SBSPSS/Utils/MapEdit/utils.cpp

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/*************/
/*** Utils ***/
/*************/
#include "stdafx.h"
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//#include <windows.h> // Header File For Windows
//#include <stdio.h> // Header File For Standard Input/Output
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#include "gl3d.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glut.h>
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#include <gl\glaux.h> // Header File For The Glaux Library
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#include "GLEnabledView.h"
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#include "maths.h"
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#include "Utils.H"
/**************************************************************************************/
void DbgMsg(const char * pszFmt,...)
{
char szBuf[256];
if (pszFmt)
{
va_list args;
va_start(args,pszFmt);
vsprintf(szBuf,pszFmt,args);
OutputDebugString(szBuf);
va_end(args);
}
}
/**************************************************************************************/
/**************************************************************************************/
void BuildGLBox(float XMin,float XMax,float YMin,float YMax,float ZMin,float ZMax)
{
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f);
glVertex3f( XMin, YMin, ZMin);
glVertex3f( XMax, YMin, ZMin);
glVertex3f( XMax, YMin, ZMax);
glVertex3f( XMin, YMin, ZMax);
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f( XMin, YMin, ZMax);
glVertex3f( XMax, YMin, ZMax);
glVertex3f( XMax, YMax, ZMax);
glVertex3f( XMin, YMax, ZMax);
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f);
glVertex3f( XMin, YMin, ZMin);
glVertex3f( XMin, YMax, ZMin);
glVertex3f( XMax, YMax, ZMin);
glVertex3f( XMax, YMin, ZMin);
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f);
glVertex3f( XMax, YMin, ZMin);
glVertex3f( XMax, YMax, ZMin);
glVertex3f( XMax, YMax, ZMax);
glVertex3f( XMax, YMin, ZMax);
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f( XMin, YMin, ZMin);
glVertex3f( XMin, YMin, ZMax);
glVertex3f( XMin, YMax, ZMax);
glVertex3f( XMin, YMax, ZMin);
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f);
glVertex3f( XMin, YMax, ZMin);
glVertex3f( XMin, YMax, ZMax);
glVertex3f( XMax, YMax, ZMax);
glVertex3f( XMax, YMax, ZMin);
}
/**************************************************************************************/
void BuildGLBoxNoNormals(float XMin,float XMax,float YMin,float YMax,float ZMin,float ZMax)
{
// Bottom Face
glVertex3f( XMin, YMin, ZMin);
glVertex3f( XMax, YMin, ZMin);
glVertex3f( XMax, YMin, ZMax);
glVertex3f( XMin, YMin, ZMax);
// Front Face
glVertex3f( XMin, YMin, ZMax);
glVertex3f( XMax, YMin, ZMax);
glVertex3f( XMax, YMax, ZMax);
glVertex3f( XMin, YMax, ZMax);
// Back Face
glVertex3f( XMin, YMin, ZMin);
glVertex3f( XMin, YMax, ZMin);
glVertex3f( XMax, YMax, ZMin);
glVertex3f( XMax, YMin, ZMin);
// Right face
glVertex3f( XMax, YMin, ZMin);
glVertex3f( XMax, YMax, ZMin);
glVertex3f( XMax, YMax, ZMax);
glVertex3f( XMax, YMin, ZMax);
// Left Face
glVertex3f( XMin, YMin, ZMin);
glVertex3f( XMin, YMin, ZMax);
glVertex3f( XMin, YMax, ZMax);
glVertex3f( XMin, YMax, ZMin);
// Top Face
glVertex3f( XMin, YMax, ZMin);
glVertex3f( XMin, YMax, ZMax);
glVertex3f( XMax, YMax, ZMax);
glVertex3f( XMax, YMax, ZMin);
}
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/**************************************************************************************/
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void BuildGLQuad(float XMin,float XMax,float YMin,float YMax,float Z)
{
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f( XMin, YMin, Z);
glVertex3f( XMax, YMin, Z);
glVertex3f( XMax, YMax, Z);
glVertex3f( XMin, YMax, Z);
}
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/**************************************************************************************/
/**************************************************************************************/
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/**************************************************************************************/
void TNormalise(TVECTOR &V)
{
float SqMag = V.length2();// v.x * v.x + v.y * v.y + v.z * v.z;
if (SqMag> 0.001f)
{
float Mag = (float)sqrt( SqMag);
V/=Mag;
}
}
/**************************************************************************************/
TVECTOR TCrossProduct(TVECTOR const &V0,TVECTOR const &V1,const TVECTOR &V2 )
{
TVECTOR DV1, DV2;
TVECTOR Out;
DV1.X() = V1.X() - V0.X();
DV1.Y() = V1.Y() - V0.Y();
DV1.Z() = V1.Z() - V0.Z();
DV2.X() = V2.X() - V0.X();
DV2.Y() = V2.Y() - V0.Y();
DV2.Z() = V2.Z() - V0.Z();
Out.SetX( (DV1.Z() * DV2.Y()) - (DV1.Y() * DV2.Z()) );
Out.SetY( (DV1.X() * DV2.Z()) - (DV1.Z() * DV2.X()) );
Out.SetZ( (DV1.Y() * DV2.X()) - (DV1.X() * DV2.Y()) );
TNormalise(Out);
return Out;
}
/**************************************************************************************/
/**************************************************************************************/
/**************************************************************************************/
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AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;
File=fopen(Filename,"r");
if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
/**************************************************************************************/
int LoadGLTexture(char *FileName, GLuint &Text)
{
AUX_RGBImageRec *TextureImage[1];
int Status=FALSE;
memset(TextureImage,0,sizeof(void *)*1); // Init Buffer
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP(FileName))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &Text); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, Text);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}