#include <GL/freeglut.h>
#include "fg_internal.h"
+#include "fg_gl2.h"
+#include <math.h>
/*
- * TODO BEFORE THE STABLE RELEASE:
- *
- * See fghTetrahedron
- *
- * Following functions have been contributed by Andreas Umbach.
- *
- * glutWireCube() -- looks OK
- * glutSolidCube() -- OK
- *
- * Those functions have been implemented by John Fay.
- *
- * glutWireTorus() -- looks OK
- * glutSolidTorus() -- looks OK
- * glutWireDodecahedron() -- looks OK
- * glutSolidDodecahedron() -- looks OK
- * glutWireOctahedron() -- looks OK
- * glutSolidOctahedron() -- looks OK
- * glutWireTetrahedron() -- looks OK
- * glutSolidTetrahedron() -- looks OK
- * glutWireIcosahedron() -- looks OK
- * glutSolidIcosahedron() -- looks OK
- *
- * The Following functions have been updated by Nigel Stewart, based
- * on FreeGLUT 2.0.0 implementations:
- *
- * glutWireSphere() -- looks OK
- * glutSolidSphere() -- looks OK
- * glutWireCone() -- looks OK
- * glutSolidCone() -- looks OK
+ * Need more types of polyhedra? See CPolyhedron in MRPT
*/
-/* General function for drawing geometry. As for all geometry we have no
- * redundancy (or hardly any in the case of cones and cylinders) in terms
- * of the vertex/normal combinations, we just use glDrawArrays.
- * useWireMode controls the drawing of solids (false) or wire frame
- * versions (TRUE) of the geometry you pass
+/* 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
+ * decomposed into triangles (some vertices are repeated in that case).
+ * WireFrame drawing will have to be done per face, using GL_LINE_LOOP and
+ * issuing one draw call per face. Always use glDrawArrays as no triangle
+ * decomposition needed. We use the "first" parameter in glDrawArrays to go
+ * from face to face.
*/
-static void fghDrawGeometry(GLenum vertexMode, double* vertices, double* normals, GLsizei numVertices, GLboolean useWireMode)
+
+/* Version for OpenGL (ES) 1.1 */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
- if (useWireMode)
- {
- glPushAttrib(GL_POLYGON_BIT);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ int i;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+
+ 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 = 0, vbo_normals = 0;
+ 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 is naturally triangulated (numEdgePerFace==3), each
+ * vertex+normal pair is used only once, so no vertex indices.
+ *
+ * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
+ * vertex+normal pairs are reused, so use vertex indices.
+ */
+
+/* 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);
- glVertexPointer(3, GL_DOUBLE, 0, vertices);
- glNormalPointer(GL_DOUBLE, 0, normals);
- glDrawArrays(vertexMode,0,numVertices);
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+ if (vertIdxs == NULL)
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ else
+ glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
+}
+#endif
- if (useWireMode)
- {
- glPopAttrib();
+/* 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 = 0, vbo_normals = 0, ibo_elements = 0;
+
+ 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
+ * composed of triangles, so generate an index vector here, using the
+ * below sampling scheme.
+ * Be careful to keep winding of all triangles counter-clockwise,
+ * assuming that input has correct winding...
+ */
+static GLubyte vert4Decomp[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
+static GLubyte vert5Decomp[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */
-/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
-static unsigned int ipow (int x, unsigned int y)
+static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLubyte *vertIdxOut)
{
- return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
+ int i,j,numEdgeIdxPerFace;
+ GLubyte *vertSamps = NULL;
+ switch (numEdgePerFace)
+ {
+ case 3:
+ /* nothing to do here, we'll draw with glDrawArrays */
+ break;
+ case 4:
+ vertSamps = vert4Decomp;
+ numEdgeIdxPerFace = 6; /* 6 output vertices for each face */
+ break;
+ case 5:
+ vertSamps = vert5Decomp;
+ numEdgeIdxPerFace = 9; /* 9 output vertices for each face */
+ break;
+ }
+ /*
+ * Build array with vertices using vertex coordinates and vertex indices
+ * Do same for normals.
+ * Need to do this because of different normals at shared vertices.
+ */
+ for (i=0; i<numFaces; i++)
+ {
+ int normIdx = i*3;
+ int faceIdxVertIdx = i*numEdgePerFace; /* index to first element of "row" in vertex indices */
+ for (j=0; j<numEdgePerFace; j++)
+ {
+ int outIdx = i*numEdgePerFace*3+j*3;
+ int vertIdx = vertIndices[faceIdxVertIdx+j]*3;
+
+ vertOut[outIdx ] = vertices[vertIdx ];
+ vertOut[outIdx+1] = vertices[vertIdx+1];
+ vertOut[outIdx+2] = vertices[vertIdx+2];
+
+ normOut[outIdx ] = normals [normIdx ];
+ normOut[outIdx+1] = normals [normIdx+1];
+ normOut[outIdx+2] = normals [normIdx+2];
+ }
+
+ /* generate vertex indices for each face */
+ if (vertSamps)
+ for (j=0; j<numEdgeIdxPerFace; j++)
+ vertIdxOut[i*numEdgeIdxPerFace+j] = faceIdxVertIdx + vertSamps[j];
+ }
}
+static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut)
+{
+ /* This function does the same as fghGenerateGeometryWithIndexArray, just skipping the index array generation... */
+ fghGenerateGeometryWithIndexArray(numFaces, numEdgePerFace, vertices, vertIndices, normals, vertOut, normOut, NULL);
+}
+
+
+/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
/* -- stuff that can be cached -- */
-/*
+/* Cache of input to glDrawArrays or glDrawElements
* In general, we build arrays with all vertices or normals.
* We cant compress this and use glDrawElements as all combinations of
- * vertex and normals are unique.
+ * vertices and normals are unique.
*/
+#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
+ static GLboolean name##Cached = FALSE;\
+ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static void fgh##nameICaps##Generate()\
+ {\
+ fghGenerateGeometry(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
+ name##_v, name##_vi, name##_n,\
+ name##_verts, name##_norms);\
+ }
+#define DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(name,nameICaps,nameCaps)\
+ static GLboolean name##Cached = FALSE;\
+ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLubyte name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\
+ static void fgh##nameICaps##Generate()\
+ {\
+ fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
+ name##_v, name##_vi, name##_n,\
+ name##_verts, name##_norms, name##_vertIdxs);\
+ }
/* -- Cube -- */
#define CUBE_NUM_VERT 8
#define CUBE_NUM_FACES 6
-#define CUBE_NUM_VERT_PER_FACE 4
-#define CUBE_VERT_PER_TETR CUBE_NUM_FACES*CUBE_NUM_VERT_PER_FACE
-#define CUBE_VERT_ELEM_PER_TETR CUBE_VERT_PER_TETR*3
+#define CUBE_NUM_EDGE_PER_FACE 4
+#define CUBE_VERT_PER_OBJ (CUBE_NUM_FACES*CUBE_NUM_EDGE_PER_FACE)
+#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ*3)
+#define CUBE_VERT_PER_OBJ_TRI (CUBE_VERT_PER_OBJ+CUBE_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
+/* Vertex Coordinates */
+static GLfloat cube_v[CUBE_NUM_VERT*3] =
+{
+ .5f, .5f, .5f,
+ -.5f, .5f, .5f,
+ -.5f,-.5f, .5f,
+ .5f,-.5f, .5f,
+ .5f,-.5f,-.5f,
+ .5f, .5f,-.5f,
+ -.5f, .5f,-.5f,
+ -.5f,-.5f,-.5f
+};
+/* Normal Vectors */
+static GLfloat cube_n[CUBE_NUM_FACES*3] =
+{
+ 0.0f, 0.0f, 1.0f,
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f, 0.0f,-1.0f
+};
+
+/* Vertex indices, as quads, before triangulation */
+static GLubyte cube_vi[CUBE_VERT_PER_OBJ] =
+{
+ 0,1,2,3,
+ 0,3,4,5,
+ 0,5,6,1,
+ 1,6,7,2,
+ 7,4,3,2,
+ 4,7,6,5
+};
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE)
+
+/* -- Dodecahedron -- */
+/* Magic Numbers: It is possible to create a dodecahedron by attaching two
+ * pentagons to each face of of a cube. The coordinates of the points are:
+ * (+-x,0, z); (+-1, 1, 1); (0, z, x )
+ * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
+ * x = 0.61803398875 and z = 1.61803398875.
