
/* read in header (binary) */
fread(&tgaHeader, 18 /* sizeof(TGAHEADER) */, 1, pFile);
/* get width, height, and depth of texture */
*iWidth = tgaHeader.width;
*iHeight = tgaHeader.height;
sDepth = tgaHeader.bits / 8;
/* put some validity checks here, very simply, i only understand
* or care about 8, 24, or 32 bit targas
*/
if (tgaHeader.bits != 8 && tgaHeader.bits != 24 && tgaHeader.bits != 32)
return NULL;
/* calculate size of image buffer */
lImageSize = tgaHeader.width * tgaHeader.height * sDepth;
/* allocate memory and check for success */
pBits = (GLbyte *) malloc(lImageSize * sizeof(GLbyte));
if (pBits == NULL)
{
perror("malloc");
return NULL;
}
/* read in the bits */
/* check for read error, this should catch rle or other */
/* weird formats that i don't want to recognize */
if (fread(pBits, lImageSize, 1, pFile) != 1)
{
perror("fread");
free(pBits);
return NULL;
}
/* set opengl format expected */
switch (sDepth)
{
case 3: /* most likely case */
*eFormat = GL_BGR_EXT;
*iComponents = GL_RGB8;
break;
case 4:
*eFormat = GL_BGRA_EXT;
*iComponents = GL_RGBA8;
break;
case 1:
*eFormat = GL_LUMINANCE;
*iComponents = GL_LUMINANCE8;
break;
}
/* done with file */
fclose(pFile);
/* return pointer to image data */
return pBits;
}
void gltDrawUnitAxes(void)
{
GLUquadricObj *pObj; /* temporary, used for quadrics */
/* measurements */
float fAxisRadius = 0.025f;
float fAxisHeight = 1.0f;
float fArrowRadius = 0.06f;
float fArrowHeight = 0.1f;
/* setup the quadric object */
pObj = gluNewQuadric();
gluQuadricDrawStyle(pObj, GLU_FILL);
gluQuadricNormals(pObj, GLU_SMOOTH);
gluQuadricOrientation(pObj, GLU_OUTSIDE);
gluQuadricTexture(pObj, GLU_FALSE);
/* draw the blue z axis first with arrowed head */
glColor3f(0.0f, 0.0f, 1.0f);
gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1);
glPushMatrix();
glTranslatef(0.0f, 0.0f, 1.0f);
gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1);
glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1);
glPopMatrix();
/* draw the red x axis 2nd with arrowed head */
glColor3f(1.0f, 0.0f, 0.0f);
glPushMatrix();
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1);
glPushMatrix();
glTranslatef(0.0f, 0.0f, 1.0f);
gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1);
glPopMatrix();
glPopMatrix();
/* draw the green y axis 3rd with arrowed head */
glColor3f(0.0f, 1.0f, 0.0f);
glPushMatrix();
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1);
glPushMatrix();
glTranslatef(0.0f, 0.0f, 1.0f);
gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1);
glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1);
glPopMatrix();
glPopMatrix();
/* white sphere at origin */
glColor3f(1.0f, 1.0f, 1.0f);
gluSphere(pObj, 0.05f, 15, 15);
/* delete the quadric */
gluDeleteQuadric(pObj);
}
/* draw a torus (doughnut), using the current 1d texture for light shading */
/* this funct accepts 4x4 trans matrix to be applied to the vertices */
void gltDrawTorus(GLfloat majorRadius, GLfloat minorRadius, GLint numMajor,
GLint numMinor)
{
M3DVector3f vNormal;
double majorStep = 2.0f * M3D_PI / numMajor;
double minorStep = 2.0f * M3D_PI / numMinor;
int i, j;
for (i = 0; i < numMajor; ++i)
{
double a0 = i * majorStep;
double a1 = a0 + majorStep;
GLfloat x0 = (GLfloat) cos(a0);
GLfloat y0 = (GLfloat) sin(a0);
GLfloat x1 = (GLfloat) cos(a1);
GLfloat y1 = (GLfloat) sin(a1);
glBegin(GL_TRIANGLE_STRIP);
for (j = 0; j <= numMinor; ++j)
{
double b = j * minorStep;
GLfloat c = (GLfloat) cos(b);
GLfloat r = minorRadius * c + majorRadius;
GLfloat z = minorRadius * (GLfloat) sin(b);
