gle/texgen.c

 
/*
 * texgen.c
 *
 * FUNCTION:
 * texture mapping hack
 *
 * HISTORY:
 * Created by Linas Vepstas April 1994
 * general cleanup December 1995
 */
#ifdef __APPLE__
#include "gle_osx.h"
#endif
 
#include <stdlib.h>
#include <math.h>
#include <tube.h>
#include "port.h"
#include "tube_gc.h"
 
/* ======================================================= */
 
gleGC *_gle_gc = 0x0;
 
gleGC * gleCreateGC (void) {
   gleGC * retval = (gleGC *) malloc (sizeof (gleGC));
 
   retval -> bgn_gen_texture = 0x0;
   retval -> n3f_gen_texture = 0x0;
   retval -> n3d_gen_texture = 0x0;
   retval -> v3f_gen_texture = 0x0;
   retval -> v3d_gen_texture = 0x0;
   retval -> end_gen_texture = 0x0;
 
   retval -> save_bgn_gen_texture = 0x0;
   retval -> save_n3f_gen_texture = 0x0;
   retval -> save_n3d_gen_texture = 0x0;
   retval -> save_v3f_gen_texture = 0x0;
   retval -> save_v3d_gen_texture = 0x0;
   retval -> save_end_gen_texture = 0x0;
 
   retval -> join_style = TUBE_JN_ANGLE | TUBE_JN_CAP | TUBE_NORM_FACET;
   retval -> ncp = 0;
   retval -> npoints = 0;
 
   retval -> num_vert = 0;
   retval -> segment_number = 0;
   retval -> segment_length = 0.0;
   retval -> accum_seg_len = 0.0;
   retval -> prev_x = 0.0;
   retval -> prev_y = 0.0;
 
   return retval;
}
 
/* ======================================================= */
 
#define segment_number (_gle_gc -> segment_number)
#define segment_length (_gle_gc -> segment_length)
#define accum_seg_len (_gle_gc -> accum_seg_len)
#define num_vert  (_gle_gc -> num_vert)
#define prev_x  (_gle_gc -> prev_x)
#define prev_y  (_gle_gc -> prev_y)
 
/* ======================================================= */
 
static double save_nx = 0.0;
static double save_ny = 0.0;
static double save_nz = 0.0;
 
static void save_normal (double *v) {
   save_nx = v[0];
   save_ny = v[1];
   save_nz = v[2];
}
 
/* ======================================================= */
 
static void bgn_sphere_texgen (int inext, double len) {
   segment_number = inext - 1;
   segment_length = len;
   num_vert = 0;
}
 
/* ======================================================= */
/* 
 * this routine assumes that the vertex passed in has been normalized
 * (i.e. is of unit length)
 */
/* ARGSUSED3 */
static void sphere_texgen (double x, double y, double z,
                           int jcnt, int which_end) 
{
   double theta, phi;
 
   /* let phi and theta range fro 0 to 1 */
   phi = 0.5 * atan2 (x, y) / M_PI;
   phi += 0.5;
 
   theta = 1.0 - acos (z) / M_PI;
 
   /* if first vertex, merely record the texture coords */
   if (num_vert == 0) {
      prev_x = phi;
      prev_y = theta;
      num_vert ++;
   } else {
 
      /* if texture coordinates changed radically, wrap them */
      if ((prev_y - theta) > 0.6) {
         theta +=1.0;
      } else if ((prev_y - theta) < -0.6) {
         theta -=1.0;
      } /* else no-op */
      prev_y = theta;
 
 
      /* if texture coordinates changed radically, wrap them */
      if ((prev_x - phi) > 0.6) {
         phi +=1.0;
      } else if ((prev_x - phi) < -0.6) {
         phi -=1.0;
      } /* else no-op */
      prev_x = phi;
 
   }
 
   T2F_D (phi, theta);
}
 
/* ======================================================= */
/* mappers */
 
static void vertex_sphere_texgen_v (double *v, int jcnt, int which_end)  {
   double x = v[0]; double y = v[1]; double z = v[2];
   double r;
 
   r = 1.0 / sqrt (x*x + y*y + z*z);
   x *= r;
   y *= r;
   z *= r;
   sphere_texgen (x, y, z, jcnt, which_end);
}
 