+ */
+#define DODECAHEDRON_NUM_VERT 20
+#define DODECAHEDRON_NUM_FACES 12
+#define DODECAHEDRON_NUM_EDGE_PER_FACE 5
+#define DODECAHEDRON_VERT_PER_OBJ (DODECAHEDRON_NUM_FACES*DODECAHEDRON_NUM_EDGE_PER_FACE)
+#define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ*3)
+#define DODECAHEDRON_VERT_PER_OBJ_TRI (DODECAHEDRON_VERT_PER_OBJ+DODECAHEDRON_NUM_FACES*4) /* 4 extra edges per face when drawing pentagons as triangles */
/* Vertex Coordinates */
-static GLdouble cube_v[CUBE_NUM_VERT][3] =
+static GLfloat dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
{
- { .5, .5, .5},
- {-.5, .5, .5},
- {-.5,-.5, .5},
- { .5,-.5, .5},
- { .5,-.5,-.5},
- { .5, .5,-.5},
- {-.5, .5,-.5},
- {-.5,-.5,-.5}
+ 0.0f, 1.61803398875f, 0.61803398875f,
+ - 1.0f, 1.0f, 1.0f,
+ -0.61803398875f, 0.0f, 1.61803398875f,
+ 0.61803398875f, 0.0f, 1.61803398875f,
+ 1.0f, 1.0f, 1.0f,
+ 0.0f, 1.61803398875f, -0.61803398875f,
+ 1.0f, 1.0f, - 1.0f,
+ 0.61803398875f, 0.0f, -1.61803398875f,
+ -0.61803398875f, 0.0f, -1.61803398875f,
+ - 1.0f, 1.0f, - 1.0f,
+ 0.0f, -1.61803398875f, 0.61803398875f,
+ 1.0f, - 1.0f, 1.0f,
+ - 1.0f, - 1.0f, 1.0f,
+ 0.0f, -1.61803398875f, -0.61803398875f,
+ - 1.0f, - 1.0f, - 1.0f,
+ 1.0f, - 1.0f, - 1.0f,
+ 1.61803398875f, -0.61803398875f, 0.0f,
+ 1.61803398875f, 0.61803398875f, 0.0f,
+ -1.61803398875f, 0.61803398875f, 0.0f,
+ -1.61803398875f, -0.61803398875f, 0.0f
};
/* Normal Vectors */
-static GLdouble cube_n[CUBE_NUM_FACES][3] =
+static GLfloat dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
{
- { 1.0, 0.0, 0.0},
- { 0.0, 1.0, 0.0},
- { 0.0, 0.0, 1.0},
- {-1.0, 0.0, 0.0},
- { 0.0,-1.0, 0.0},
- { 0.0, 0.0,-1.0}
+ 0.0f, 0.525731112119f, 0.850650808354f,
+ 0.0f, 0.525731112119f, -0.850650808354f,
+ 0.0f, -0.525731112119f, 0.850650808354f,
+ 0.0f, -0.525731112119f, -0.850650808354f,
+
+ 0.850650808354f, 0.0f, 0.525731112119f,
+ -0.850650808354f, 0.0f, 0.525731112119f,
+ 0.850650808354f, 0.0f, -0.525731112119f,
+ -0.850650808354f, 0.0f, -0.525731112119f,
+
+ 0.525731112119f, 0.850650808354f, 0.0f,
+ 0.525731112119f, -0.850650808354f, 0.0f,
+ -0.525731112119f, 0.850650808354f, 0.0f,
+ -0.525731112119f, -0.850650808354f, 0.0f,
};
/* Vertex indices */
-static GLubyte cube_vi[CUBE_NUM_FACES][CUBE_NUM_VERT_PER_FACE] =
+static GLubyte dodecahedron_vi[DODECAHEDRON_VERT_PER_OBJ] =
{
- {0,1,2,3}, {0,3,4,5}, {0,5,6,1}, {1,6,7,2}, {7,4,3,2}, {4,7,6,5}
+ 0, 1, 2, 3, 4,
+ 5, 6, 7, 8, 9,
+ 10, 11, 3, 2, 12,
+ 13, 14, 8, 7, 15,
+
+ 3, 11, 16, 17, 4,
+ 2, 1, 18, 19, 12,
+ 7, 6, 17, 16, 15,
+ 8, 14, 19, 18, 9,
+
+ 17, 6, 5, 0, 4,
+ 16, 11, 10, 13, 15,
+ 18, 1, 0, 5, 9,
+ 19, 14, 13, 10, 12
};
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON)
-/* Cache of input to glDrawArrays */
-static GLboolean cubeCached = FALSE;
-static double cube_verts[CUBE_VERT_ELEM_PER_TETR];
-static double cube_norms[CUBE_VERT_ELEM_PER_TETR];
-static void fghCubeGenerate()
-{
- int i,j;
- for (i=0; i<CUBE_NUM_FACES; i++)
- {
- for (j=0; j<CUBE_NUM_VERT_PER_FACE; j++)
- {
- int idx = i*CUBE_NUM_VERT_PER_FACE*3+j*3;
- cube_verts[idx ] = cube_v[cube_vi[i][j]][0];
- cube_verts[idx+1] = cube_v[cube_vi[i][j]][1];
- cube_verts[idx+2] = cube_v[cube_vi[i][j]][2];
-
- cube_norms[idx ] = cube_n[i][0];
- cube_norms[idx+1] = cube_n[i][1];
- cube_norms[idx+2] = cube_n[i][2];
- }
- }
-}
+/* -- Icosahedron -- */
+#define ICOSAHEDRON_NUM_VERT 12
+#define ICOSAHEDRON_NUM_FACES 20
+#define ICOSAHEDRON_NUM_EDGE_PER_FACE 3
+#define ICOSAHEDRON_VERT_PER_OBJ (ICOSAHEDRON_NUM_FACES*ICOSAHEDRON_NUM_EDGE_PER_FACE)
+#define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ*3)
+#define ICOSAHEDRON_VERT_PER_OBJ_TRI ICOSAHEDRON_VERT_PER_OBJ
+/* Vertex Coordinates */
+static GLfloat icosahedron_v[ICOSAHEDRON_NUM_VERT*3] =
+{
+ 1.0f, 0.0f, 0.0f,
+ 0.447213595500f, 0.894427191000f, 0.0f,
+ 0.447213595500f, 0.276393202252f, 0.850650808354f,
+ 0.447213595500f, -0.723606797748f, 0.525731112119f,
+ 0.447213595500f, -0.723606797748f, -0.525731112119f,
+ 0.447213595500f, 0.276393202252f, -0.850650808354f,
+ -0.447213595500f, -0.894427191000f, 0.0f,
+ -0.447213595500f, -0.276393202252f, 0.850650808354f,
+ -0.447213595500f, 0.723606797748f, 0.525731112119f,
+ -0.447213595500f, 0.723606797748f, -0.525731112119f,
+ -0.447213595500f, -0.276393202252f, -0.850650808354f,
+ - 1.0f, 0.0f, 0.0f
+};
+/* Normal Vectors:
+ * 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] ) ;
+ * 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] ) ;
+ * 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] ) ;
+*/
+static GLfloat icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
+{
+ 0.760845213037948f, 0.470228201835026f, 0.341640786498800f,
+ 0.760845213036861f, -0.179611190632978f, 0.552786404500000f,
+ 0.760845213033849f, -0.581234022404097f, 0.0f,
+ 0.760845213036861f, -0.179611190632978f, -0.552786404500000f,
+ 0.760845213037948f, 0.470228201835026f, -0.341640786498800f,
+ 0.179611190628666f, 0.760845213037948f, 0.552786404498399f,
+ 0.179611190634277f, -0.290617011204044f, 0.894427191000000f,
+ 0.179611190633958f, -0.940456403667806f, 0.0f,
+ 0.179611190634278f, -0.290617011204044f, -0.894427191000000f,
+ 0.179611190628666f, 0.760845213037948f, -0.552786404498399f,
+ -0.179611190633958f, 0.940456403667806f, 0.0f,
+ -0.179611190634277f, 0.290617011204044f, 0.894427191000000f,
+ -0.179611190628666f, -0.760845213037948f, 0.552786404498399f,
+ -0.179611190628666f, -0.760845213037948f, -0.552786404498399f,
+ -0.179611190634277f, 0.290617011204044f, -0.894427191000000f,
+ -0.760845213036861f, 0.179611190632978f, -0.552786404500000f,
+ -0.760845213033849f, 0.581234022404097f, 0.0f,
+ -0.760845213036861f, 0.179611190632978f, 0.552786404500000f,
+ -0.760845213037948f, -0.470228201835026f, 0.341640786498800f,
+ -0.760845213037948f, -0.470228201835026f, -0.341640786498800f,
+};
+
+/* Vertex indices */
+static GLubyte icosahedron_vi[ICOSAHEDRON_VERT_PER_OBJ] =
+{
+ 0, 1, 2 ,
+ 0, 2, 3 ,
+ 0, 3, 4 ,
+ 0, 4, 5 ,