glTexCoord2f((float) (i) / (float) (numMajor), (float) (j) \
/ (float) (numMinor));
vNormal[0] = x0 * c;
vNormal[1] = y0 * c;
vNormal[2] = z / minorRadius;
m3dNormalizeVectorf(vNormal);
glNormal3fv(vNormal);
glVertex3f(x0 * r, y0 * r, z);
glTexCoord2f((float) (i + 1) / (float) (numMajor), (float) (j) \
/ (float) (numMinor));
vNormal[0] = x1 * c;
vNormal[1] = y1 * c;
vNormal[2] = z / minorRadius;
m3dNormalizeVectorf(vNormal);
glNormal3fv(vNormal);
glVertex3f(x1 * r, y1 * r, z);
}
glEnd();
}
}
/* this function just specifically draws the jet */
/* FIXME: needs to accepts parameters of location and lightning */
void DrawJet(int nShadow)
{
M3DVector3f vNormal;
/* nose cone, set material color, note we only have to set to black
* for the shadow once
*/
if (nShadow == 0)
glColor3ub(128, 128, 128);
else
glColor3ub(0, 0, 0);
/* nose cone, points straight down, set material color */
/* follow few lines use manual approach */
glBegin(GL_TRIANGLES);
glNormal3f(0.0f, -1.0f, 0.0f);
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 60.0f);
glVertex3f(-15.0f, 0.0f, 30.0f);
glVertex3f(15.0f, 0.0f, 30.0f);
/* verticies for this panel */
{
M3DVector3f vPoints[3] = { { 15.0f, 0.0f, 30.0f },
{ 0.0f, 15.0f, 30.0f },
{ 0.0f, 0.0f, 60.0f } };
/* calculate the normal for the plane */
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 0.0f, 0.0f, 60.0f },
{ 0.0f, 15.0f, 30.0f },
{ -15.0f, 0.0f, 30.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
/* body of the plane */
{
M3DVector3f vPoints[3] = { { -15.0f, 0.0f, 30.0f },
{ 0.0f, 15.0f, 30.0f },
{ 0.0f, 0.0f, -56.0f }};
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 0.0f, 0.0f, -56.0f },
{ 0.0f, 15.0f, 30.0f },
{ 15.0f, 0.0f, 30.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(15.0f, 0.0f, 30.0f);
glVertex3f(-15.0f, 0.0f, 30.0f);
glVertex3f(0.0f, 0.0f, -56.0f);
/* left wing, large triangle for bottom of wing */
{
M3DVector3f vPoints[3] = { { 0.0f, 2.0f, 27.0f },
{ -60.0f, 2.0f, -8.0f },
{ 60.0f, 2.0f, -8.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 60.0f, 2.0f, -8.0f },
{ 0.0f, 7.0f, -8.0f },
{ 0.0f, 2.0f, 27.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 60.0f, 2.0f, -8.0f },
{ -60.0f, 2.0f, -8.0f },
{ 0.0f, 7.0f, -8.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 0.0f, 2.0f, 27.0f },
{ 0.0f, 7.0f, -8.0f },
{ -60.0f, 2.0f, -8.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
/* tail section */
/* bottom of back fin */
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(-30.0f, -0.50f, -57.0f);
glVertex3f(30.0f, -0.50f, -57.0f);
glVertex3f(0.0f, -0.50f, -40.0f);
{
M3DVector3f vPoints[3] = { { 0.0f, -0.5f, -40.0f },
{ 30.0f, -0.5f, -57.0f },
{ 0.0f, 4.0f, -57.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 0.0f, 4.0f, -57.0f },
{ -30.0f, -0.5f, -57.0f },
{ 0.0f, -0.5f, -40.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 30.0f, -0.5f, -57.0f },
{ -30.0f, -0.5f, -57.0f },
{ 0.0f, 4.0f, -57.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 0.0f, 0.5f, -40.0f },
{ 3.0f, 0.5f, -57.0f },
{ 0.0f, 25.0f, -65.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 0.0f, 25.0f, -65.0f },
{ -3.0f, 0.5f, -57.0f },
{ 0.0f, 0.5f, -40.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
{
M3DVector3f vPoints[3] = { { 3.0f, 0.5f, -57.0f },
{ -3.0f, 0.5f, -57.0f },
{ 0.0f, 25.0f, -65.0f } };
m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]);
glNormal3fv(vNormal);
glVertex3fv(vPoints[0]);
glVertex3fv(vPoints[1]);
glVertex3fv(vPoints[2]);
}
glEnd();
}
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