4 * Freeglut geometry rendering methods.
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Fri Dec 3 1999
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 #include <GL/freeglut.h>
29 #include "fg_internal.h"
34 * Need more types of polyhedra? See CPolyhedron in MRPT
38 /* General functions for drawing geometry
39 * Solids are drawn by glDrawArrays if composed of triangles, or by
40 * glDrawElements if consisting of squares or pentagons that were
41 * decomposed into triangles (some vertices are repeated in that case).
42 * WireFrame drawing will have to be done per face, using GL_LINE_LOOP and
43 * issuing one draw call per face. Always use glDrawArrays as no triangle
44 * decomposition needed. We use the "first" parameter in glDrawArrays to go
48 /* Version for OpenGL (ES) 1.1 */
49 #ifndef GL_ES_VERSION_2_0
50 static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
54 glEnableClientState(GL_VERTEX_ARRAY);
55 glEnableClientState(GL_NORMAL_ARRAY);
57 glVertexPointer(3, GL_FLOAT, 0, vertices);
58 glNormalPointer(GL_FLOAT, 0, normals);
60 /* Draw per face (TODO: could use glMultiDrawArrays if available) */
61 for (i=0; i<numFaces; i++)
62 glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
64 glDisableClientState(GL_VERTEX_ARRAY);
65 glDisableClientState(GL_NORMAL_ARRAY);
69 /* Version for OpenGL (ES) >= 2.0 */
70 static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace,
71 GLint attribute_v_coord, GLint attribute_v_normal)
73 GLuint vbo_coords = 0, vbo_normals = 0;
74 GLuint numVertices = numFaces * numEdgePerFace;
78 if (numVertices > 0 && attribute_v_coord != -1) {
79 fghGenBuffers(1, &vbo_coords);
80 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
81 fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
82 vertices, FGH_STATIC_DRAW);
85 if (numVertices > 0 && attribute_v_normal != -1) {
86 fghGenBuffers(1, &vbo_normals);
87 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
88 fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
89 normals, FGH_STATIC_DRAW);
93 fghEnableVertexAttribArray(attribute_v_coord);
94 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
95 fghVertexAttribPointer(
96 attribute_v_coord, /* attribute */
97 3, /* number of elements per vertex, here (x,y,z) */
98 GL_FLOAT, /* the type of each element */
99 GL_FALSE, /* take our values as-is */
100 0, /* no extra data between each position */
101 0 /* offset of first element */
106 fghEnableVertexAttribArray(attribute_v_normal);
107 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
108 fghVertexAttribPointer(
109 attribute_v_normal, /* attribute */
110 3, /* number of elements per vertex, here (x,y,z) */
111 GL_FLOAT, /* the type of each element */
112 GL_FALSE, /* take our values as-is */
113 0, /* no extra data between each position */
114 0 /* offset of first element */
118 /* Draw per face (TODO: could use glMultiDrawArrays if available) */
119 for (i=0; i<numFaces; i++)
120 glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
124 fghDisableVertexAttribArray(attribute_v_coord);
125 if (vbo_normals != 0)
126 fghDisableVertexAttribArray(attribute_v_normal);
129 fghDeleteBuffers(1, &vbo_coords);
130 if (vbo_normals != 0)
131 fghDeleteBuffers(1, &vbo_normals);
134 static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
136 GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
137 GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
139 if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
140 /* User requested a 2.0 draw */
141 fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
142 attribute_v_coord, attribute_v_normal);
143 #ifndef GL_ES_VERSION_2_0
145 fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
150 /* Draw the geometric shape with filled triangles
152 * - If the shape is naturally triangulated (numEdgePerFace==3), each
153 * vertex+normal pair is used only once, so no vertex indices.
155 * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
156 * vertex+normal pairs are reused, so use vertex indices.
159 /* Version for OpenGL (ES) 1.1 */
160 #ifndef GL_ES_VERSION_2_0
161 static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
162 GLsizei numVertices, GLsizei numVertIdxs)
164 glEnableClientState(GL_VERTEX_ARRAY);
165 glEnableClientState(GL_NORMAL_ARRAY);
167 glVertexPointer(3, GL_FLOAT, 0, vertices);
168 glNormalPointer(GL_FLOAT, 0, normals);
169 if (vertIdxs == NULL)
170 glDrawArrays(GL_TRIANGLES, 0, numVertices);
172 glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs);
174 glDisableClientState(GL_VERTEX_ARRAY);
175 glDisableClientState(GL_NORMAL_ARRAY);
179 /* Version for OpenGL (ES) >= 2.0 */
180 static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
181 GLsizei numVertices, GLsizei numVertIdxs,
182 GLint attribute_v_coord, GLint attribute_v_normal)
184 GLuint vbo_coords = 0, vbo_normals = 0, ibo_elements = 0;
186 if (numVertices > 0 && attribute_v_coord != -1) {
187 fghGenBuffers(1, &vbo_coords);
188 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
189 fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
190 vertices, FGH_STATIC_DRAW);
193 if (numVertices > 0 && attribute_v_normal != -1) {
194 fghGenBuffers(1, &vbo_normals);
195 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
196 fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
197 normals, FGH_STATIC_DRAW);
200 if (vertIdxs != NULL) {
201 fghGenBuffers(1, &ibo_elements);
202 fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
203 fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
204 vertIdxs, FGH_STATIC_DRAW);
208 fghEnableVertexAttribArray(attribute_v_coord);
209 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
210 fghVertexAttribPointer(
211 attribute_v_coord, /* attribute */
212 3, /* number of elements per vertex, here (x,y,z) */
213 GL_FLOAT, /* the type of each element */
214 GL_FALSE, /* take our values as-is */
215 0, /* no extra data between each position */
216 0 /* offset of first element */
221 fghEnableVertexAttribArray(attribute_v_normal);
222 fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
223 fghVertexAttribPointer(
224 attribute_v_normal, /* attribute */
225 3, /* number of elements per vertex, here (x,y,z) */
226 GL_FLOAT, /* the type of each element */
227 GL_FALSE, /* take our values as-is */
228 0, /* no extra data between each position */
229 0 /* offset of first element */
233 if (vertIdxs == NULL) {
234 glDrawArrays(GL_TRIANGLES, 0, numVertices);
236 fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
237 glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
240 /* Clean existing bindings before clean-up */
241 /* Android showed instability otherwise */
242 fghBindBuffer(FGH_ARRAY_BUFFER, 0);
243 fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
246 fghDisableVertexAttribArray(attribute_v_coord);
247 if (vbo_normals != 0)
248 fghDisableVertexAttribArray(attribute_v_normal);
251 fghDeleteBuffers(1, &vbo_coords);
252 if (vbo_normals != 0)
253 fghDeleteBuffers(1, &vbo_normals);
254 if (ibo_elements != 0)
255 fghDeleteBuffers(1, &ibo_elements);
258 static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
259 GLsizei numVertices, GLsizei numVertIdxs)
261 GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
262 GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
264 if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
265 /* User requested a 2.0 draw */
266 fghDrawGeometrySolid20(vertices, normals, vertIdxs,
267 numVertices, numVertIdxs,
268 attribute_v_coord, attribute_v_normal);
269 #ifndef GL_ES_VERSION_2_0
271 fghDrawGeometrySolid11(vertices, normals, vertIdxs,
272 numVertices, numVertIdxs);
276 /* Shape decomposition to triangles
277 * We'll use glDrawElements to draw all shapes that are not naturally
278 * composed of triangles, so generate an index vector here, using the
279 * below sampling scheme.
