#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
static void fghDrawGeometryWire11(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)) {
- GLuint vbo_coords, vbo_normals;
- GLuint numVertices = numFaces * numEdgePerFace;
-
-
- if (numVertices > 0 && attribute_v_coord != -1) {
- fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, GL_STATIC_DRAW);
- }
-
- if (numVertices > 0 && attribute_v_normal != -1) {
- fghGenBuffers(1, &vbo_normals);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, GL_STATIC_DRAW);
- }
-
- if (vbo_coords) {
- fghEnableVertexAttribArray(attribute_v_coord);
- fghBindBuffer(GL_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(GL_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
- );
- }
-
-
- int i;
+ int i;
- /* 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);
- }
+ 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)
+ GLint attribute_v_coord, GLint attribute_v_normal)
{
- GLuint vbo_coords, vbo_normals;
+ 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(GL_ARRAY_BUFFER, vbo_coords);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, GL_STATIC_DRAW);
+ 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(GL_ARRAY_BUFFER, vbo_normals);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, GL_STATIC_DRAW);
+ 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(GL_ARRAY_BUFFER, vbo_coords);
+ 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
+ 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(GL_ARRAY_BUFFER, vbo_normals);
+ 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
+ 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 */
);
}
-
- int i;
-
/* Draw per face (TODO: could use glMultiDrawArrays if available) */
for (i=0; i<numFaces; i++)
- glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
if (vbo_coords != 0)
- fghDisableVertexAttribArray(attribute_v_coord);
+ fghDisableVertexAttribArray(attribute_v_coord);
if (vbo_normals != 0)
- fghDisableVertexAttribArray(attribute_v_normal);
+ fghDisableVertexAttribArray(attribute_v_normal);
if (vbo_coords != 0)
- fghDeleteBuffers(1, &vbo_coords);
+ fghDeleteBuffers(1, &vbo_coords);
if (vbo_normals != 0)
- fghDeleteBuffers(1, &vbo_normals);
+ fghDeleteBuffers(1, &vbo_normals);
}
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
-#ifndef GL_ES_VERSION_2_0
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);
+ fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
+ attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
else
+ fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
#endif
- fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
}
/* 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)
+ GLsizei numVertices, GLsizei numVertIdxs)
{
- GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
- GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1)) {
- GLuint vbo_coords, vbo_normals, ibo_elements;
-
- if (numVertices > 0 && attribute_v_coord != -1) {
- fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, GL_STATIC_DRAW);
- }
-
- if (numVertices > 0 && attribute_v_normal != -1) {
- fghGenBuffers(1, &vbo_normals);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, GL_STATIC_DRAW);
- }
-
- if (vertIdxs != NULL) {
- fghGenBuffers(1, &ibo_elements);
- fghBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
- fghBufferData(GL_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
- vertIdxs, GL_STATIC_DRAW);
- }
-
- if (vbo_coords) {
- fghEnableVertexAttribArray(attribute_v_coord);
- fghBindBuffer(GL_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(GL_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(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
- glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
- }
+ 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);
- 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);
- }
+ 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)
+ GLsizei numVertices, GLsizei numVertIdxs,
+ GLint attribute_v_coord, GLint attribute_v_normal)
{
- GLuint vbo_coords, vbo_normals, ibo_elements;
+ GLuint vbo_coords = 0, vbo_normals = 0, ibo_elements = 0;
if (numVertices > 0 && attribute_v_coord != -1) {
- fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, GL_STATIC_DRAW);
- }
+ 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(GL_ARRAY_BUFFER, vbo_normals);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, GL_STATIC_DRAW);
+ 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(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
- fghBufferData(GL_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
- vertIdxs, GL_STATIC_DRAW);
+ 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(GL_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
+ 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(GL_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
+ 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);
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
} else {
- fghBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
- glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
}
if (vbo_coords != 0)
- fghDisableVertexAttribArray(attribute_v_coord);
+ fghDisableVertexAttribArray(attribute_v_coord);
if (vbo_normals != 0)
- fghDisableVertexAttribArray(attribute_v_normal);
+ fghDisableVertexAttribArray(attribute_v_normal);
if (vbo_coords != 0)
- fghDeleteBuffers(1, &vbo_coords);
+ fghDeleteBuffers(1, &vbo_coords);