+ 0, 5, 1 ,
+ 1, 8, 2 ,
+ 2, 7, 3 ,
+ 3, 6, 4 ,
+ 4, 10, 5 ,
+ 5, 9, 1 ,
+ 1, 9, 8 ,
+ 2, 8, 7 ,
+ 3, 7, 6 ,
+ 4, 6, 10 ,
+ 5, 10, 9 ,
+ 11, 9, 10 ,
+ 11, 8, 9 ,
+ 11, 7, 8 ,
+ 11, 6, 7 ,
+ 11, 10, 6
+};
+DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON)
+
+/* -- Octahedron -- */
+#define OCTAHEDRON_NUM_VERT 6
+#define OCTAHEDRON_NUM_FACES 8
+#define OCTAHEDRON_NUM_EDGE_PER_FACE 3
+#define OCTAHEDRON_VERT_PER_OBJ (OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_EDGE_PER_FACE)
+#define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ*3)
+#define OCTAHEDRON_VERT_PER_OBJ_TRI OCTAHEDRON_VERT_PER_OBJ
+
+/* Vertex Coordinates */
+static GLfloat octahedron_v[OCTAHEDRON_NUM_VERT*3] =
+{
+ 1.f, 0.f, 0.f,
+ 0.f, 1.f, 0.f,
+ 0.f, 0.f, 1.f,
+ -1.f, 0.f, 0.f,
+ 0.f, -1.f, 0.f,
+ 0.f, 0.f, -1.f,
+
+};
+/* Normal Vectors */
+static GLfloat octahedron_n[OCTAHEDRON_NUM_FACES*3] =
+{
+ 0.577350269189f, 0.577350269189f, 0.577350269189f, /* sqrt(1/3) */
+ 0.577350269189f, 0.577350269189f,-0.577350269189f,
+ 0.577350269189f,-0.577350269189f, 0.577350269189f,
+ 0.577350269189f,-0.577350269189f,-0.577350269189f,
+ -0.577350269189f, 0.577350269189f, 0.577350269189f,
+ -0.577350269189f, 0.577350269189f,-0.577350269189f,
+ -0.577350269189f,-0.577350269189f, 0.577350269189f,
+ -0.577350269189f,-0.577350269189f,-0.577350269189f
+
+};
+
+/* Vertex indices */
+static GLubyte octahedron_vi[OCTAHEDRON_VERT_PER_OBJ] =
+{
+ 0, 1, 2,
+ 0, 5, 1,
+ 0, 2, 4,
+ 0, 4, 5,
+ 3, 2, 1,
+ 3, 1, 5,
+ 3, 4, 2,
+ 3, 5, 4
+};
+DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON)
+
+/* -- RhombicDodecahedron -- */
+#define RHOMBICDODECAHEDRON_NUM_VERT 14
+#define RHOMBICDODECAHEDRON_NUM_FACES 12
+#define RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE 4
+#define RHOMBICDODECAHEDRON_VERT_PER_OBJ (RHOMBICDODECAHEDRON_NUM_FACES*RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE)
+#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ*3)
+#define RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI (RHOMBICDODECAHEDRON_VERT_PER_OBJ+RHOMBICDODECAHEDRON_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
+
+/* Vertex Coordinates */
+static GLfloat rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
+{
+ 0.0f, 0.0f, 1.0f,
+ 0.707106781187f, 0.0f, 0.5f,
+ 0.0f, 0.707106781187f, 0.5f,
+ -0.707106781187f, 0.0f, 0.5f,
+ 0.0f, -0.707106781187f, 0.5f,
+ 0.707106781187f, 0.707106781187f, 0.0f,
+ -0.707106781187f, 0.707106781187f, 0.0f,
+ -0.707106781187f, -0.707106781187f, 0.0f,
+ 0.707106781187f, -0.707106781187f, 0.0f,
+ 0.707106781187f, 0.0f, -0.5f,
+ 0.0f, 0.707106781187f, -0.5f,
+ -0.707106781187f, 0.0f, -0.5f,
+ 0.0f, -0.707106781187f, -0.5f,
+ 0.0f, 0.0f, -1.0f
+};
+/* Normal Vectors */
+static GLfloat rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*3] =
+{
+ 0.353553390594f, 0.353553390594f, 0.5f,
+ -0.353553390594f, 0.353553390594f, 0.5f,
+ -0.353553390594f, -0.353553390594f, 0.5f,
+ 0.353553390594f, -0.353553390594f, 0.5f,
+ 0.0f, 1.0f, 0.0f,
+ - 1.0f, 0.0f, 0.0f,
+ 0.0f, - 1.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 0.353553390594f, 0.353553390594f, -0.5f,
+ -0.353553390594f, 0.353553390594f, -0.5f,
+ -0.353553390594f, -0.353553390594f, -0.5f,
+ 0.353553390594f, -0.353553390594f, -0.5f
+};
+
+/* Vertex indices */
+static GLubyte rhombicdodecahedron_vi[RHOMBICDODECAHEDRON_VERT_PER_OBJ] =
+{
+ 0, 1, 5, 2,
+ 0, 2, 6, 3,
+ 0, 3, 7, 4,
+ 0, 4, 8, 1,
+ 5, 10, 6, 2,
+ 6, 11, 7, 3,
+ 7, 12, 8, 4,
+ 8, 9, 5, 1,
+ 5, 9, 13, 10,
+ 6, 10, 13, 11,
+ 7, 11, 13, 12,
+ 8, 12, 13, 9
+};
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON)
/* -- Tetrahedron -- */
/* Magic Numbers: r0 = ( 1, 0, 0 )
*
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
*/
-#define TETR_NUM_VERT 4
-#define TETR_NUM_FACES 4
-#define TETR_NUM_VERT_PER_FACE 3
-#define TETR_VERT_PER_TETR TETR_NUM_FACES*TETR_NUM_VERT_PER_FACE
-#define TETR_VERT_ELEM_PER_TETR TETR_VERT_PER_TETR*3
+#define TETRAHEDRON_NUM_VERT 4
+#define TETRAHEDRON_NUM_FACES 4
+#define TETRAHEDRON_NUM_EDGE_PER_FACE 3
+#define TETRAHEDRON_VERT_PER_OBJ (TETRAHEDRON_NUM_FACES*TETRAHEDRON_NUM_EDGE_PER_FACE)
+#define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ*3)
+#define TETRAHEDRON_VERT_PER_OBJ_TRI TETRAHEDRON_VERT_PER_OBJ
/* Vertex Coordinates */
-static GLdouble tet_r[TETR_NUM_VERT][TETR_NUM_VERT_PER_FACE] =
+static GLfloat tetrahedron_v[TETRAHEDRON_NUM_VERT*3] =
{
- { 1.0, 0.0, 0.0 },
- { -0.333333333333, 0.942809041582, 0.0 },
- { -0.333333333333, -0.471404520791, 0.816496580928 },
- { -0.333333333333, -0.471404520791, -0.816496580928 }
+ 1.0f, 0.0f, 0.0f,
+ -0.333333333333f, 0.942809041582f, 0.0f,
+ -0.333333333333f, -0.471404520791f, 0.816496580928f,
+ -0.333333333333f, -0.471404520791f, -0.816496580928f
};
/* Normal Vectors */
-static GLdouble tet_n[CUBE_NUM_FACES][3] =
+static GLfloat tetrahedron_n[TETRAHEDRON_NUM_FACES*3] =
{
- { - 1.0, 0.0, 0.0 },
- { 0.333333333333, -0.942809041582, 0.0 },
- { 0.333333333333, 0.471404520791, -0.816496580928 },
- { 0.333333333333, 0.471404520791, 0.816496580928 }
+ - 1.0f, 0.0f, 0.0f,
+ 0.333333333333f, -0.942809041582f, 0.0f,
+ 0.333333333333f, 0.471404520791f, -0.816496580928f,
+ 0.333333333333f, 0.471404520791f, 0.816496580928f
};
/* Vertex indices */
-static GLubyte tet_i[TETR_NUM_FACES][TETR_NUM_VERT_PER_FACE] =
+static GLubyte tetrahedron_vi[TETRAHEDRON_VERT_PER_OBJ] =
{
- { 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }
+ 1, 3, 2,
+ 0, 2, 3,
+ 0, 3, 1,
+ 0, 1, 2
};
+DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON)
-/* Cache of input to glDrawArrays */
-static GLboolean tetrCached = FALSE;
-static double tetr_verts[TETR_VERT_ELEM_PER_TETR];
-static double tetr_norms[TETR_VERT_ELEM_PER_TETR];
-
-static void fghTetrahedronGenerate()
+/* -- Sierpinski Sponge -- */
+static unsigned int ipow (int x, unsigned int y)
{
- int i,j;
- /*
- * Build array with vertices from vertex coordinates and vertex indices
- * Do same for normals.