280 * Be careful to keep winding of all triangles counter-clockwise,
281 * assuming that input has correct winding...
283 static GLubyte vert4Decomp[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
284 static GLubyte vert5Decomp[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */
286 static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLubyte *vertIdxOut)
288 int i,j,numEdgeIdxPerFace;
289 GLubyte *vertSamps = NULL;
290 switch (numEdgePerFace)
293 /* nothing to do here, we'll draw with glDrawArrays */
296 vertSamps = vert4Decomp;
297 numEdgeIdxPerFace = 6; /* 6 output vertices for each face */
300 vertSamps = vert5Decomp;
301 numEdgeIdxPerFace = 9; /* 9 output vertices for each face */
305 * Build array with vertices using vertex coordinates and vertex indices
306 * Do same for normals.
307 * Need to do this because of different normals at shared vertices.
309 for (i=0; i<numFaces; i++)
312 int faceIdxVertIdx = i*numEdgePerFace; /* index to first element of "row" in vertex indices */
313 for (j=0; j<numEdgePerFace; j++)
315 int outIdx = i*numEdgePerFace*3+j*3;
316 int vertIdx = vertIndices[faceIdxVertIdx+j]*3;
318 vertOut[outIdx ] = vertices[vertIdx ];
319 vertOut[outIdx+1] = vertices[vertIdx+1];
320 vertOut[outIdx+2] = vertices[vertIdx+2];
322 normOut[outIdx ] = normals [normIdx ];
323 normOut[outIdx+1] = normals [normIdx+1];
324 normOut[outIdx+2] = normals [normIdx+2];
327 /* generate vertex indices for each face */
329 for (j=0; j<numEdgeIdxPerFace; j++)
330 vertIdxOut[i*numEdgeIdxPerFace+j] = faceIdxVertIdx + vertSamps[j];
334 static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut)
336 /* This function does the same as fghGenerateGeometryWithIndexArray, just skipping the index array generation... */
337 fghGenerateGeometryWithIndexArray(numFaces, numEdgePerFace, vertices, vertIndices, normals, vertOut, normOut, NULL);
341 /* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
342 /* -- stuff that can be cached -- */
343 /* Cache of input to glDrawArrays or glDrawElements
344 * In general, we build arrays with all vertices or normals.
345 * We cant compress this and use glDrawElements as all combinations of
346 * vertices and normals are unique.
348 #define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
349 static GLboolean name##Cached = FALSE;\
350 static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
351 static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
352 static void fgh##nameICaps##Generate()\
354 fghGenerateGeometry(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
355 name##_v, name##_vi, name##_n,\
356 name##_verts, name##_norms);\
358 #define DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(name,nameICaps,nameCaps)\
359 static GLboolean name##Cached = FALSE;\
360 static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
361 static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
362 static GLubyte name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\
363 static void fgh##nameICaps##Generate()\
365 fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
366 name##_v, name##_vi, name##_n,\
367 name##_verts, name##_norms, name##_vertIdxs);\
371 #define CUBE_NUM_VERT 8
372 #define CUBE_NUM_FACES 6
373 #define CUBE_NUM_EDGE_PER_FACE 4
374 #define CUBE_VERT_PER_OBJ (CUBE_NUM_FACES*CUBE_NUM_EDGE_PER_FACE)
375 #define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ*3)
376 #define CUBE_VERT_PER_OBJ_TRI (CUBE_VERT_PER_OBJ+CUBE_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
377 /* Vertex Coordinates */
378 static GLfloat cube_v[CUBE_NUM_VERT*3] =
390 static GLfloat cube_n[CUBE_NUM_FACES*3] =
400 /* Vertex indices, as quads, before triangulation */
401 static GLubyte cube_vi[CUBE_VERT_PER_OBJ] =
410 DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE)
412 /* -- Dodecahedron -- */
413 /* Magic Numbers: It is possible to create a dodecahedron by attaching two
414 * pentagons to each face of of a cube. The coordinates of the points are:
415 * (+-x,0, z); (+-1, 1, 1); (0, z, x )
416 * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
417 * x = 0.61803398875 and z = 1.61803398875.
419 #define DODECAHEDRON_NUM_VERT 20
420 #define DODECAHEDRON_NUM_FACES 12
421 #define DODECAHEDRON_NUM_EDGE_PER_FACE 5
422 #define DODECAHEDRON_VERT_PER_OBJ (DODECAHEDRON_NUM_FACES*DODECAHEDRON_NUM_EDGE_PER_FACE)
423 #define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ*3)
424 #define DODECAHEDRON_VERT_PER_OBJ_TRI (DODECAHEDRON_VERT_PER_OBJ+DODECAHEDRON_NUM_FACES*4) /* 4 extra edges per face when drawing pentagons as triangles */
425 /* Vertex Coordinates */
426 static GLfloat dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
428 0.0f, 1.61803398875f, 0.61803398875f,
430 -0.61803398875f, 0.0f, 1.61803398875f,
431 0.61803398875f, 0.0f, 1.61803398875f,
433 0.0f, 1.61803398875f, -0.61803398875f,
435 0.61803398875f, 0.0f, -1.61803398875f,
436 -0.61803398875f, 0.0f, -1.61803398875f,
437 - 1.0f, 1.0f, - 1.0f,
438 0.0f, -1.61803398875f, 0.61803398875f,
440 - 1.0f, - 1.0f, 1.0f,
441 0.0f, -1.61803398875f, -0.61803398875f,
442 - 1.0f, - 1.0f, - 1.0f,
443 1.0f, - 1.0f, - 1.0f,
444 1.61803398875f, -0.61803398875f, 0.0f,
445 1.61803398875f, 0.61803398875f, 0.0f,
446 -1.61803398875f, 0.61803398875f, 0.0f,
447 -1.61803398875f, -0.61803398875f, 0.0f
450 static GLfloat dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
452 0.0f, 0.525731112119f, 0.850650808354f,
453 0.0f, 0.525731112119f, -0.850650808354f,
454 0.0f, -0.525731112119f, 0.850650808354f,
455 0.0f, -0.525731112119f, -0.850650808354f,
457 0.850650808354f, 0.0f, 0.525731112119f,
458 -0.850650808354f, 0.0f, 0.525731112119f,
459 0.850650808354f, 0.0f, -0.525731112119f,
460 -0.850650808354f, 0.0f, -0.525731112119f,
462 0.525731112119f, 0.850650808354f, 0.0f,
463 0.525731112119f, -0.850650808354f, 0.0f,
464 -0.525731112119f, 0.850650808354f, 0.0f,
465 -0.525731112119f, -0.850650808354f, 0.0f,
469 static GLubyte dodecahedron_vi[DODECAHEDRON_VERT_PER_OBJ] =
486 DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON)
489 /* -- Icosahedron -- */
490 #define ICOSAHEDRON_NUM_VERT 12
491 #define ICOSAHEDRON_NUM_FACES 20
