#include <GL/freeglut.h>
#include "fg_internal.h"
+#include "fg_gl2.h"
+#include <math.h>
/*
* Need more types of polyhedra? See CPolyhedron in MRPT
*/
-#ifndef GL_ES_VERSION_2_0
/* General functions for drawing geometry
* Solids are drawn by glDrawArrays if composed of triangles, or by
* glDrawElements if consisting of squares or pentagons that were
* decomposition needed. We use the "first" parameter in glDrawArrays to go
* from face to face.
*/
-static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
+
+/* Version for OpenGL (ES) 1.1 */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
int i;
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
+#endif
+
+/* Version for OpenGL (ES) >= 2.0 */
+static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace,
+ GLint attribute_v_coord, GLint attribute_v_normal)
+{
+ GLuint vbo_coords, vbo_normals;
+ GLuint numVertices = numFaces * numEdgePerFace;
+
+ int i;
+
+ if (numVertices > 0 && attribute_v_coord != -1) {
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
+ }
+
+ if (numVertices > 0 && attribute_v_normal != -1) {
+ fghGenBuffers(1, &vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
+ }
+
+ if (vbo_coords) {
+ fghEnableVertexAttribArray(attribute_v_coord);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghVertexAttribPointer(
+ attribute_v_coord, // attribute
+ 3, // number of elements per vertex, here (x,y,z)
+ GL_FLOAT, // the type of each element
+ GL_FALSE, // take our values as-is
+ 0, // no extra data between each position
+ 0 // offset of first element
+ );
+ }
+
+ if (vbo_normals) {
+ fghEnableVertexAttribArray(attribute_v_normal);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghVertexAttribPointer(
+ attribute_v_normal, // attribute
+ 3, // number of elements per vertex, here (x,y,z)
+ GL_FLOAT, // the type of each element
+ GL_FALSE, // take our values as-is
+ 0, // no extra data between each position
+ 0 // offset of first element
+ );
+ }
+
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+
+
+ if (vbo_coords != 0)
+ fghDisableVertexAttribArray(attribute_v_coord);
+ if (vbo_normals != 0)
+ fghDisableVertexAttribArray(attribute_v_normal);
+
+ if (vbo_coords != 0)
+ fghDeleteBuffers(1, &vbo_coords);
+ if (vbo_normals != 0)
+ fghDeleteBuffers(1, &vbo_normals);
+}
+
+static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
+{
+ GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
+ GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+
+ if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
+ /* User requested a 2.0 draw */
+ fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
+ attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
+ else
+ fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
+#endif
+}
+
/* Draw the geometric shape with filled triangles
*
* - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
* vertex+normal pairs are reused, so use vertex indices.
*/
-static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
- GLsizei numVertices, GLsizei numVertIdxs)
+
+/* Version for OpenGL (ES) 1.1 */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
+#endif
+/* Version for OpenGL (ES) >= 2.0 */
+static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs,
+ GLint attribute_v_coord, GLint attribute_v_normal)
+{
+ GLuint vbo_coords, vbo_normals, ibo_elements;
+
+ if (numVertices > 0 && attribute_v_coord != -1) {
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
+ }
+
+ if (numVertices > 0 && attribute_v_normal != -1) {
+ fghGenBuffers(1, &vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
+ }
+
+ if (vertIdxs != NULL) {
+ fghGenBuffers(1, &ibo_elements);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
+ vertIdxs, FGH_STATIC_DRAW);
+ }
+
+ if (vbo_coords) {
+ fghEnableVertexAttribArray(attribute_v_coord);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghVertexAttribPointer(
+ attribute_v_coord, // attribute
+ 3, // number of elements per vertex, here (x,y,z)
+ GL_FLOAT, // the type of each element
+ GL_FALSE, // take our values as-is
+ 0, // no extra data between each position
+ 0 // offset of first element
+ );
+ };
+
+ if (vbo_normals) {
+ fghEnableVertexAttribArray(attribute_v_normal);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghVertexAttribPointer(
+ attribute_v_normal, // attribute
+ 3, // number of elements per vertex, here (x,y,z)
+ GL_FLOAT, // the type of each element
+ GL_FALSE, // take our values as-is
+ 0, // no extra data between each position
+ 0 // offset of first element
+ );
+ };
+
+ if (vertIdxs == NULL) {
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ } else {
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+ }
+
+ if (vbo_coords != 0)
+ fghDisableVertexAttribArray(attribute_v_coord);
+ if (vbo_normals != 0)
+ fghDisableVertexAttribArray(attribute_v_normal);
+
+ if (vbo_coords != 0)
+ fghDeleteBuffers(1, &vbo_coords);
+ if (vbo_normals != 0)
+ fghDeleteBuffers(1, &vbo_normals);
+ if (ibo_elements != 0)
+ fghDeleteBuffers(1, &ibo_elements);
+}
+static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs)
+{
+ GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
+ GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+
+ if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
+ /* User requested a 2.0 draw */
+ fghDrawGeometrySolid20(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs,
+ attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
+ else
+ fghDrawGeometrySolid11(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs);
+#endif
+}
/* Shape decomposition to triangles
* We'll use glDrawElements to draw all shapes that are not naturally
}
+#ifndef GL_ES_VERSION_2_0
static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
+ if (slices * stacks > 65535)
+ fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
+
/* Generate vertices and normals */
fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
if (useWireMode)
{
- GLuint *sliceIdx, *stackIdx;
+ GLushort *sliceIdx, *stackIdx;
/* First, generate vertex index arrays for drawing with glDrawElements
* We have a bunch of line_loops to draw for each stack, and a
* bunch for each slice.