- * Need to do this because of different normals at shared vertices
- * (and because normals' coordinates need to be negated).
- */
- for (i=0; i<TETR_NUM_FACES; i++)
- {
- for (j=0; j<TETR_NUM_VERT_PER_FACE; j++)
- {
- int idx = i*TETR_NUM_VERT_PER_FACE*3+j*3;
- tetr_verts[idx ] = tet_r[tet_i[i][j]][0];
- tetr_verts[idx+1] = tet_r[tet_i[i][j]][1];
- tetr_verts[idx+2] = tet_r[tet_i[i][j]][2];
-
- tetr_norms[idx ] = tet_n[i][0];
- tetr_norms[idx+1] = tet_n[i][1];
- tetr_norms[idx+2] = tet_n[i][2];
- }
- }
+ return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
}
-/* -- Sierpinski Sponge -- */
-static void fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLdouble scale, double* vertices, double* normals )
+static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLfloat scale, GLfloat* vertices, GLfloat* normals )
{
int i, j;
if ( numLevels == 0 )
{
- for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
+ for (i=0; i<TETRAHEDRON_NUM_FACES; i++)
{
- for ( j = 0; j < TETR_NUM_VERT_PER_FACE; j++ )
+ int normIdx = i*3;
+ int faceIdxVertIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE;
+ for (j=0; j<TETRAHEDRON_NUM_EDGE_PER_FACE; j++)
{
- int idx = i*TETR_NUM_VERT_PER_FACE*3+j*3;
- vertices[idx ] = offset[0] + scale * tet_r[tet_i[i][j]][0];
- vertices[idx+1] = offset[1] + scale * tet_r[tet_i[i][j]][1];
- vertices[idx+2] = offset[2] + scale * tet_r[tet_i[i][j]][2];
-
- normals [idx ] = -tet_r[i][0];
- normals [idx+1] = -tet_r[i][1];
- normals [idx+2] = -tet_r[i][2];
+ int outIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE*3+j*3;
+ int vertIdx = tetrahedron_vi[faceIdxVertIdx+j]*3;
+
+ vertices[outIdx ] = (GLfloat)offset[0] + scale * tetrahedron_v[vertIdx ];
+ vertices[outIdx+1] = (GLfloat)offset[1] + scale * tetrahedron_v[vertIdx+1];
+ vertices[outIdx+2] = (GLfloat)offset[2] + scale * tetrahedron_v[vertIdx+2];
+
+ normals [outIdx ] = tetrahedron_n[normIdx ];
+ normals [outIdx+1] = tetrahedron_n[normIdx+1];
+ normals [outIdx+2] = tetrahedron_n[normIdx+2];
}
}
}
else if ( numLevels > 0 )
{
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
- unsigned int stride = ipow(4,--numLevels)*TETR_VERT_ELEM_PER_TETR;
+ double local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ unsigned int stride = ipow(4,--numLevels)*TETRAHEDRON_VERT_ELEM_PER_OBJ;
scale /= 2.0 ;
- for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
+ for ( i = 0 ; i < TETRAHEDRON_NUM_FACES ; i++ )
{
- local_offset[0] = offset[0] + scale * tet_r[i][0];
- local_offset[1] = offset[1] + scale * tet_r[i][1];
- local_offset[2] = offset[2] + scale * tet_r[i][2];
+ int idx = i*3;
+ local_offset[0] = offset[0] + scale * tetrahedron_v[idx ];
+ local_offset[1] = offset[1] + scale * tetrahedron_v[idx+1];
+ local_offset[2] = offset[2] + scale * tetrahedron_v[idx+2];
fghSierpinskiSpongeGenerate ( numLevels, local_offset, scale, vertices+i*stride, normals+i*stride );
}
}
}
+#ifndef GL_ES_VERSION_2_0
/* -- Now the various shapes involving circles -- */
/*
- * Compute lookup table of cos and sin values forming a cirle
+ * Compute lookup table of cos and sin values forming a circle
+ * (or half circle if halfCircle==TRUE)
*
* Notes:
* It is the responsibility of the caller to free these tables
* The last entry is exactly the same as the first
* The sign of n can be flipped to get the reverse loop
*/
-static void fghCircleTable(double **sint,double **cost,const int n)
+static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GLboolean halfCircle)
{
int i;
-
+
/* Table size, the sign of n flips the circle direction */
-
const int size = abs(n);
/* Determine the angle between samples */
-
- const double angle = 2*M_PI/(double)( ( n == 0 ) ? 1 : n );
+ const GLfloat angle = (halfCircle?1:2)*(GLfloat)M_PI/(GLfloat)( ( n == 0 ) ? 1 : n );
/* Allocate memory for n samples, plus duplicate of first entry at the end */
-
- *sint = (double *) calloc(sizeof(double), size+1);
- *cost = (double *) calloc(sizeof(double), size+1);
+ *sint = malloc(sizeof(GLfloat) * (size+1));
+ *cost = malloc(sizeof(GLfloat) * (size+1));
/* Bail out if memory allocation fails, fgError never returns */
-
if (!(*sint) || !(*cost))
{
free(*sint);
}
/* Compute cos and sin around the circle */
-
(*sint)[0] = 0.0;
(*cost)[0] = 1.0;
for (i=1; i<size; i++)
{
- (*sint)[i] = sin(angle*i);
- (*cost)[i] = cos(angle*i);
+#ifdef __cplusplus
+ (*sint)[i] = sinf(angle*i);
+ (*cost)[i] = cosf(angle*i);
+#else
+ (*sint)[i] = (float)sin((double)(angle*i));
+ (*cost)[i] = (float)cos((double)(angle*i));
+#endif /* __cplusplus */
}
- /* Last sample is duplicate of the first */
-
- (*sint)[size] = (*sint)[0];
- (*cost)[size] = (*cost)[0];
-}
-
-
-/* -- INTERNAL DRAWING functions to avoid code duplication ------------- */
-
-static void fghCube( GLdouble dSize, GLboolean useWireMode )
-{
- if (!cubeCached)
- fghCubeGenerate();
-
- if (dSize!=1.)