492 #define ICOSAHEDRON_NUM_EDGE_PER_FACE 3
493 #define ICOSAHEDRON_VERT_PER_OBJ (ICOSAHEDRON_NUM_FACES*ICOSAHEDRON_NUM_EDGE_PER_FACE)
494 #define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ*3)
495 #define ICOSAHEDRON_VERT_PER_OBJ_TRI ICOSAHEDRON_VERT_PER_OBJ
496 /* Vertex Coordinates */
497 static GLfloat icosahedron_v[ICOSAHEDRON_NUM_VERT*3] =
500 0.447213595500f, 0.894427191000f, 0.0f,
501 0.447213595500f, 0.276393202252f, 0.850650808354f,
502 0.447213595500f, -0.723606797748f, 0.525731112119f,
503 0.447213595500f, -0.723606797748f, -0.525731112119f,
504 0.447213595500f, 0.276393202252f, -0.850650808354f,
505 -0.447213595500f, -0.894427191000f, 0.0f,
506 -0.447213595500f, -0.276393202252f, 0.850650808354f,
507 -0.447213595500f, 0.723606797748f, 0.525731112119f,
508 -0.447213595500f, 0.723606797748f, -0.525731112119f,
509 -0.447213595500f, -0.276393202252f, -0.850650808354f,
513 * icosahedron_n[i][0] = ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) - ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) ;
514 * icosahedron_n[i][1] = ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) - ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) ;
515 * icosahedron_n[i][2] = ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) - ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) ;
517 static GLfloat icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
519 0.760845213037948f, 0.470228201835026f, 0.341640786498800f,
520 0.760845213036861f, -0.179611190632978f, 0.552786404500000f,
521 0.760845213033849f, -0.581234022404097f, 0.0f,
522 0.760845213036861f, -0.179611190632978f, -0.552786404500000f,
523 0.760845213037948f, 0.470228201835026f, -0.341640786498800f,
524 0.179611190628666f, 0.760845213037948f, 0.552786404498399f,
525 0.179611190634277f, -0.290617011204044f, 0.894427191000000f,
526 0.179611190633958f, -0.940456403667806f, 0.0f,
527 0.179611190634278f, -0.290617011204044f, -0.894427191000000f,
528 0.179611190628666f, 0.760845213037948f, -0.552786404498399f,
529 -0.179611190633958f, 0.940456403667806f, 0.0f,
530 -0.179611190634277f, 0.290617011204044f, 0.894427191000000f,
531 -0.179611190628666f, -0.760845213037948f, 0.552786404498399f,
532 -0.179611190628666f, -0.760845213037948f, -0.552786404498399f,
533 -0.179611190634277f, 0.290617011204044f, -0.894427191000000f,
534 -0.760845213036861f, 0.179611190632978f, -0.552786404500000f,
535 -0.760845213033849f, 0.581234022404097f, 0.0f,
536 -0.760845213036861f, 0.179611190632978f, 0.552786404500000f,
537 -0.760845213037948f, -0.470228201835026f, 0.341640786498800f,
538 -0.760845213037948f, -0.470228201835026f, -0.341640786498800f,
542 static GLubyte icosahedron_vi[ICOSAHEDRON_VERT_PER_OBJ] =
565 DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON)
567 /* -- Octahedron -- */
568 #define OCTAHEDRON_NUM_VERT 6
569 #define OCTAHEDRON_NUM_FACES 8
570 #define OCTAHEDRON_NUM_EDGE_PER_FACE 3
571 #define OCTAHEDRON_VERT_PER_OBJ (OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_EDGE_PER_FACE)
572 #define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ*3)
573 #define OCTAHEDRON_VERT_PER_OBJ_TRI OCTAHEDRON_VERT_PER_OBJ
575 /* Vertex Coordinates */
576 static GLfloat octahedron_v[OCTAHEDRON_NUM_VERT*3] =
587 static GLfloat octahedron_n[OCTAHEDRON_NUM_FACES*3] =
589 0.577350269189f, 0.577350269189f, 0.577350269189f, /* sqrt(1/3) */
590 0.577350269189f, 0.577350269189f,-0.577350269189f,
591 0.577350269189f,-0.577350269189f, 0.577350269189f,
592 0.577350269189f,-0.577350269189f,-0.577350269189f,
593 -0.577350269189f, 0.577350269189f, 0.577350269189f,
594 -0.577350269189f, 0.577350269189f,-0.577350269189f,
595 -0.577350269189f,-0.577350269189f, 0.577350269189f,
596 -0.577350269189f,-0.577350269189f,-0.577350269189f
601 static GLubyte octahedron_vi[OCTAHEDRON_VERT_PER_OBJ] =
612 DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON)
614 /* -- RhombicDodecahedron -- */
615 #define RHOMBICDODECAHEDRON_NUM_VERT 14
616 #define RHOMBICDODECAHEDRON_NUM_FACES 12
617 #define RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE 4
618 #define RHOMBICDODECAHEDRON_VERT_PER_OBJ (RHOMBICDODECAHEDRON_NUM_FACES*RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE)
619 #define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ*3)
620 #define RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI (RHOMBICDODECAHEDRON_VERT_PER_OBJ+RHOMBICDODECAHEDRON_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
622 /* Vertex Coordinates */
623 static GLfloat rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
626 0.707106781187f, 0.0f, 0.5f,
627 0.0f, 0.707106781187f, 0.5f,
628 -0.707106781187f, 0.0f, 0.5f,
629 0.0f, -0.707106781187f, 0.5f,
630 0.707106781187f, 0.707106781187f, 0.0f,
631 -0.707106781187f, 0.707106781187f, 0.0f,
632 -0.707106781187f, -0.707106781187f, 0.0f,
633 0.707106781187f, -0.707106781187f, 0.0f,
634 0.707106781187f, 0.0f, -0.5f,
635 0.0f, 0.707106781187f, -0.5f,
636 -0.707106781187f, 0.0f, -0.5f,
637 0.0f, -0.707106781187f, -0.5f,
641 static GLfloat rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*3] =
643 0.353553390594f, 0.353553390594f, 0.5f,
644 -0.353553390594f, 0.353553390594f, 0.5f,
645 -0.353553390594f, -0.353553390594f, 0.5f,
646 0.353553390594f, -0.353553390594f, 0.5f,
651 0.353553390594f, 0.353553390594f, -0.5f,
652 -0.353553390594f, 0.353553390594f, -0.5f,
653 -0.353553390594f, -0.353553390594f, -0.5f,
654 0.353553390594f, -0.353553390594f, -0.5f
658 static GLubyte rhombicdodecahedron_vi[RHOMBICDODECAHEDRON_VERT_PER_OBJ] =
673 DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON)
675 /* -- Tetrahedron -- */
676 /* Magic Numbers: r0 = ( 1, 0, 0 )
677 * r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
678 * r2 = ( -1/3, - sqrt(2) / 3, sqrt(6) / 3 )
679 * r3 = ( -1/3, - sqrt(2) / 3, -sqrt(6) / 3 )
680 * |r0| = |r1| = |r2| = |r3| = 1
681 * Distance between any two points is 2 sqrt(6) / 3
683 * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
685 #define TETRAHEDRON_NUM_VERT 4
686 #define TETRAHEDRON_NUM_FACES 4
687 #define TETRAHEDRON_NUM_EDGE_PER_FACE 3
688 #define TETRAHEDRON_VERT_PER_OBJ (TETRAHEDRON_NUM_FACES*TETRAHEDRON_NUM_EDGE_PER_FACE)