if (vbo_normals != 0)
- fghDeleteBuffers(1, &vbo_normals);
+ fghDeleteBuffers(1, &vbo_normals);
if (ibo_elements != 0)
- fghDeleteBuffers(1, &ibo_elements);
+ fghDeleteBuffers(1, &ibo_elements);
}
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
- GLsizei numVertices, GLsizei numVertIdxs)
+ GLsizei numVertices, GLsizei numVertIdxs)
{
-#ifndef GL_ES_VERSION_2_0
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);
+ 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
- fghDrawGeometrySolid11(vertices, normals, vertIdxs,
- numVertices, numVertIdxs);
}
/* Shape decomposition to triangles
for (i=0; i<numFaces; i++)
{
int normIdx = i*3;
- int faceIdxVertIdx = i*numEdgePerFace; // index to first element of "row" in vertex indices
+ 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;
7,4,3,2,
4,7,6,5
};
-DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE)
/* -- Dodecahedron -- */
/* Magic Numbers: It is possible to create a dodecahedron by attaching two
18, 1, 0, 5, 9,
19, 14, 13, 10, 12
};
-DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON)
/* -- Icosahedron -- */
11, 6, 7 ,
11, 10, 6
};
-DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON);
+DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON)
/* -- Octahedron -- */
#define OCTAHEDRON_NUM_VERT 6
3, 4, 2,
3, 5, 4
};
-DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON);
+DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON)
/* -- RhombicDodecahedron -- */
#define RHOMBICDODECAHEDRON_NUM_VERT 14
7, 11, 13, 12,
8, 12, 13, 9
};
-DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON)
/* -- Tetrahedron -- */
/* Magic Numbers: r0 = ( 1, 0, 0 )
0, 3, 1,
0, 1, 2
};
-DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON);
+DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON)
/* -- Sierpinski Sponge -- */
static unsigned int ipow (int x, unsigned int y)
}
}
+#ifndef GL_ES_VERSION_2_0
/* -- Now the various shapes involving circles -- */
/*
* Compute lookup table of cos and sin values forming a circle
for (i=1; i<size; 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 */
}
free(cost2);
}
+void fghGenerateCone(
+ GLfloat base, GLfloat height, GLint slices, GLint stacks, /* input */
+ GLfloat **vertices, GLfloat **normals, int* nVert /* output */
+ )
+{
+ int i,j;
+ int idx = 0; /* idx into vertex/normal buffer */
+
+ /* Pre-computed circle */
+ GLfloat *sint,*cost;
+
+ /* Step in z and radius as stacks are drawn. */
+ GLfloat z = 0;
+ GLfloat r = (GLfloat)base;
+
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
+
+ /* 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 */
+
+
+
+ /* number of unique vertices */
+ if (slices==0 || stacks<1)
+ {
+ /* nothing to generate */
+ *nVert = 0;
+ return;
+ }
+ *nVert = slices*(stacks+1)+1;
+
+ /* Pre-computed circle */
+ fghCircleTable(&sint,&cost,-slices,FALSE);
+
+ /* 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");
+ }
+
+ /* 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;
+ }
+
+ z += zStep;
+ r -= rStep;
+ }
+
+ /* Release sin and cos tables */
+ free(sint);
+ free(cost);
+}
+#endif
/* -- INTERNAL DRAWING functions --------------------------------------- */
#define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,vertIdxs)\
vertices = cube_verts;
if (useWireMode)
- fghDrawGeometryWire (vertices, cube_norms,
- CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE);
+ 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);
+ CUBE_VERT_PER_OBJ, CUBE_VERT_PER_OBJ_TRI);
if (dSize!=1.f)
/* cleanup allocated memory */
free(vertices);
}
-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);
+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)
static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale, GLboolean useWireMode )
{
GLfloat *vertices, *normals;
if (slices * stacks > 65535)
- fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
+ fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
/* Generate vertices and normals */
fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
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++)
+ if (!(stackIdx) || !(sliceIdx))
{
- 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... */
+ free(stackIdx);
+ free(sliceIdx);
+ fgError("Failed to allocate memory in fghGenerateSphere");
}
/* generate for each stack */
}
}
+ /* 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... */
+ }
+
/* draw */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
}
else
{
- 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
- * of those as we'll have to draw each stack separately, and can
- * just use different offsets in 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 */
- 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))
+ stripIdx = malloc((slices+1)*2*(stacks)*sizeof(GLushort));
+ if (!(stripIdx))
{
- free(topIdx);
- free(bottomIdx);
free(stripIdx);
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++)
- topIdx[idx] = j;
-
- bottomIdx[0]=nVert-1; /* zero based index, last element in array... */
- for (j=0, idx=1; j<slices; j++, idx++)
- bottomIdx[idx] = nVert-(slices+1)+j;
- bottomIdx[idx] = nVert-(slices+1); /* repeat first slice's idx for closing off shape */
+ /* 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;
+ /* middle stacks: */
/* 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)
+ for (i=0; i<stacks-2; i++, idx+=2)
{
- 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 */