+
+ if (halfCircle)
{
- /* Need to build new */
- fghDrawGeometry(GL_QUADS,cube_verts,cube_norms,CUBE_VERT_PER_TETR,useWireMode);
+ (*sint)[size] = 0.0f; /* sin PI */
+ (*cost)[size] = -1.0f; /* cos PI */
}
else
- fghDrawGeometry(GL_QUADS,cube_verts,cube_norms,CUBE_VERT_PER_TETR,useWireMode);
-}
-
-static void fghTetrahedron( GLboolean useWireMode )
-{
- if (!tetrCached)
- fghTetrahedronGenerate();
-
- fghDrawGeometry(GL_TRIANGLES,tetr_verts,tetr_norms,TETR_VERT_PER_TETR,useWireMode);
-}
-
-static void fghSierpinskiSponge ( int numLevels, GLdouble offset[3], GLdouble scale, GLboolean useWireMode )
-{
- double *vertices;
- double * normals;
- unsigned int numTetr = numLevels<0? 0 : ipow(4,numLevels); /* No sponge for numLevels below 0 */
- unsigned int numVert = numTetr*TETR_VERT_PER_TETR;
-
- if (numTetr)
{
- /* Allocate memory */
- vertices = malloc(numVert*3 * sizeof(double));
- normals = malloc(numVert*3 * sizeof(double));
-
- /* Generate elements */
- fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
-
- /* Draw and cleanup */
- fghDrawGeometry(GL_TRIANGLES,vertices,normals,numVert,useWireMode);
- free(vertices);
- free(normals );
+ /* Last sample is duplicate of the first (sin or cos of 2 PI) */
+ (*sint)[size] = (*sint)[0];
+ (*cost)[size] = (*cost)[0];
}
}
-
-/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
-
-
-/*
- * Draws a solid sphere
- */
-void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloat **vertices, GLfloat **normals, int* nVert)
{
int i,j;
-
- /* Adjust z and radius as stacks are drawn. */
-
- double z0,z1;
- double r0,r1;
+ int idx = 0; /* idx into vertex/normal buffer */
+ GLfloat x,y,z;
/* Pre-computed circle */
+ GLfloat *sint1,*cost1;
+ GLfloat *sint2,*cost2;
- double *sint1,*cost1;
- double *sint2,*cost2;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
-
- fghCircleTable(&sint1,&cost1,-slices);
- fghCircleTable(&sint2,&cost2,stacks*2);
-
- /* The top stack is covered with a triangle fan */
-
- z0 = 1.0;
- z1 = cost2[(stacks>0)?1:0];
- r0 = 0.0;
- r1 = sint2[(stacks>0)?1:0];
-
- glBegin(GL_TRIANGLE_FAN);
-
- glNormal3d(0,0,1);
- glVertex3d(0,0,radius);
-
- for (j=slices; j>=0; j--)
- {
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
- }
-
- glEnd();
-
- /* Cover each stack with a quad strip, except the top and bottom stacks */
-
- for( i=1; i<stacks-1; i++ )
+ /* number of unique vertices */
+ if (slices==0 || stacks<2)
{
- z0 = z1; z1 = cost2[i+1];
- r0 = r1; r1 = sint2[i+1];
-
- glBegin(GL_QUAD_STRIP);
-
- for(j=0; j<=slices; j++)
- {
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
- }
-
- glEnd();
+ /* nothing to generate */
+ *nVert = 0;
+ return;
}
+ *nVert = slices*(stacks-1)+2;
- /* The bottom stack is covered with a triangle fan */
+ /* precompute values on unit circle */
+ fghCircleTable(&sint1,&cost1,-slices,FALSE);
+ fghCircleTable(&sint2,&cost2, stacks,TRUE);
- z0 = z1;
- r0 = r1;
-
- glBegin(GL_TRIANGLE_FAN);
-
- glNormal3d(0,0,-1);
- glVertex3d(0,0,-radius);
+ /* Allocate vertex and normal buffers, bail out if memory allocation fails */
+ *vertices = malloc((*nVert)*3*sizeof(GLfloat));
+ *normals = malloc((*nVert)*3*sizeof(GLfloat));
+ if (!(vertices) || !(normals))
+ {
+ free(*vertices);
+ free(*normals);
+ fgError("Failed to allocate memory in fghGenerateSphere");
+ }
- for (j=0; j<=slices; j++)
+ /* top */
+ (*vertices)[0] = 0.f;
+ (*vertices)[1] = 0.f;
+ (*vertices)[2] = radius;
+ (*normals )[0] = 0.f;
+ (*normals )[1] = 0.f;
+ (*normals )[2] = 1.f;
+ idx = 3;
+
+ /* each stack */
+ for( i=1; i<stacks; i++ )
+ {
+ for(j=0; j<slices; j++, idx+=3)
{
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
+ x = cost1[j]*sint2[i];
+ y = sint1[j]*sint2[i];
+ z = cost2[i];
+
+ (*vertices)[idx ] = x*radius;
+ (*vertices)[idx+1] = y*radius;
+ (*vertices)[idx+2] = z*radius;
+ (*normals )[idx ] = x;
+ (*normals )[idx+1] = y;
+ (*normals )[idx+2] = z;
}
+ }
- glEnd();
-
- /* Release sin and cos tables */
+ /* bottom */
+ (*vertices)[idx ] = 0.f;
+ (*vertices)[idx+1] = 0.f;
+ (*vertices)[idx+2] = -radius;
+ (*normals )[idx ] = 0.f;
+ (*normals )[idx+1] = 0.f;
+ (*normals )[idx+2] = -1.f;
+ /* Done creating vertices, release sin and cos tables */
free(sint1);
free(cost1);
free(sint2);
free(cost2);
}
-/*
- * Draws a wire sphere
- */
-void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+void fghGenerateCone(
+ GLfloat base, GLfloat height, GLint slices, GLint stacks, /* input */
+ GLfloat **vertices, GLfloat **normals, int* nVert /* output */
+ )
{
int i,j;
-
- /* Adjust z and radius as stacks and slices are drawn. */
-
- double r;
- double x,y,z;
+ int idx = 0; /* idx into vertex/normal buffer */
/* Pre-computed circle */
+ GLfloat *sint,*cost;
- double *sint1,*cost1;
- double *sint2,*cost2;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
-
- fghCircleTable(&sint1,&cost1,-slices );
- fghCircleTable(&sint2,&cost2, stacks*2);
-
- /* Draw a line loop for each stack */
+ /* Step in z and radius as stacks are drawn. */
+ GLfloat z = 0;
+ GLfloat r = (GLfloat)base;
- for (i=1; i<stacks; i++)
- {
- z = cost2[i];
- r = sint2[i];
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
- glBegin(GL_LINE_LOOP);
+ /* Scaling factors for vertex normals */
+#ifdef __cplusplus
+ const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
+ const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+#else
+ const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
+ const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
+#endif /* __cplusplus */
- for(j=0; j<=slices; j++)
- {
- x = cost1[j];
- y = sint1[j];
- glNormal3d(x,y,z);
- glVertex3d(x*r*radius,y*r*radius,z*radius);
- }
- glEnd();
+ /* number of unique vertices */
+ if (slices==0 || stacks<1)
+ {
+ /* nothing to generate */
+ *nVert = 0;
+ return;
}
+ *nVert = slices*(stacks+1)+1;
- /* Draw a line loop for each slice */
+ /* Pre-computed circle */
+ fghCircleTable(&sint,&cost,-slices,FALSE);
- for (i=0; i<slices; i++)
+ /* Allocate vertex and normal buffers, bail out if memory allocation fails */
+ *vertices = malloc((*nVert)*3*sizeof(GLfloat));
+ *normals = malloc((*nVert)*3*sizeof(GLfloat));
+ if (!(vertices) || !(normals))
{
- glBegin(GL_LINE_STRIP);
-
- for(j=0; j<=stacks; j++)
- {
- x = cost1[i]*sint2[j];
- y = sint1[i]*sint2[j];
- z = cost2[j];
+ free(*vertices);
+ free(*normals);
+ fgError("Failed to allocate memory in fghGenerateSphere");
+ }
- glNormal3d(x,y,z);
- glVertex3d(x*radius,y*radius,z*radius);
- }
+ /* bottom */
+ (*vertices)[0] = 0.f;
+ (*vertices)[1] = 0.f;
+ (*vertices)[2] = z;
+ (*normals )[0] = 0.f;
+ (*normals )[1] = 0.f;
+ (*normals )[2] = -1.f;
+ idx = 3;
+
+ /* each stack */
+ for (i=0; i<stacks+1; i++ )
+ {
+ for (j=0; j<slices; j++, idx+=3)
+ {
+ (*vertices)[idx ] = cost[j]*r;
+ (*vertices)[idx+1] = sint[j]*r;
+ (*vertices)[idx+2] = z;
+ (*normals )[idx ] = cost[j]*sinn;
+ (*normals )[idx+1] = sint[j]*sinn;
+ (*normals )[idx+2] = cosn;
+ }
- glEnd();
+ z += zStep;
+ r -= rStep;
}
/* Release sin and cos tables */
-
- free(sint1);
- free(cost1);
- free(sint2);
- free(cost2);
+ free(sint);
+ free(cost);
}
+#endif
+
+/* -- INTERNAL DRAWING functions --------------------------------------- */
+#define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,vertIdxs)\
+ static void fgh##nameICaps( GLboolean useWireMode )\
+ {\
+ if (!name##Cached)\
+ {\
+ fgh##nameICaps##Generate();\
+ name##Cached = GL_TRUE;\
+ }\
+ \
+ if (useWireMode)\
+ {\
+ fghDrawGeometryWire (name##_verts,name##_norms,\
+ nameCaps##_NUM_FACES,nameCaps##_NUM_EDGE_PER_FACE);\
+ }\
+ else\
+ {\
+ fghDrawGeometrySolid(name##_verts,name##_norms,vertIdxs,\
+ nameCaps##_VERT_PER_OBJ, nameCaps##_VERT_PER_OBJ_TRI); \
+ }\
+ }
+#define DECLARE_INTERNAL_DRAW(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,NULL)
+#define DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,name##_vertIdxs)
-/*
- * Draws a solid cone
- */
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+static void fghCube( GLfloat dSize, GLboolean useWireMode )
{
- int i,j;
+ GLfloat *vertices;
- /* Step in z and radius as stacks are drawn. */
+ if (!cubeCached)
+ {
+ fghCubeGenerate();
+ cubeCached = GL_TRUE;
+ }
- double z0,z1;
- double r0,r1;
+ if (dSize!=1.f)
+ {
+ /* Need to build new vertex list containing vertices for cube of different size */