689 #define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ*3)
690 #define TETRAHEDRON_VERT_PER_OBJ_TRI TETRAHEDRON_VERT_PER_OBJ
692 /* Vertex Coordinates */
693 static GLfloat tetrahedron_v[TETRAHEDRON_NUM_VERT*3] =
696 -0.333333333333f, 0.942809041582f, 0.0f,
697 -0.333333333333f, -0.471404520791f, 0.816496580928f,
698 -0.333333333333f, -0.471404520791f, -0.816496580928f
701 static GLfloat tetrahedron_n[TETRAHEDRON_NUM_FACES*3] =
704 0.333333333333f, -0.942809041582f, 0.0f,
705 0.333333333333f, 0.471404520791f, -0.816496580928f,
706 0.333333333333f, 0.471404520791f, 0.816496580928f
710 static GLubyte tetrahedron_vi[TETRAHEDRON_VERT_PER_OBJ] =
717 DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON)
719 /* -- Sierpinski Sponge -- */
720 static unsigned int ipow (int x, unsigned int y)
722 return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
725 static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLfloat scale, GLfloat* vertices, GLfloat* normals )
728 if ( numLevels == 0 )
730 for (i=0; i<TETRAHEDRON_NUM_FACES; i++)
733 int faceIdxVertIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE;
734 for (j=0; j<TETRAHEDRON_NUM_EDGE_PER_FACE; j++)
736 int outIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE*3+j*3;
737 int vertIdx = tetrahedron_vi[faceIdxVertIdx+j]*3;
739 vertices[outIdx ] = (GLfloat)offset[0] + scale * tetrahedron_v[vertIdx ];
740 vertices[outIdx+1] = (GLfloat)offset[1] + scale * tetrahedron_v[vertIdx+1];
741 vertices[outIdx+2] = (GLfloat)offset[2] + scale * tetrahedron_v[vertIdx+2];
743 normals [outIdx ] = tetrahedron_n[normIdx ];
744 normals [outIdx+1] = tetrahedron_n[normIdx+1];
745 normals [outIdx+2] = tetrahedron_n[normIdx+2];
749 else if ( numLevels > 0 )
751 double local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
752 unsigned int stride = ipow(4,--numLevels)*TETRAHEDRON_VERT_ELEM_PER_OBJ;
754 for ( i = 0 ; i < TETRAHEDRON_NUM_FACES ; i++ )
757 local_offset[0] = offset[0] + scale * tetrahedron_v[idx ];
758 local_offset[1] = offset[1] + scale * tetrahedron_v[idx+1];
759 local_offset[2] = offset[2] + scale * tetrahedron_v[idx+2];
760 fghSierpinskiSpongeGenerate ( numLevels, local_offset, scale, vertices+i*stride, normals+i*stride );
765 #ifndef GL_ES_VERSION_2_0
766 /* -- Now the various shapes involving circles -- */
768 * Compute lookup table of cos and sin values forming a circle
769 * (or half circle if halfCircle==TRUE)
772 * It is the responsibility of the caller to free these tables
773 * The size of the table is (n+1) to form a connected loop
774 * The last entry is exactly the same as the first
775 * The sign of n can be flipped to get the reverse loop
777 static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GLboolean halfCircle)
781 /* Table size, the sign of n flips the circle direction */
782 const int size = abs(n);
784 /* Determine the angle between samples */
785 const GLfloat angle = (halfCircle?1:2)*(GLfloat)M_PI/(GLfloat)( ( n == 0 ) ? 1 : n );
787 /* Allocate memory for n samples, plus duplicate of first entry at the end */
788 *sint = malloc(sizeof(GLfloat) * (size+1));
789 *cost = malloc(sizeof(GLfloat) * (size+1));
791 /* Bail out if memory allocation fails, fgError never returns */
792 if (!(*sint) || !(*cost))
796 fgError("Failed to allocate memory in fghCircleTable");
799 /* Compute cos and sin around the circle */
803 for (i=1; i<size; i++)
806 (*sint)[i] = sinf(angle*i);
807 (*cost)[i] = cosf(angle*i);
809 (*sint)[i] = (float)sin((double)(angle*i));
810 (*cost)[i] = (float)cos((double)(angle*i));
811 #endif /* __cplusplus */
817 (*sint)[size] = 0.0f; /* sin PI */
818 (*cost)[size] = -1.0f; /* cos PI */
822 /* Last sample is duplicate of the first (sin or cos of 2 PI) */
823 (*sint)[size] = (*sint)[0];
824 (*cost)[size] = (*cost)[0];
828 static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloat **vertices, GLfloat **normals, int* nVert)
831 int idx = 0; /* idx into vertex/normal buffer */
834 /* Pre-computed circle */
835 GLfloat *sint1,*cost1;
836 GLfloat *sint2,*cost2;
838 /* number of unique vertices */
839 if (slices==0 || stacks<2)
841 /* nothing to generate */
845 *nVert = slices*(stacks-1)+2;
846 if ((*nVert) > 65535) /* TODO: must have a better solution than this low limit, at least for architectures where gluint is available */
847 fgWarning("fghGenerateSphere: too many slices or stacks requested, indices will wrap");
849 /* precompute values on unit circle */
850 fghCircleTable(&sint1,&cost1,-slices,FALSE);
851 fghCircleTable(&sint2,&cost2, stacks,TRUE);
853 /* Allocate vertex and normal buffers, bail out if memory allocation fails */
854 *vertices = malloc((*nVert)*3*sizeof(GLfloat));
855 *normals = malloc((*nVert)*3*sizeof(GLfloat));
856 if (!(*vertices) || !(*normals))
860 fgError("Failed to allocate memory in fghGenerateSphere");
864 (*vertices)[0] = 0.f;
865 (*vertices)[1] = 0.f;
866 (*vertices)[2] = radius;
867 (*normals )[0] = 0.f;
868 (*normals )[1] = 0.f;
869 (*normals )[2] = 1.f;
873 for( i=1; i<stacks; i++ )
875 for(j=0; j<slices; j++, idx+=3)
877 x = cost1[j]*sint2[i];
878 y = sint1[j]*sint2[i];
881 (*vertices)[idx ] = x*radius;
882 (*vertices)[idx+1] = y*radius;
883 (*vertices)[idx+2] = z*radius;
884 (*normals )[idx ] = x;
885 (*normals )[idx+1] = y;
886 (*normals )[idx+2] = z;
891 (*vertices)[idx ] = 0.f;
892 (*vertices)[idx+1] = 0.f;
893 (*vertices)[idx+2] = -radius;
894 (*normals )[idx ] = 0.f;
895 (*normals )[idx+1] = 0.f;
896 (*normals )[idx+2] = -1.f;
898 /* Done creating vertices, release sin and cos tables */
905 void fghGenerateCone(
906 GLfloat base, GLfloat height, GLint slices, GLint stacks, /* input */
907 GLfloat **vertices, GLfloat **normals, int* nVert /* output */
911 int idx = 0; /* idx into vertex/normal buffer */
913 /* Pre-computed circle */
916 /* Step in z and radius as stacks are drawn. */
918 GLfloat r = (GLfloat)base;
920 const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
921 const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
923 /* Scaling factors for vertex normals */
925 const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
926 const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