/* ARGSUSED */
static void normal_sphere_texgen_v (double *v, int jcnt, int which_end)  {
   sphere_texgen (save_nx, save_ny, save_nz, jcnt, which_end);
}
 
static void vertex_sphere_model_v (double *v, int jcnt, int which_end) {
   double x = _gle_gc->contour[jcnt][0]; 
   double y = _gle_gc->contour[jcnt][1]; 
   double z = v[2];
   double r;
 
   r = 1.0 / sqrt (x*x + y*y + z*z);
   x *= r;
   y *= r;
   z *= r;
   sphere_texgen (x, y, z, jcnt, which_end);
}
 
/* ARGSUSED */
static void normal_sphere_model_v (double *v, int jcnt, int which_end) {
   if (!(_gle_gc -> cont_normal)) return;
   sphere_texgen (_gle_gc->cont_normal[jcnt][0], 
                _gle_gc->cont_normal[jcnt][1], 0.0, jcnt, which_end);
}
 
/* ======================================================= */
 
static void bgn_z_texgen (int inext, double len) {
 
   /* accumulate the previous length */
   accum_seg_len += segment_length;
 
   /* save current values */
   segment_number = inext - 1;
   segment_length = len;
 
   /* reset counter on first segment */
   if (1 >= segment_number) accum_seg_len = 0.0;
 
   num_vert = 0;
}
 
/* ======================================================= */
 
/* ARGSUSED2 */
static void cylinder_texgen (double x, double y, double z,
                             int jcnt, int which_end) 
{
   double phi;
 
   /* let phi and theta range fro 0 to 1 */
   phi = 0.5 * atan2 (x, y) / M_PI;
   phi += 0.5;
 
   /* if first vertex, merely record the texture coords */
   if (num_vert == 0) {
      prev_x = phi;
      num_vert ++;
   } else {
      /* if texture coordinates changed radically, wrap them */
      if ((prev_x - phi) > 0.6) {
         phi +=1.0;
      } else if ((prev_x - phi) < -0.6) {
         phi -=1.0;
      } /* else no-op */
      prev_x = phi;
   }
 
   if (FRONT == which_end) {
      T2F_D (phi, accum_seg_len);
   }
   if (BACK == which_end) {
      T2F_D (phi, accum_seg_len + segment_length);
   }
}
 
/* ======================================================= */
/* mappers */
 
static void vertex_cylinder_texgen_v (double *v, int jcnt, int which_end) {
   double x = v[0]; double y = v[1]; double z = v[2];
   double r;
 
   r = 1.0 / sqrt (x*x + y*y);
   x *= r;
   y *= r;
   cylinder_texgen (x, y, z, jcnt, which_end);
}
 
/* ARGSUSED */
static void normal_cylinder_texgen_v (double *v, int jcnt, int which_end) {
   cylinder_texgen (save_nx, save_ny, save_nz, jcnt, which_end);
}
 
static void vertex_cylinder_model_v (double *v, int jcnt, int which_end) {
   double x = _gle_gc->contour[jcnt][0]; 
   double y = _gle_gc->contour[jcnt][1]; 
   double z = v[2];
   double r;
 
   r = 1.0 / sqrt (x*x + y*y);
   x *= r;
   y *= r;
   cylinder_texgen (x, y, z, jcnt, which_end);
}
 
/* ARGSUSED */
static void normal_cylinder_model_v (double *v, int jcnt, int which_end) {
   if (!(_gle_gc -> cont_normal)) return;
   cylinder_texgen (_gle_gc->cont_normal[jcnt][0], 
                _gle_gc->cont_normal[jcnt][1], 0.0, jcnt, which_end);
}
 
/* ======================================================= */
 
/* ARGSUSED1 */
static void flat_texgen (double x, double y, double z,
                             int jcnt, int which_end) 
{
   if (FRONT == which_end) {
      T2F_D (x, accum_seg_len);
   }
   if (BACK == which_end) {
      T2F_D (x, accum_seg_len + segment_length);
   }
}
 
/* ======================================================= */
 
 
static void vertex_flat_texgen_v (double *v, int jcnt, int which_end) {
   flat_texgen (v[0], v[1], v[2], jcnt, which_end);
}
 
/* ARGSUSED */
static void normal_flat_texgen_v (double *v, int jcnt, int which_end) {
   flat_texgen (save_nx, save_ny, save_nz, jcnt, which_end);
}
 
static void vertex_flat_model_v (double *v, int jcnt, int which_end) {
   flat_texgen (_gle_gc->contour[jcnt][0], 
                _gle_gc->contour[jcnt][1], v[2], jcnt, which_end);
}
 