+ int i;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+ vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLfloat));
- /* Scaling factors for vertex normals */
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices)
+ {
+ free(vertices);
+ fgError("Failed to allocate memory in fghCube");
+ }
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
+ vertices[i] = dSize*cube_verts[i];
+ }
+ else
+ vertices = cube_verts;
- /* Pre-computed circle */
+ if (useWireMode)
+ fghDrawGeometryWire(vertices, cube_norms,
+ CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE);
+ else
+ fghDrawGeometrySolid(vertices, cube_norms, cube_vertIdxs,
+ CUBE_VERT_PER_OBJ, CUBE_VERT_PER_OBJ_TRI);
- double *sint,*cost;
+ if (dSize!=1.f)
+ /* cleanup allocated memory */
+ free(vertices);
+}
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
+DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON)
+DECLARE_INTERNAL_DRAW(icosahedron,Icosahedron,ICOSAHEDRON)
+DECLARE_INTERNAL_DRAW(octahedron,Octahedron,OCTAHEDRON)
+DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON)
+DECLARE_INTERNAL_DRAW(tetrahedron,Tetrahedron,TETRAHEDRON)
- fghCircleTable(&sint,&cost,-slices);
+static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale, GLboolean useWireMode )
+{
+ GLfloat *vertices;
+ GLfloat * normals;
+ GLsizei numTetr = numLevels<0? 0 : ipow(4,numLevels); /* No sponge for numLevels below 0 */
+ GLsizei numVert = numTetr*TETRAHEDRON_VERT_PER_OBJ;
+ GLsizei numFace = numTetr*TETRAHEDRON_NUM_FACES;
- /* Cover the circular base with a triangle fan... */
+ if (numTetr)
+ {
+ /* Allocate memory */
+ vertices = malloc(numVert*3 * sizeof(GLfloat));
+ normals = malloc(numVert*3 * sizeof(GLfloat));
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices || !normals)
+ {
+ free(vertices);
+ free(normals);
+ fgError("Failed to allocate memory in fghSierpinskiSponge");
+ }
- z0 = 0.0;
- z1 = zStep;
+ /* Generate elements */
+ fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
- r0 = base;
- r1 = r0 - rStep;
+ /* Draw and cleanup */
+ if (useWireMode)
+ fghDrawGeometryWire (vertices,normals,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE);
+ else
+ fghDrawGeometrySolid(vertices,normals,NULL,numVert,numVert);
- glBegin(GL_TRIANGLE_FAN);
+ free(vertices);
+ free(normals );
+ }
+}
- glNormal3d(0.0,0.0,-1.0);
- glVertex3d(0.0,0.0, z0 );
- for (j=0; j<=slices; j++)
- glVertex3d(cost[j]*r0, sint[j]*r0, z0);
+#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;
- glEnd();
+ if (slices * stacks > 65535)
+ fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
- /* Cover each stack with a quad strip, except the top stack */
+ /* Generate vertices and normals */
+ fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
+
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- for( i=0; i<stacks-1; i++ )
+ if (useWireMode)
{
- glBegin(GL_QUAD_STRIP);
+ 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(GLushort));
+ stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort));
+ if (!(stackIdx) || !(sliceIdx))
+ {
+ free(stackIdx);
+ free(sliceIdx);
+ fgError("Failed to allocate memory in fghGenerateSphere");
+ }
- for(j=0; j<=slices; j++)
+ /* generate for each stack */
+ for (i=0,idx=0; i<stacks-1; i++)
+ {
+ 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++)
{
- glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn);
- glVertex3d(cost[j]*r0, sint[j]*r0, z0 );
- glVertex3d(cost[j]*r1, sint[j]*r1, z1 );
+ stackIdx[idx] = offset+j;
}
+ }
- z0 = z1; z1 += zStep;
- r0 = r1; r1 -= rStep;
+ /* generate for each slice */
+ for (i=0,idx=0; i<slices; i++)
+ {
+ 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++)
+ {
+ sliceIdx[idx] = offset+j*slices;
+ }
+ sliceIdx[idx++] = nVert-1; /* zero based index, last element in array... */
+ }
- glEnd();
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+ /*draw slices*/
+ for (i=0; i<slices; i++)
+ 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_SHORT,stackIdx+i*slices);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+
+ /* cleanup allocated memory */
+ free(sliceIdx);
+ free(stackIdx);
}
+ else
+ {
+ /* First, generate vertex index arrays for drawing with glDrawElements
+ * All stacks, including top and bottom are covered with a triangle
+ * strip.
+ */
+ GLushort *stripIdx;
+ /* Create index vector */
+ GLushort offset;
+
+ /* Allocate buffers for indices, bail out if memory allocation fails */
+ stripIdx = malloc((slices+1)*2*(stacks)*sizeof(GLushort));
+ if (!(stripIdx))
+ {
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghGenerateSphere");
+ }
- /* The top stack is covered with individual triangles */
-
- glBegin(GL_TRIANGLES);
+ /* top stack */
+ for (j=0, idx=0; j<slices; j++, idx+=2)
+ {
+ stripIdx[idx ] = j+1; /* 0 is top vertex, 1 is first for first stack */
+ stripIdx[idx+1] = 0;
+ }
+ stripIdx[idx ] = 1; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = 0;
+ idx+=2;
- glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);
+ /* middle stacks: */
+ /* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
+ for (i=0; i<stacks-2; i++, idx+=2)
+ {
+ 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;
+ stripIdx[idx+1] = offset+j;
+ }
+ stripIdx[idx ] = offset+slices; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = offset;
+ }
- for (j=0; j<slices; j++)
+ /* bottom stack */
+ 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 */
+ for (j=0; j<slices; j++, idx+=2)
{
- glVertex3d(cost[j+0]*r0, sint[j+0]*r0, z0 );
- glVertex3d(0, 0, height);
- glNormal3d(cost[j+1]*sinn, sint[j+1]*sinn, cosn );
- glVertex3d(cost[j+1]*r0, sint[j+1]*r0, z0 );
+ stripIdx[idx ] = nVert-1; /* zero based index, last element in array (bottom vertex)... */
+ stripIdx[idx+1] = offset+j;
}
+ stripIdx[idx ] = nVert-1; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = offset;
- glEnd();
- /* Release sin and cos tables */
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- free(sint);
- free(cost);
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+ /*draw stacks*/
+ for (i=0; i<stacks; i++)
+ glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+
+ /* cleanup allocated memory */
+ free(stripIdx);
+ }
+
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
}
-/*
- * Draws a wire cone
- */
-void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
+static void fghCone( double base, double height, GLint slices, GLint stacks, GLboolean useWireMode )
{
- int i,j;
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- /* Step in z and radius as stacks are drawn. */
+ if (slices * stacks > 65535)
+ fgWarning("fghCone: too many slices or stacks requested, indices will wrap");
- double z = 0.0;
- double r = base;
+ /* Generate vertices and normals */
+ fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- /* Scaling factors for vertex normals */
-
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ if (useWireMode)
+ {
+ 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.
+ */
+
+ stackIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
+ sliceIdx = malloc(slices*2 *sizeof(GLushort));
+ if (!(stackIdx) || !(sliceIdx))
+ {
+ free(stackIdx);
+ free(sliceIdx);
+ fgError("Failed to allocate memory in fghGenerateCone");
+ }
- /* Pre-computed circle */
+ /* generate for each stack */
+ for (i=0,idx=0; i<stacks+1; i++)
+ {
+ 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;
+ }
+ }
- double *sint,*cost;
+ /* generate for each slice */
+ for (i=0,idx=0; i<slices; i++)
+ {
+ GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
+ sliceIdx[idx++] = offset;
+ sliceIdx[idx++] = offset+stacks*slices;
+ }
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- fghCircleTable(&sint,&cost,-slices);
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+ /*draw slices*/
+ glDrawElements(GL_LINES,slices*2,GL_UNSIGNED_SHORT,sliceIdx);
+ /*draw stacks*/
+ for (i=0; i<stacks; i++)
+ glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_SHORT,stackIdx+i*slices);
- /* Draw the stacks... */
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
- for (i=0; i<stacks; i++)
+ /* cleanup allocated memory */
+ free(sliceIdx);
+ free(stackIdx);
+ }
+ else
{
- glBegin(GL_LINE_LOOP);
+ /* First, generate vertex index arrays for drawing with glDrawElements
+ * All stacks, including top and bottom are covered with a triangle
+ * strip.