928 const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
929 const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
930 #endif /* __cplusplus */
934 /* number of unique vertices */
935 if (slices==0 || stacks<1)
937 /* nothing to generate */
941 *nVert = slices*(stacks+2)+1; /* need an extra stack for closing off bottom with correct normals */
943 if ((*nVert) > 65535)
944 fgWarning("fghGenerateCone: too many slices or stacks requested, indices will wrap");
946 /* Pre-computed circle */
947 fghCircleTable(&sint,&cost,-slices,FALSE);
949 /* Allocate vertex and normal buffers, bail out if memory allocation fails */
950 *vertices = malloc((*nVert)*3*sizeof(GLfloat));
951 *normals = malloc((*nVert)*3*sizeof(GLfloat));
952 if (!(*vertices) || !(*normals))
956 fgError("Failed to allocate memory in fghGenerateSphere");
960 (*vertices)[0] = 0.f;
961 (*vertices)[1] = 0.f;
963 (*normals )[0] = 0.f;
964 (*normals )[1] = 0.f;
965 (*normals )[2] = -1.f;
967 /* other on bottom (get normals right) */
968 for (j=0; j<slices; j++, idx+=3)
970 (*vertices)[idx ] = cost[j]*r;
971 (*vertices)[idx+1] = sint[j]*r;
972 (*vertices)[idx+2] = z;
973 (*normals )[idx ] = 0.f;
974 (*normals )[idx+1] = 0.f;
975 (*normals )[idx+2] = -1.f;
979 for (i=0; i<stacks+1; i++ )
981 for (j=0; j<slices; j++, idx+=3)
983 (*vertices)[idx ] = cost[j]*r;
984 (*vertices)[idx+1] = sint[j]*r;
985 (*vertices)[idx+2] = z;
986 (*normals )[idx ] = cost[j]*sinn;
987 (*normals )[idx+1] = sint[j]*sinn;
988 (*normals )[idx+2] = cosn;
995 /* Release sin and cos tables */
1000 void fghGenerateCylinder(
1001 GLfloat radius, GLfloat height, GLint slices, GLint stacks, /* input */
1002 GLfloat **vertices, GLfloat **normals, int* nVert /* output */
1006 int idx = 0; /* idx into vertex/normal buffer */
1008 /* Step in z as stacks are drawn. */
1009 GLfloat radf = (GLfloat)radius;
1011 const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
1013 /* Pre-computed circle */
1014 GLfloat *sint,*cost;
1016 /* number of unique vertices */
1017 if (slices==0 || stacks<1)
1019 /* nothing to generate */
1023 *nVert = slices*(stacks+3)+2; /* need two extra stacks for closing off top and bottom with correct normals */
1025 if ((*nVert) > 65535)
1026 fgWarning("fghGenerateCylinder: too many slices or stacks requested, indices will wrap");
1028 /* Pre-computed circle */
1029 fghCircleTable(&sint,&cost,-slices,FALSE);
1031 /* Allocate vertex and normal buffers, bail out if memory allocation fails */
1032 *vertices = malloc((*nVert)*3*sizeof(GLfloat));
1033 *normals = malloc((*nVert)*3*sizeof(GLfloat));
1034 if (!(*vertices) || !(*normals))
1038 fgError("Failed to allocate memory in fghGenerateCylinder");
1043 (*vertices)[0] = 0.f;
1044 (*vertices)[1] = 0.f;
1045 (*vertices)[2] = 0.f;
1046 (*normals )[0] = 0.f;
1047 (*normals )[1] = 0.f;
1048 (*normals )[2] = -1.f;
1050 /* other on top (get normals right) */
1051 for (j=0; j<slices; j++, idx+=3)
1053 (*vertices)[idx ] = cost[j]*radf;
1054 (*vertices)[idx+1] = sint[j]*radf;
1055 (*vertices)[idx+2] = z;
1056 (*normals )[idx ] = 0.f;
1057 (*normals )[idx+1] = 0.f;
1058 (*normals )[idx+2] = -1.f;
1062 for (i=0; i<stacks+1; i++ )
1064 for (j=0; j<slices; j++, idx+=3)
1066 (*vertices)[idx ] = cost[j]*radf;
1067 (*vertices)[idx+1] = sint[j]*radf;
1068 (*vertices)[idx+2] = z;
1069 (*normals )[idx ] = cost[j];
1070 (*normals )[idx+1] = sint[j];
1071 (*normals )[idx+2] = 0.f;
1077 /* other on bottom (get normals right) */
1079 for (j=0; j<slices; j++, idx+=3)
1081 (*vertices)[idx ] = cost[j]*radf;
1082 (*vertices)[idx+1] = sint[j]*radf;
1083 (*vertices)[idx+2] = z;
1084 (*normals )[idx ] = 0.f;
1085 (*normals )[idx+1] = 0.f;
1086 (*normals )[idx+2] = 1.f;
1090 (*vertices)[idx ] = 0.f;
1091 (*vertices)[idx+1] = 0.f;
1092 (*vertices)[idx+2] = height;
1093 (*normals )[idx ] = 0.f;
1094 (*normals )[idx+1] = 0.f;
1095 (*normals )[idx+2] = 1.f;
1097 /* Release sin and cos tables */
1102 void fghGenerateTorus(
1103 double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings, /* input */
1104 GLfloat **vertices, GLfloat **normals, int* nVert /* output */
1107 GLfloat iradius = (float)dInnerRadius;
1108 GLfloat oradius = (float)dOuterRadius;
1111 /* Pre-computed circle */
1112 GLfloat *spsi, *cpsi;
1113 GLfloat *sphi, *cphi;
1115 /* number of unique vertices */
1116 if (nSides<2 || nRings<2)
1118 /* nothing to generate */
1122 *nVert = nSides * nRings;
1124 if ((*nVert) > 65535)
1125 fgWarning("fghGenerateTorus: too many slices or stacks requested, indices will wrap");
1127 /* precompute values on unit circle */
1128 fghCircleTable(&spsi,&cpsi, nRings,FALSE);
1129 fghCircleTable(&sphi,&cphi,-nSides,FALSE);
1131 /* Allocate vertex and normal buffers, bail out if memory allocation fails */
1132 *vertices = malloc((*nVert)*3*sizeof(GLfloat));
1133 *normals = malloc((*nVert)*3*sizeof(GLfloat));
1134 if (!(*vertices) || !(*normals))
1138 fgError("Failed to allocate memory in fghGenerateTorus");
1141 for( j=0; j<nRings; j++ )
1143 for( i=0; i<nSides; i++ )
1145 int offset = 3 * ( j * nSides + i ) ;
1147 (*vertices)[offset ] = cpsi[j] * ( oradius + cphi[i] * iradius ) ;
1148 (*vertices)[offset+1] = spsi[j] * ( oradius + cphi[i] * iradius ) ;
1149 (*vertices)[offset+2] = sphi[i] * iradius ;
1150 (*normals )[offset ] = cpsi[j] * cphi[i] ;
1151 (*normals )[offset+1] = spsi[j] * cphi[i] ;
1152 (*normals )[offset+2] = sphi[i] ;
1156 /* Release sin and cos tables */
1164 /* -- INTERNAL DRAWING functions --------------------------------------- */
1165 #define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,vertIdxs)\
1166 static void fgh##nameICaps( GLboolean useWireMode )\
1170 fgh##nameICaps##Generate();\
1171 name##Cached = GL_TRUE;\
1176 fghDrawGeometryWire (name##_verts,name##_norms,\
1177 nameCaps##_NUM_FACES,nameCaps##_NUM_EDGE_PER_FACE);\
1181 fghDrawGeometrySolid(name##_verts,name##_norms,vertIdxs,\
1182 nameCaps##_VERT_PER_OBJ, nameCaps##_VERT_PER_OBJ_TRI); \
1185 #define DECLARE_INTERNAL_DRAW(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,NULL)
1186 #define DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,name##_vertIdxs)