+ 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+0;
+ stripIdx[idx+1] = offset;
+ }
+
+ /* 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)
+ {
+ 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;
/* draw */
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
- /*draw top*/
- glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_SHORT,topIdx);
/*draw stacks*/
- for (i=0; i<stacks-2; i++)
+ for (i=0; i<stacks; i++)
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_SHORT,bottomIdx);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
/* cleanup allocated memory */
- free(topIdx);
- free(bottomIdx);
free(stripIdx);
}
free(normals);
}
-#endif /* GL_ES_VERSION_2_0 */
+static void fghCone( double base, double height, GLint slices, GLint stacks, GLboolean useWireMode )
+{
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
+
+ if (slices * stacks > 65535)
+ fgWarning("fghCone: too many slices or stacks requested, indices will wrap");
+
+ /* Generate vertices and normals */
+ fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
+
+ if (nVert==0)
+ /* nothing to draw */
+ return;
+
+ 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");
+ }
+
+ /* 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;
+ }
+ }
+
+ /* 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;
+ }
+
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ 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);
+
+ 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+1)*sizeof(GLushort));
+ if (!(stripIdx))
+ {
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghGenerateCone");
+ }
+
+ /* 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)
+ {
+ 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;
+ }
+
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ 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);
+ }
+
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
+}
/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
fghSphere( radius, slices, stacks, TRUE );
}
+#endif /* GL_ES_VERSION_2_0 */
#ifndef EGL_VERSION_1_0
/*
*/
void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
-
- GLfloat z0,z1;
- GLfloat r0,r1;
-
- const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
- const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
-
- /* Scaling factors for vertex normals */
-
- const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
- const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
-
- /* Pre-computed circle */
-
- GLfloat *sint,*cost;
-
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
- fghCircleTable(&sint,&cost,-slices,FALSE);
-
- /* Cover the circular base with a triangle fan... */
-
- z0 = 0;
- z1 = zStep;
-
- r0 = (GLfloat)base;
- r1 = r0 - rStep;
-
- glBegin(GL_TRIANGLE_FAN);
-
- glNormal3f(0,0,-1);
- glVertex3f(0,0, z0 );
-
- for (j=0; j<=slices; j++)
- glVertex3f(cost[j]*r0, sint[j]*r0, z0);
-
- glEnd();
-
- /* Cover each stack with a triangle strip */
- for( i=0; i<stacks; i++ )
- {
- glBegin(GL_TRIANGLE_STRIP);
-
- for(j=0; j<=slices; j++)
- {
- glNormal3f(cost[j]*cosn, sint[j]*cosn, sinn);
- glVertex3f(cost[j]*r0, sint[j]*r0, z0 );
- glVertex3f(cost[j]*r1, sint[j]*r1, z1 );
- }
-
- z0 = z1; z1 += zStep;
- r0 = r1; r1 -= rStep;
-
- glEnd();
- }
-
- /* Release sin and cos tables */
-
- free(sint);
- free(cost);
+ fghCone( base, height, slices, stacks, FALSE );
}
/*
*/
void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
-
- GLfloat z = 0;
- GLfloat r = (GLfloat)base;
-
- const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
- const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
-
- /* Scaling factors for vertex normals */
-
- const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
- const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
-
- /* Pre-computed circle */
-
- GLfloat *sint,*cost;
-
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
- fghCircleTable(&sint,&cost,-slices,FALSE);
-
- /* Draw the stacks... */
-
- for (i=0; i<stacks; i++)
- {
- glBegin(GL_LINE_LOOP);
-
- for( j=0; j<slices; j++ )
- {
- glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn);
- glVertex3f(cost[j]*r, sint[j]*r, z );
- }
-
- glEnd();
-
- z += zStep;
- r -= rStep;
- }
-
- /* Draw the slices */
-
- r = (GLfloat)base;
-
- glBegin(GL_LINES);
-
- for (j=0; j<slices; j++)
- {
- glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn );
- glVertex3f(cost[j]*r, sint[j]*r, 0 );
- glVertex3f(0, 0, (GLfloat)height);
- }
-
- glEnd();
-
- /* Release sin and cos tables */
-
- free(sint);
- free(cost);
+ fghCone( base, height, slices, stacks, TRUE );
}
for( j=0; j<nRings; j++ )
{
+#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 ) ;
+#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++ )
{
+#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 ) ;
+#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 ;
fghCube( (GLfloat)dSize, FALSE );
}
-DECLARE_SHAPE_INTERFACE(Dodecahedron);
-DECLARE_SHAPE_INTERFACE(Icosahedron);
-DECLARE_SHAPE_INTERFACE(Octahedron);
-DECLARE_SHAPE_INTERFACE(RhombicDodecahedron);
+DECLARE_SHAPE_INTERFACE(Dodecahedron)
+DECLARE_SHAPE_INTERFACE(Icosahedron)
+DECLARE_SHAPE_INTERFACE(Octahedron)
+DECLARE_SHAPE_INTERFACE(RhombicDodecahedron)
void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE );
}
-DECLARE_SHAPE_INTERFACE(Tetrahedron);
+DECLARE_SHAPE_INTERFACE(Tetrahedron)
/*** END OF FILE ***/