+ */
+ GLushort *stripIdx;
+ /* Create index vector */
+ GLushort offset;
+
+ /* Allocate buffers for indices, bail out if memory allocation fails */
+ stripIdx = malloc((slices+1)*2*(stacks+1)*sizeof(GLushort));
+ if (!(stripIdx))
+ {
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghGenerateCone");
+ }
- for( j=0; j<slices; j++ )
+ /* top stack */
+ for (j=0, idx=0; j<slices; j++, idx+=2)
+ {
+ stripIdx[idx ] = 0;
+ stripIdx[idx+1] = j+1; /* 0 is top vertex, 1 is first for first stack */
+ }
+ stripIdx[idx ] = 0; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = 1;
+ idx+=2;
+
+ /* middle stacks: */
+ /* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
+ for (i=0; i<stacks; i++, idx+=2)
+ {
+ 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)
{
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
- glVertex3d(cost[j]*r, sint[j]*r, z );
+ stripIdx[idx ] = offset+j;
+ stripIdx[idx+1] = offset+j+slices;
}
+ stripIdx[idx ] = offset; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = offset+slices;
+ }
- glEnd();
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- z += zStep;
- r -= rStep;
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+ /*draw stacks*/
+ for (i=0; i<stacks+1; i++)
+ glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+
+ /* cleanup allocated memory */
+ free(stripIdx);
}
- /* Draw the slices */
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
+}
- r = base;
- glBegin(GL_LINES);
+/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
- for (j=0; j<slices; j++)
- {
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn );
- glVertex3d(cost[j]*r, sint[j]*r, 0.0 );
- glVertex3d(0.0, 0.0, height);
- }
- glEnd();
+/*
+ * Draws a solid sphere
+ */
+void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
- /* Release sin and cos tables */
+ fghSphere( radius, slices, stacks, FALSE );
+}
- free(sint);
- free(cost);
+/*
+ * Draws a wire sphere
+ */
+void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
+
+ fghSphere( radius, slices, stacks, TRUE );
+
+}
+#endif /* GL_ES_VERSION_2_0 */
+
+#ifndef EGL_VERSION_1_0
+/*
+ * Draws a solid cone
+ */
+void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
+
+ fghCone( base, height, slices, stacks, FALSE );
+}
+
+/*
+ * Draws a wire cone
+ */
+void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
+
+ fghCone( base, height, slices, stacks, TRUE );
}
/*
* Draws a solid cylinder
*/
-void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks)
{
int i,j;
/* Step in z and radius as stacks are drawn. */
-
- double z0,z1;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+ GLfloat radf = (GLfloat)radius;
+ GLfloat z0,z1;
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Cover the base and top */
glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0, 0.0, -1.0 );
- glVertex3d(0.0, 0.0, 0.0 );
+ glNormal3f(0, 0, -1 );
+ glVertex3f(0, 0, 0 );
for (j=0; j<=slices; j++)
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0);
+ glVertex3f(cost[j]*radf, sint[j]*radf, 0);
glEnd();
glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0, 0.0, 1.0 );
- glVertex3d(0.0, 0.0, height);
+ glNormal3f(0, 0, 1 );
+ glVertex3f(0, 0, (GLfloat)height);
for (j=slices; j>=0; j--)
- glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height);
glEnd();
/* Do the stacks */
- z0 = 0.0;
+ z0 = 0;
z1 = zStep;
for (i=1; i<=stacks; i++)
{
if (i==stacks)
- z1 = height;
+ z1 = (GLfloat)height;
- glBegin(GL_QUAD_STRIP);
+ glBegin(GL_TRIANGLE_STRIP);
for (j=0; j<=slices; j++ )
{
- glNormal3d(cost[j], sint[j], 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, z0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, z1 );
+ glNormal3f(cost[j], sint[j], 0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, z0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, z1 );
}
glEnd();
/*
* Draws a wire cylinder
*/
-void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks)
{
int i,j;
/* Step in z and radius as stacks are drawn. */
-
- double z = 0.0;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+ GLfloat radf = (GLfloat)radius;
+ GLfloat z = 0;
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Draw the stacks... */
for (i=0; i<=stacks; i++)
{
if (i==stacks)
- z = height;
+ z = (GLfloat)height;
glBegin(GL_LINE_LOOP);
for( j=0; j<slices; j++ )
{
- glNormal3d(cost[j], sint[j], 0.0);
- glVertex3d(cost[j]*radius, sint[j]*radius, z );
+ glNormal3f(cost[j], sint[j], 0);
+ glVertex3f(cost[j]*radf, sint[j]*radf, z);
}
glEnd();
for (j=0; j<slices; j++)
{
- glNormal3d(cost[j], sint[j], 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ glNormal3f(cost[j], sint[j], 0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, 0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height);
}
glEnd();
/*
* Draws a wire torus
*/
-void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
- double *vertex, *normal;
+ GLfloat iradius = (float)dInnerRadius, oradius = (float)dOuterRadius;
+ GLfloat phi, psi, dpsi, dphi;
+ GLfloat *vertex, *normal;
int i, j;
- double spsi, cpsi, sphi, cphi ;
+ GLfloat spsi, cpsi, sphi, cphi ;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
if ( nRings < 1 ) nRings = 1;
/* Allocate the vertices array */
- vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
+ vertex = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
+ normal = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)nRings ;
- dphi = -2.0 * M_PI / (double)nSides ;
- psi = 0.0;
+ dpsi = 2.0f * (GLfloat)M_PI / (GLfloat)(nRings) ;
+ dphi = -2.0f * (GLfloat)M_PI / (GLfloat)(nSides) ;
+ psi = 0.0f;
for( j=0; j<nRings; j++ )
{
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
- phi = 0.0;
+#ifdef __cplusplus
+ cpsi = cosf( psi ) ;
+ spsi = sinf( psi ) ;
+#else
+ cpsi = (float)cos( (double)psi ) ;
+ spsi = (float)sin( (double)psi ) ;
+#endif /* __cplusplus */
+ phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
+#ifdef __cplusplus
+ cphi = cosf( phi ) ;
+ sphi = sinf( phi ) ;
+#else
+ cphi = (float)cos( (double)phi ) ;
+ sphi = (float)sin( (double)phi ) ;
+#endif /* __cplusplus */
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
}
glEnd();
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
}
glEnd();
/*
* Draws a solid torus
*/
-void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
- double *vertex, *normal;
+ GLfloat iradius = (float)dInnerRadius, oradius = (float)dOuterRadius;
+ GLfloat phi, psi, dpsi, dphi;
+ GLfloat *vertex, *normal;
int i, j;
- double spsi, cpsi, sphi, cphi ;
+ GLfloat spsi, cpsi, sphi, cphi ;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
nRings ++ ;
/* Allocate the vertices array */
- vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
+ vertex = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
+ normal = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
- dphi = -2.0 * M_PI / (double)(nSides - 1) ;
- psi = 0.0;
+ dpsi = 2.0f * (GLfloat)M_PI / (GLfloat)(nRings - 1) ;
+ dphi = -2.0f * (GLfloat)M_PI / (GLfloat)(nSides - 1) ;
+ psi = 0.0f;
for( j=0; j<nRings; j++ )
{
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
- phi = 0.0;
+#ifdef __cplusplus
+ cpsi = cosf( psi ) ;
+ spsi = sinf( psi ) ;
+#else
+ cpsi = (float)cos( (double)psi ) ;
+ spsi = (float)sin( (double)psi ) ;
+#endif /* __cplusplus */
+ phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
+#ifdef __cplusplus
+ cphi = cosf( phi ) ;
+ sphi = sinf( phi ) ;
+#else
+ cphi = (float)cos( (double)phi ) ;
+ sphi = (float)sin( (double)phi ) ;
+#endif /* __cplusplus */
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings-1; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
- glNormal3dv( normal + offset + 3 );
- glVertex3dv( vertex + offset + 3 );
- glNormal3dv( normal + offset + 3 * nSides + 3 );
- glVertex3dv( vertex + offset + 3 * nSides + 3 );
- glNormal3dv( normal + offset + 3 * nSides );
- glVertex3dv( vertex + offset + 3 * nSides );
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
+ glNormal3fv( normal + offset + 3 );
+ glVertex3fv( vertex + offset + 3 );
+ glNormal3fv( normal + offset + 3 * nSides + 3 );
+ glVertex3fv( vertex + offset + 3 * nSides + 3 );
+ glNormal3fv( normal + offset + 3 * nSides );
+ glVertex3fv( vertex + offset + 3 * nSides );
}
}
free ( normal ) ;
glPopMatrix();
}
-
-/*
- *
- */
-void FGAPIENTRY glutWireDodecahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireDodecahedron" );
-
- /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
- * of a cube. The coordinates of the points are:
- * (+-x,0, z); (+-1, 1, 1); (0, z, x )
- * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
- * x = 0.61803398875 and z = 1.61803398875.