1188 static void fghCube( GLfloat dSize, GLboolean useWireMode )
1195 cubeCached = GL_TRUE;
1200 /* Need to build new vertex list containing vertices for cube of different size */
1203 vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLfloat));
1205 /* Bail out if memory allocation fails, fgError never returns */
1209 fgError("Failed to allocate memory in fghCube");
1212 for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
1213 vertices[i] = dSize*cube_verts[i];
1216 vertices = cube_verts;
1219 fghDrawGeometryWire(vertices, cube_norms,
1220 CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE);
1222 fghDrawGeometrySolid(vertices, cube_norms, cube_vertIdxs,
1223 CUBE_VERT_PER_OBJ, CUBE_VERT_PER_OBJ_TRI);
1226 /* cleanup allocated memory */
1230 DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON)
1231 DECLARE_INTERNAL_DRAW(icosahedron,Icosahedron,ICOSAHEDRON)
1232 DECLARE_INTERNAL_DRAW(octahedron,Octahedron,OCTAHEDRON)
1233 DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON)
1234 DECLARE_INTERNAL_DRAW(tetrahedron,Tetrahedron,TETRAHEDRON)
1236 static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale, GLboolean useWireMode )
1240 GLsizei numTetr = numLevels<0? 0 : ipow(4,numLevels); /* No sponge for numLevels below 0 */
1241 GLsizei numVert = numTetr*TETRAHEDRON_VERT_PER_OBJ;
1242 GLsizei numFace = numTetr*TETRAHEDRON_NUM_FACES;
1246 /* Allocate memory */
1247 vertices = malloc(numVert*3 * sizeof(GLfloat));
1248 normals = malloc(numVert*3 * sizeof(GLfloat));
1249 /* Bail out if memory allocation fails, fgError never returns */
1250 if (!vertices || !normals)
1254 fgError("Failed to allocate memory in fghSierpinskiSponge");
1257 /* Generate elements */
1258 fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
1260 /* Draw and cleanup */
1262 fghDrawGeometryWire (vertices,normals,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE);
1264 fghDrawGeometrySolid(vertices,normals,NULL,numVert,numVert);
1272 #ifndef GL_ES_VERSION_2_0
1273 static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
1276 GLfloat *vertices, *normals;
1278 /* Generate vertices and normals */
1279 fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
1282 /* nothing to draw */
1287 GLushort *sliceIdx, *stackIdx;
1288 /* First, generate vertex index arrays for drawing with glDrawElements
1289 * We have a bunch of line_loops to draw for each stack, and a
1290 * bunch for each slice.
1293 sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
1294 stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort));
1295 if (!(stackIdx) || !(sliceIdx))
1299 fgError("Failed to allocate memory in fghSphere");
1302 /* generate for each stack */
1303 for (i=0,idx=0; i<stacks-1; i++)
1305 GLushort offset = 1+i*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
1306 for (j=0; j<slices; j++, idx++)
1308 stackIdx[idx] = offset+j;
1312 /* generate for each slice */
1313 for (i=0,idx=0; i<slices; i++)
1315 GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
1316 sliceIdx[idx++] = 0; /* vertex on top */
1317 for (j=0; j<stacks-1; j++, idx++)
1319 sliceIdx[idx] = offset+j*slices;
1321 sliceIdx[idx++] = nVert-1; /* zero based index, last element in array... */
1325 glEnableClientState(GL_VERTEX_ARRAY);
1326 glEnableClientState(GL_NORMAL_ARRAY);
1328 glVertexPointer(3, GL_FLOAT, 0, vertices);
1329 glNormalPointer(GL_FLOAT, 0, normals);
1331 for (i=0; i<slices; i++)
1332 glDrawElements(GL_LINE_STRIP,stacks+1,GL_UNSIGNED_SHORT,sliceIdx+i*(stacks+1));
1334 for (i=0; i<stacks-1; i++)
1335 glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_SHORT,stackIdx+i*slices);
1337 glDisableClientState(GL_VERTEX_ARRAY);
1338 glDisableClientState(GL_NORMAL_ARRAY);
1340 /* cleanup allocated memory */
1346 /* First, generate vertex index arrays for drawing with glDrawElements
1347 * All stacks, including top and bottom are covered with a triangle
1351 /* Create index vector */
1354 /* Allocate buffers for indices, bail out if memory allocation fails */
1355 stripIdx = malloc((slices+1)*2*(stacks)*sizeof(GLushort));
1359 fgError("Failed to allocate memory in fghSphere");
1363 for (j=0, idx=0; j<slices; j++, idx+=2)
1365 stripIdx[idx ] = j+1; /* 0 is top vertex, 1 is first for first stack */
1366 stripIdx[idx+1] = 0;
1368 stripIdx[idx ] = 1; /* repeat first slice's idx for closing off shape */
1369 stripIdx[idx+1] = 0;
1372 /* middle stacks: */
1373 /* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
1374 for (i=0; i<stacks-2; i++, idx+=2)
1376 offset = 1+i*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
1377 for (j=0; j<slices; j++, idx+=2)
1379 stripIdx[idx ] = offset+j+slices;
1380 stripIdx[idx+1] = offset+j;
1382 stripIdx[idx ] = offset+slices; /* repeat first slice's idx for closing off shape */
1383 stripIdx[idx+1] = offset;
1387 offset = 1+(stacks-2)*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
1388 for (j=0; j<slices; j++, idx+=2)
1390 stripIdx[idx ] = nVert-1; /* zero based index, last element in array (bottom vertex)... */
1391 stripIdx[idx+1] = offset+j;
1393 stripIdx[idx ] = nVert-1; /* repeat first slice's idx for closing off shape */
1394 stripIdx[idx+1] = offset;
1398 glEnableClientState(GL_VERTEX_ARRAY);
1399 glEnableClientState(GL_NORMAL_ARRAY);
1401 glVertexPointer(3, GL_FLOAT, 0, vertices);
1402 glNormalPointer(GL_FLOAT, 0, normals);
1404 for (i=0; i<stacks; i++)
1405 glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
1407 glDisableClientState(GL_VERTEX_ARRAY);
1408 glDisableClientState(GL_NORMAL_ARRAY);
1410 /* cleanup allocated memory */
1414 /* cleanup allocated memory */
1419 static void fghCone( double base, double height, GLint slices, GLint stacks, GLboolean useWireMode )
1422 GLfloat *vertices, *normals;
1424 /* Generate vertices and normals */
1425 /* Note, (stacks+1)*slices vertices for side of object, slices+1 for top and bottom closures */
1426 fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
1429 /* nothing to draw */
1434 GLushort *sliceIdx, *stackIdx;
1435 /* First, generate vertex index arrays for drawing with glDrawElements
1436 * We have a bunch of line_loops to draw for each stack, and a
1437 * bunch for each slice.