/* ARGSUSED */
static void normal_flat_model_v (double *v, int jcnt, int which_end) {
   if (!(_gle_gc -> cont_normal)) return;
   flat_texgen (_gle_gc->cont_normal[jcnt][0], 
                _gle_gc->cont_normal[jcnt][1], 0.0, jcnt, which_end);
}
 
/* ======================================================= */
 
void gleTextureMode (int mode) {
 
   INIT_GC();
 
   /* enable textureing by restoring the mode */
   _gle_gc -> bgn_gen_texture = _gle_gc -> save_bgn_gen_texture; 
   _gle_gc -> n3f_gen_texture = _gle_gc -> save_n3f_gen_texture; 
   _gle_gc -> n3d_gen_texture = _gle_gc -> save_n3d_gen_texture; 
   _gle_gc -> v3f_gen_texture = _gle_gc -> save_v3f_gen_texture; 
   _gle_gc -> v3d_gen_texture = _gle_gc -> save_v3d_gen_texture; 
   _gle_gc -> end_gen_texture = _gle_gc -> save_end_gen_texture; 
 
   switch (mode&GLE_TEXTURE_STYLE_MASK) {
 
      case GLE_TEXTURE_VERTEX_FLAT:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = vertex_flat_texgen_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_NORMAL_FLAT:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = normal_flat_texgen_v;
         _gle_gc -> n3d_gen_texture = save_normal;
         break;
 
      case GLE_TEXTURE_VERTEX_MODEL_FLAT:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = vertex_flat_model_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_NORMAL_MODEL_FLAT:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = normal_flat_model_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_VERTEX_CYL:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = vertex_cylinder_texgen_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_NORMAL_CYL:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = normal_cylinder_texgen_v;
         _gle_gc -> n3d_gen_texture = save_normal;
         break;
 
      case GLE_TEXTURE_VERTEX_MODEL_CYL:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = vertex_cylinder_model_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_NORMAL_MODEL_CYL:
         _gle_gc -> bgn_gen_texture = bgn_z_texgen;
         _gle_gc -> v3d_gen_texture = normal_cylinder_model_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_VERTEX_SPH:
         _gle_gc -> bgn_gen_texture = bgn_sphere_texgen;
         _gle_gc -> v3d_gen_texture = vertex_sphere_texgen_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_NORMAL_SPH:
         _gle_gc -> bgn_gen_texture = bgn_sphere_texgen;
         _gle_gc -> v3d_gen_texture = normal_sphere_texgen_v;
         _gle_gc -> n3d_gen_texture = save_normal;
         break;
 
      case GLE_TEXTURE_VERTEX_MODEL_SPH:
         _gle_gc -> bgn_gen_texture = bgn_sphere_texgen;
         _gle_gc -> v3d_gen_texture = vertex_sphere_model_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      case GLE_TEXTURE_NORMAL_MODEL_SPH:
         _gle_gc -> bgn_gen_texture = bgn_sphere_texgen;
         _gle_gc -> v3d_gen_texture = normal_sphere_model_v;
         _gle_gc -> n3d_gen_texture = 0x0;
         break;
 
      default:
         break;
   }
 
   /* disable texturing, and save the mode */
   if (!(mode & GLE_TEXTURE_ENABLE)) {
      _gle_gc -> save_bgn_gen_texture = _gle_gc -> bgn_gen_texture; 
      _gle_gc -> save_n3f_gen_texture = _gle_gc -> n3f_gen_texture; 
      _gle_gc -> save_n3d_gen_texture = _gle_gc -> n3d_gen_texture; 
      _gle_gc -> save_v3f_gen_texture = _gle_gc -> v3f_gen_texture; 
      _gle_gc -> save_v3d_gen_texture = _gle_gc -> v3d_gen_texture; 
      _gle_gc -> save_end_gen_texture = _gle_gc -> end_gen_texture; 
 
      _gle_gc -> bgn_gen_texture = 0x0;
      _gle_gc -> n3f_gen_texture = 0x0;
      _gle_gc -> n3d_gen_texture = 0x0;
      _gle_gc -> v3f_gen_texture = 0x0;
      _gle_gc -> v3d_gen_texture = 0x0;
      _gle_gc -> end_gen_texture = 0x0;
   }
}
 
/* ================== END OF FILE ========================= */