- */
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidDodecahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidDodecahedron" );
-
- /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
- * of a cube. The coordinates of the points are:
- * (+-x,0, z); (+-1, 1, 1); (0, z, x )
- * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
- * x = 0.61803398875 and z = 1.61803398875.
- */
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
-}
-
-/*
- *
- */
-void FGAPIENTRY glutWireOctahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireOctahedron" );
-
-#define RADIUS 1.0f
- glBegin( GL_LINE_LOOP );
- glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glEnd();
-#undef RADIUS
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidOctahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidOctahedron" );
-
-#define RADIUS 1.0f
- glBegin( GL_TRIANGLES );
- glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glEnd();
-#undef RADIUS
-}
-
-/*
- *
- */
-static double icos_r[12][3] = {
- { 1.0, 0.0, 0.0 },
- { 0.447213595500, 0.894427191000, 0.0 },
- { 0.447213595500, 0.276393202252, 0.850650808354 },
- { 0.447213595500, -0.723606797748, 0.525731112119 },
- { 0.447213595500, -0.723606797748, -0.525731112119 },
- { 0.447213595500, 0.276393202252, -0.850650808354 },
- { -0.447213595500, -0.894427191000, 0.0 },
- { -0.447213595500, -0.276393202252, 0.850650808354 },
- { -0.447213595500, 0.723606797748, 0.525731112119 },
- { -0.447213595500, 0.723606797748, -0.525731112119 },
- { -0.447213595500, -0.276393202252, -0.850650808354 },
- { -1.0, 0.0, 0.0 }
-};
-
-static int icos_v [20][3] = {
- { 0, 1, 2 },
- { 0, 2, 3 },
- { 0, 3, 4 },
- { 0, 4, 5 },
- { 0, 5, 1 },
- { 1, 8, 2 },
- { 2, 7, 3 },
- { 3, 6, 4 },
- { 4, 10, 5 },
- { 5, 9, 1 },
- { 1, 9, 8 },
- { 2, 8, 7 },
- { 3, 7, 6 },
- { 4, 6, 10 },
- { 5, 10, 9 },
- { 11, 9, 10 },
- { 11, 8, 9 },
- { 11, 7, 8 },
- { 11, 6, 7 },
- { 11, 10, 6 }
-};
-
-void FGAPIENTRY glutWireIcosahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireIcosahedron" );
-
- for ( i = 0; i < 20; i++ )
- {
- double normal[3] ;
- normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
- normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
- normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3dv ( normal ) ;
- glVertex3dv ( icos_r[icos_v[i][0]] ) ;
- glVertex3dv ( icos_r[icos_v[i][1]] ) ;
- glVertex3dv ( icos_r[icos_v[i][2]] ) ;
- glEnd () ;
- }
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidIcosahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidIcosahedron" );
-
- glBegin ( GL_TRIANGLES ) ;
- for ( i = 0; i < 20; i++ )
- {
- double normal[3] ;
- normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
- normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
- normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
- glNormal3dv ( normal ) ;
- glVertex3dv ( icos_r[icos_v[i][0]] ) ;
- glVertex3dv ( icos_r[icos_v[i][1]] ) ;
- glVertex3dv ( icos_r[icos_v[i][2]] ) ;
- }
-
- glEnd () ;
-}
-
-/*
- *
- */
-static double rdod_r[14][3] = {
- { 0.0, 0.0, 1.0 },
- { 0.707106781187, 0.000000000000, 0.5 },
- { 0.000000000000, 0.707106781187, 0.5 },
- { -0.707106781187, 0.000000000000, 0.5 },
- { 0.000000000000, -0.707106781187, 0.5 },
- { 0.707106781187, 0.707106781187, 0.0 },
- { -0.707106781187, 0.707106781187, 0.0 },
- { -0.707106781187, -0.707106781187, 0.0 },
- { 0.707106781187, -0.707106781187, 0.0 },
- { 0.707106781187, 0.000000000000, -0.5 },
- { 0.000000000000, 0.707106781187, -0.5 },
- { -0.707106781187, 0.000000000000, -0.5 },
- { 0.000000000000, -0.707106781187, -0.5 },
- { 0.0, 0.0, -1.0 }
-} ;
-
-static int rdod_v [12][4] = {
- { 0, 1, 5, 2 },
- { 0, 2, 6, 3 },
- { 0, 3, 7, 4 },
- { 0, 4, 8, 1 },
- { 5, 10, 6, 2 },
- { 6, 11, 7, 3 },
- { 7, 12, 8, 4 },
- { 8, 9, 5, 1 },
- { 5, 9, 13, 10 },
- { 6, 10, 13, 11 },
- { 7, 11, 13, 12 },
- { 8, 12, 13, 9 }
-};
-
-static double rdod_n[12][3] = {
- { 0.353553390594, 0.353553390594, 0.5 },
- { -0.353553390594, 0.353553390594, 0.5 },
- { -0.353553390594, -0.353553390594, 0.5 },
- { 0.353553390594, -0.353553390594, 0.5 },
- { 0.000000000000, 1.000000000000, 0.0 },
- { -1.000000000000, 0.000000000000, 0.0 },
- { 0.000000000000, -1.000000000000, 0.0 },
- { 1.000000000000, 0.000000000000, 0.0 },
- { 0.353553390594, 0.353553390594, -0.5 },
- { -0.353553390594, 0.353553390594, -0.5 },
- { -0.353553390594, -0.353553390594, -0.5 },
- { 0.353553390594, -0.353553390594, -0.5 }
-};
-
-void FGAPIENTRY glutWireRhombicDodecahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireRhombicDodecahedron" );
-
- for ( i = 0; i < 12; i++ )
- {
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3dv ( rdod_n[i] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
- glEnd () ;
- }
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidRhombicDodecahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidRhombicDodecahedron" );
-
- glBegin ( GL_QUADS ) ;
- for ( i = 0; i < 12; i++ )
- {
- glNormal3dv ( rdod_n[i] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
- }
-
- glEnd () ;
-}
+#endif /* EGL_VERSION_1_0 */
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
-/*
- * Draws a wireframed cube.
- */
-void FGAPIENTRY glutWireCube( GLdouble dSize )
+/* Macro to generate interface functions */
+#define DECLARE_SHAPE_INTERFACE(nameICaps)\
+ void FGAPIENTRY glutWire##nameICaps( void )\
+ {\
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWire"#nameICaps );\
+ fgh##nameICaps( TRUE );\
+ }\
+ void FGAPIENTRY glutSolid##nameICaps( void )\
+ {\
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolid"#nameICaps );\
+ fgh##nameICaps( FALSE );\
+ }
+
+void FGAPIENTRY glutWireCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
- fghCube( dSize, TRUE );
+ fghCube( (GLfloat)dSize, TRUE );
}
-void FGAPIENTRY glutSolidCube( GLdouble dSize )
+void FGAPIENTRY glutSolidCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
- fghCube( dSize, FALSE );
+ fghCube( (GLfloat)dSize, FALSE );
}
-void FGAPIENTRY glutWireTetrahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTetrahedron" );
- fghTetrahedron( TRUE );
-}
-void FGAPIENTRY glutSolidTetrahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTetrahedron" );
- fghTetrahedron( FALSE );
-}
+DECLARE_SHAPE_INTERFACE(Dodecahedron)
+DECLARE_SHAPE_INTERFACE(Icosahedron)
+DECLARE_SHAPE_INTERFACE(Octahedron)
+DECLARE_SHAPE_INTERFACE(RhombicDodecahedron)
-void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
+void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, scale, TRUE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, TRUE );
}
-void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
+void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, scale, FALSE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE );
}
+DECLARE_SHAPE_INTERFACE(Tetrahedron)
+
/*** END OF FILE ***/