1440 stackIdx = malloc(slices*stacks*sizeof(GLushort));
1441 sliceIdx = malloc(slices*2 *sizeof(GLushort));
1442 if (!(stackIdx) || !(sliceIdx))
1446 fgError("Failed to allocate memory in fghCone");
1449 /* generate for each stack */
1450 for (i=0,idx=0; i<stacks; i++)
1452 GLushort offset = 1+(i+1)*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
1453 for (j=0; j<slices; j++, idx++)
1455 stackIdx[idx] = offset+j;
1459 /* generate for each slice */
1460 for (i=0,idx=0; i<slices; i++)
1462 GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
1463 sliceIdx[idx++] = offset+slices;
1464 sliceIdx[idx++] = offset+(stacks+1)*slices;
1468 glEnableClientState(GL_VERTEX_ARRAY);
1469 glEnableClientState(GL_NORMAL_ARRAY);
1471 glVertexPointer(3, GL_FLOAT, 0, vertices);
1472 glNormalPointer(GL_FLOAT, 0, normals);
1474 glDrawElements(GL_LINES,slices*2,GL_UNSIGNED_SHORT,sliceIdx);
1476 for (i=0; i<stacks; i++)
1477 glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_SHORT,stackIdx+i*slices);
1479 glDisableClientState(GL_VERTEX_ARRAY);
1480 glDisableClientState(GL_NORMAL_ARRAY);
1482 /* cleanup allocated memory */
1488 /* First, generate vertex index arrays for drawing with glDrawElements
1489 * All stacks, including top and bottom are covered with a triangle
1493 /* Create index vector */
1496 /* Allocate buffers for indices, bail out if memory allocation fails */
1497 stripIdx = malloc((slices+1)*2*(stacks+1)*sizeof(GLushort)); /*stacks +1 because of closing off bottom */
1501 fgError("Failed to allocate memory in fghCone");
1505 for (j=0, idx=0; j<slices; j++, idx+=2)
1508 stripIdx[idx+1] = j+1; /* 0 is top vertex, 1 is first for first stack */
1510 stripIdx[idx ] = 0; /* repeat first slice's idx for closing off shape */
1511 stripIdx[idx+1] = 1;
1514 /* middle stacks: */
1515 /* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
1516 for (i=0; i<stacks; i++, idx+=2)
1518 offset = 1+(i+1)*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
1519 for (j=0; j<slices; j++, idx+=2)
1521 stripIdx[idx ] = offset+j;
1522 stripIdx[idx+1] = offset+j+slices;
1524 stripIdx[idx ] = offset; /* repeat first slice's idx for closing off shape */
1525 stripIdx[idx+1] = offset+slices;
1529 glEnableClientState(GL_VERTEX_ARRAY);
1530 glEnableClientState(GL_NORMAL_ARRAY);
1532 glVertexPointer(3, GL_FLOAT, 0, vertices);
1533 glNormalPointer(GL_FLOAT, 0, normals);
1535 for (i=0; i<stacks+1; i++)
1536 glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
1538 glDisableClientState(GL_VERTEX_ARRAY);
1539 glDisableClientState(GL_NORMAL_ARRAY);
1541 /* cleanup allocated memory */
1545 /* cleanup allocated memory */
1550 static void fghCylinder( double radius, double height, GLint slices, GLint stacks, GLboolean useWireMode )
1553 GLfloat *vertices, *normals;
1555 /* Generate vertices and normals */
1556 /* Note, (stacks+1)*slices vertices for side of object, 2*slices+2 for top and bottom closures */
1557 fghGenerateCylinder((GLfloat)radius,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
1560 /* nothing to draw */
1565 GLushort *sliceIdx, *stackIdx;
1566 /* First, generate vertex index arrays for drawing with glDrawElements
1567 * We have a bunch of line_loops to draw for each stack, and a
1568 * bunch for each slice.
1571 stackIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
1572 sliceIdx = malloc(slices*2 *sizeof(GLushort));
1573 if (!(stackIdx) || !(sliceIdx))
1577 fgError("Failed to allocate memory in fghCylinder");
1580 /* generate for each stack */
1581 for (i=0,idx=0; i<stacks+1; i++)
1583 GLushort offset = 1+(i+1)*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
1584 for (j=0; j<slices; j++, idx++)
1586 stackIdx[idx] = offset+j;
1590 /* generate for each slice */
1591 for (i=0,idx=0; i<slices; i++)
1593 GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
1594 sliceIdx[idx++] = offset+slices;
1595 sliceIdx[idx++] = offset+(stacks+1)*slices;
1599 glEnableClientState(GL_VERTEX_ARRAY);
1600 glEnableClientState(GL_NORMAL_ARRAY);
1602 glVertexPointer(3, GL_FLOAT, 0, vertices);
1603 glNormalPointer(GL_FLOAT, 0, normals);
1605 glDrawElements(GL_LINES,slices*2,GL_UNSIGNED_SHORT,sliceIdx);
1607 for (i=0; i<stacks+1; i++)
1608 glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_SHORT,stackIdx+i*slices);
1610 glDisableClientState(GL_VERTEX_ARRAY);
1611 glDisableClientState(GL_NORMAL_ARRAY);
1613 /* cleanup allocated memory */
1619 /* First, generate vertex index arrays for drawing with glDrawElements
1620 * All stacks, including top and bottom are covered with a triangle
1624 /* Create index vector */
1627 /* Allocate buffers for indices, bail out if memory allocation fails */
1628 stripIdx = malloc((slices+1)*2*(stacks+2)*sizeof(GLushort)); /*stacks +2 because of closing off bottom and top */
1632 fgError("Failed to allocate memory in fghCylinder");
1636 for (j=0, idx=0; j<slices; j++, idx+=2)
1639 stripIdx[idx+1] = j+1; /* 0 is top vertex, 1 is first for first stack */
1641 stripIdx[idx ] = 0; /* repeat first slice's idx for closing off shape */
1642 stripIdx[idx+1] = 1;
1645 /* middle stacks: */
1646 /* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
1647 for (i=0; i<stacks; i++, idx+=2)
1649 offset = 1+(i+1)*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
1650 for (j=0; j<slices; j++, idx+=2)
1652 stripIdx[idx ] = offset+j;
1653 stripIdx[idx+1] = offset+j+slices;
1655 stripIdx[idx ] = offset; /* repeat first slice's idx for closing off shape */
1656 stripIdx[idx+1] = offset+slices;
1660 offset = 1+(stacks+2)*slices;
1661 for (j=0; j<slices; j++, idx+=2)
1663 stripIdx[idx ] = offset+j;
1664 stripIdx[idx+1] = nVert-1; /* zero based index, last element in array (bottom vertex)... */
1666 stripIdx[idx ] = offset;
1667 stripIdx[idx+1] = nVert-1; /* repeat first slice's idx for closing off shape */
1670 glEnableClientState(GL_VERTEX_ARRAY);
1671 glEnableClientState(GL_NORMAL_ARRAY);
1673 glVertexPointer(3, GL_FLOAT, 0, vertices);
1674 glNormalPointer(GL_FLOAT, 0, normals);
1676 for (i=0; i<stacks+2; i++)
1677 glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
1679 glDisableClientState(GL_VERTEX_ARRAY);
1680 glDisableClientState(GL_NORMAL_ARRAY);
1682 /* cleanup allocated memory */
1686 /* cleanup allocated memory */
1691 static void fghTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
1694 GLfloat *vertices, *normals;
1696 /* Generate vertices and normals */
1697 fghGenerateTorus((GLfloat)dInnerRadius,(GLfloat)dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
1700 /* nothing to draw */
1705 GLushort *sideIdx, *ringIdx;
1706 /* First, generate vertex index arrays for drawing with glDrawElements
1707 * We have a bunch of line_loops to draw each side, and a
1708 * bunch for each ring.