*/
- sliceIdx = malloc(slices*(stacks+1)*sizeof(GLuint));
- stackIdx = malloc(slices*(stacks-1)*sizeof(GLuint));
+ sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
+ stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort));
/* generate for each stack */
for (i=0,idx=0; i<slices; i++)
{
- GLuint offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
+ GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
sliceIdx[idx++] = 0; /* vertex on top */
for (j=0; j<stacks-1; j++, idx++)
{
/* generate for each stack */
for (i=0,idx=0; i<stacks-1; i++)
{
- GLuint offset = 1+i*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ GLushort offset = 1+i*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
for (j=0; j<slices; j++, idx++)
{
stackIdx[idx] = offset+j;
glNormalPointer(GL_FLOAT, 0, normals);
/*draw slices*/
for (i=0; i<slices; i++)
- glDrawElements(GL_LINE_STRIP,stacks+1,GL_UNSIGNED_INT,sliceIdx+i*(stacks+1));
+ glDrawElements(GL_LINE_STRIP,stacks+1,GL_UNSIGNED_SHORT,sliceIdx+i*(stacks+1));
/*draw stacks*/
for (i=0; i<stacks-1; i++)
- glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_INT,stackIdx+i*slices);
+ glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_SHORT,stackIdx+i*slices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
else
{
- GLuint *topIdx, *bottomIdx, *stripIdx;
+ GLushort *topIdx, *bottomIdx, *stripIdx;
/* First, generate vertex index arrays for drawing with glDrawElements
* Top and bottom are covered with a triangle fan
* Each other stack with triangle strip. Only need to generate on
*/
/* Allocate buffers for indices, bail out if memory allocation fails */
- topIdx = malloc((slices+2)*sizeof(GLuint));
- bottomIdx = malloc((slices+2)*sizeof(GLuint));
- stripIdx = malloc((slices+1)*2*(stacks-2)*sizeof(GLuint));
+ topIdx = malloc((slices+2)*sizeof(GLushort));
+ bottomIdx = malloc((slices+2)*sizeof(GLushort));
+ stripIdx = malloc((slices+1)*2*(stacks-2)*sizeof(GLushort));
if (!(topIdx) || !(bottomIdx) || !(stripIdx))
{
free(topIdx);
fgError("Failed to allocate memory in fghGenerateSphere");
}
+ /* TODO: Can do top and bottom as Triangle strip as well
+ (just need to repeat top/btoom vertex a lot). Then we can draw
+ the whole thing with just one index array and one for-looped call
+ to glDrawElements.. That'll make it easier to reuse code with other
+ Circular objects too
+ */
topIdx[0]=0;
topIdx[1] = 1; /* repeat first slice's idx for closing off shape */
for (j=slices, idx=2; j>0; j--, idx++)
/* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
for (i=0,idx=0; i<stacks-2; i++, idx+=2)
{
- GLuint offset = 1+i*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ GLushort offset = 1+i*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
for (j=0; j<slices; j++, idx+=2)
{
stripIdx[idx ] = offset+j+slices;
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
/*draw top*/
- glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_INT,topIdx);
+ glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_SHORT,topIdx);
/*draw stacks*/
for (i=0; i<stacks-2; i++)
- glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_INT,stripIdx+i*(slices+1)*2);
+ glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
/*draw bottom*/
- glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_INT,bottomIdx);
+ glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_SHORT,bottomIdx);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
free(normals);
}
-#endif /* GL_ES_VERSION_2_0 */
/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
-#ifndef EGL_VERSION_1_0
/*
* Draws a solid sphere
*/
fghSphere( radius, slices, stacks, TRUE );
}
+#endif /* GL_ES_VERSION_2_0 */
+#ifndef EGL_VERSION_1_0
/*
* Draws a solid cone
*/