1711 ringIdx = malloc(nRings*nSides*sizeof(GLushort));
1712 sideIdx = malloc(nSides*nRings*sizeof(GLushort));
1713 if (!(ringIdx) || !(sideIdx))
1717 fgError("Failed to allocate memory in fghTorus");
1720 /* generate for each ring */
1721 for( j=0,idx=0; j<nRings; j++ )
1722 for( i=0; i<nSides; i++, idx++ )
1723 ringIdx[idx] = j * nSides + i;
1725 /* generate for each side */
1726 for( i=0,idx=0; i<nSides; i++ )
1727 for( j=0; j<nRings; j++, idx++ )
1728 sideIdx[idx] = j * nSides + i;
1731 glEnableClientState(GL_VERTEX_ARRAY);
1732 glEnableClientState(GL_NORMAL_ARRAY);
1734 glVertexPointer(3, GL_FLOAT, 0, vertices);
1735 glNormalPointer(GL_FLOAT, 0, normals);
1737 for( i=0; i<nSides; i++ )
1738 glDrawElements(GL_LINE_LOOP,nRings,GL_UNSIGNED_SHORT,ringIdx+i*nRings);
1740 for (i=0; i<nRings; i++)
1741 glDrawElements(GL_LINE_LOOP,nSides,GL_UNSIGNED_SHORT,sideIdx+i*nSides);
1743 glDisableClientState(GL_VERTEX_ARRAY);
1744 glDisableClientState(GL_NORMAL_ARRAY);
1746 /* cleanup allocated memory */
1752 /* clearly, this branch is TODO */
1753 /* First, generate vertex index arrays for drawing with glDrawElements
1754 * All stacks, including top and bottom are covered with a triangle
1759 /* Allocate buffers for indices, bail out if memory allocation fails */
1760 //stripIdx = malloc((slices+1)*2*(stacks+2)*sizeof(GLushort));
1764 fgError("Failed to allocate memory in fghTorus");
1768 glEnableClientState(GL_VERTEX_ARRAY);
1769 glEnableClientState(GL_NORMAL_ARRAY);
1771 glVertexPointer(3, GL_FLOAT, 0, vertices);
1772 glNormalPointer(GL_FLOAT, 0, normals);
1774 //for (i=0; i<stacks+2; i++)
1775 // glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
1777 glDisableClientState(GL_VERTEX_ARRAY);
1778 glDisableClientState(GL_NORMAL_ARRAY);
1780 /* cleanup allocated memory */
1784 /* cleanup allocated memory */
1790 /* -- INTERFACE FUNCTIONS ---------------------------------------------- */
1794 * Draws a solid sphere
1796 void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
1798 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
1800 fghSphere( radius, slices, stacks, FALSE );
1804 * Draws a wire sphere
1806 void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
1808 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
1810 fghSphere( radius, slices, stacks, TRUE );
1813 #endif /* GL_ES_VERSION_2_0 */
1815 #ifndef EGL_VERSION_1_0
1817 * Draws a solid cone
1819 void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
1821 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
1823 fghCone( base, height, slices, stacks, FALSE );
1829 void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
1831 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
1833 fghCone( base, height, slices, stacks, TRUE );
1838 * Draws a solid cylinder
1840 void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks)
1842 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
1844 fghCylinder( radius, height, slices, stacks, FALSE );
1848 * Draws a wire cylinder
1850 void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks)
1852 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
1854 fghCylinder( radius, height, slices, stacks, TRUE );
1858 * Draws a wire torus
1860 void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
1862 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
1864 fghTorus(dInnerRadius, dOuterRadius, nSides, nRings, TRUE);
1868 * Draws a solid torus
1870 void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
1872 GLfloat *vertex, *normal;
1875 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
1879 dInnerRadius, dOuterRadius, nSides, nRings, /* input */
1880 &vertex, &normal, &nVert /* output */
1884 for( i=0; i<nSides; i++ )
1889 glBegin( GL_TRIANGLE_STRIP );
1890 for( j=0; j<nRings; j++ )
1892 int offset = 3 * ( j * nSides + i ) ;
1893 glNormal3fv( normal + offset );
1894 glVertex3fv( vertex + offset );
1895 glNormal3fv( normal + offset + ioff );
1896 glVertex3fv( vertex + offset + ioff );
1898 offset = 3 * ( ((j+1)%nRings) * nSides + i) ;
1899 glNormal3fv( normal + offset );
1900 glVertex3fv( vertex + offset );
1901 glNormal3fv( normal + offset + ioff );
1902 glVertex3fv( vertex + offset + ioff );
1911 #endif /* EGL_VERSION_1_0 */
1915 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
1916 /* Macro to generate interface functions */
1917 #define DECLARE_SHAPE_INTERFACE(nameICaps)\
1918 void FGAPIENTRY glutWire##nameICaps( void )\
1920 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWire"#nameICaps );\
1921 fgh##nameICaps( TRUE );\
1923 void FGAPIENTRY glutSolid##nameICaps( void )\
1925 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolid"#nameICaps );\
1926 fgh##nameICaps( FALSE );\
1929 void FGAPIENTRY glutWireCube( double dSize )
1931 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
1932 fghCube( (GLfloat)dSize, TRUE );
1934 void FGAPIENTRY glutSolidCube( double dSize )
1936 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
1937 fghCube( (GLfloat)dSize, FALSE );
1940 DECLARE_SHAPE_INTERFACE(Dodecahedron)
1941 DECLARE_SHAPE_INTERFACE(Icosahedron)
1942 DECLARE_SHAPE_INTERFACE(Octahedron)
1943 DECLARE_SHAPE_INTERFACE(RhombicDodecahedron)
1945 void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale )
1947 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
1948 fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, TRUE );
1950 void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale )
1952 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
1953 fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE );
1956 DECLARE_SHAPE_INTERFACE(Tetrahedron)
1959 /*** END OF FILE ***/