*/
-/* 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
+#ifndef GL_ES_VERSION_2_0
+/* General functions for drawing geometry
+ * Solids are drawn by glDrawArrays if composed of triangles, or by
+ * glDrawElements if consisting of squares or pentagons that were
+ * 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(GLdouble *vertices, GLdouble *normals, GLboolean *edgeFlags, GLsizei numVertices, GLsizei numFaces, GLsizei numEdgePerFace, GLboolean useWireMode)
+static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
-# ifdef FREEGLUT_GLES
- /* Solid drawing is the same for OpenGL 1.x and OpenGL ES 1.x, just
- * no edge flags for ES.
- * WireFrame drawing will have to be done per face though, using
- * GL_LINE_LOOP and issuing one draw call per face. For triangles,
- * we use glDrawArrays directly on the vertex data for each face,
- * while for shapes that are composed of quads or pentagons, we use
- * glDrawElements with index vector {0,1,2,5} or {0,1,2,8,5},
- * respectively.
- * We use the first parameter in glDrawArrays or glDrawElements to
- * go from face to face.
- */
- if (useWireMode)
- {
- /* setup reading the right elements from vertex array */
- GLubyte vertIdx4[4] = {0,1,2,5};
- GLubyte vertIdx5[5] = {0,1,2,8,5};
- GLubyte *indices = NULL;
- int vertStride, i, j;
-
- switch (numEdgePerFace)
- {
- case 3:
- vertStride = 3; /* there are 3 vertices for each face in the array */
- break;
- case 4:
- indices = vertIdx4;
- vertStride = 6; /* there are 6 vertices for each face in the array */
- break;
- case 5:
- indices = vertIdx5;
- vertStride = 9; /* there are 9 vertices for each face in the array */
- break;
- }
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- glVertexPointer(3, GL_DOUBLE, 0, vertices);
- glNormalPointer(GL_DOUBLE, 0, normals);
-
- if (numEdgePerFace==3)
- for (i=0; i<numFaces; i++)
- glDrawArrays(GL_LINE_LOOP, i*vertStride, numEdgePerFace);
- else
- {
- GLubyte *vertIndices = malloc(numEdgePerFace*sizeof(GLubyte));
- for (i=0; i<numFaces; i++)
- {
- for (j=0; j< numEdgePerFace; j++)
- vertIndices[j] = indices[j]+i*vertStride;
+ int i;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- glDrawElements(GL_LINE_LOOP, numEdgePerFace, GL_UNSIGNED_BYTE, vertIndices);
- }
- free(vertIndices);
- }
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- return; /* done */
- }
-# endif
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
- if (useWireMode)
- {
- glPushAttrib(GL_POLYGON_BIT);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glDisable(GL_CULL_FACE);
- }
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+}
+/* 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.
+ */
+static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs)
+{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
-# ifndef FREEGLUT_GLES
- if (edgeFlags)
- glEnableClientState(GL_EDGE_FLAG_ARRAY);
-# endif
-
- glVertexPointer(3, GL_DOUBLE, 0, vertices);
- glNormalPointer(GL_DOUBLE, 0, normals);
-# ifndef FREEGLUT_GLES
- if (edgeFlags)
- glEdgeFlagPointer(0,edgeFlags);
-# endif
- glDrawArrays(GL_TRIANGLES, 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);
-# ifndef FREEGLUT_GLES
- if (edgeFlags)
- glDisableClientState(GL_EDGE_FLAG_ARRAY);
-# endif
+}
- if (useWireMode)
- {
- glPopAttrib();
- }
- /* Notes on OpenGL 3 and OpenGL ES2, drawing code for programmable pipeline:
- * As above, we'll have to draw face-by-face for wireframes. On
- * OpenGL 3 we can probably use glMultiDrawArrays do do this efficiently.
- * other complications are VBOs and such...
- */
-}
-/* Triangle decomposition and associated edgeFlags generation
+/* 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...
- * Could probably do something smarter using glDrawElements and generating
- * an index vector here for all shapes that are not triangles, but this
- * suffices for now. We're not talking many vertices in our objects anyway.
*/
-static GLubyte vertSamp3[3] = {0,1,2};
-static GLubyte vertSamp4[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
-static GLubyte vertSamp5[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */
-static GLboolean edgeFlag3[3] = {1,1,1}; /* triangles remain triangles, all edges are external */
-static GLboolean edgeFlag4[6] = {1,1,0, 0,1,1};
-static GLboolean edgeFlag5[9] = {1,1,0, 0,0,1, 0,1,1};
-
-static void fghGenerateGeometryWithEdgeFlag(int numFaces, int numEdgePerFaceIn, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut, GLboolean *edgeFlagsOut)
+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) */
+
+static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLubyte *vertIdxOut)
{
- int i,j,numEdgePerFaceOut;
+ int i,j,numEdgeIdxPerFace;
GLubyte *vertSamps = NULL;
- GLboolean *edgeFlags = NULL;
- switch (numEdgePerFaceIn)
+ switch (numEdgePerFace)
{
case 3:
- vertSamps = vertSamp3;
- edgeFlags = edgeFlag3;
- numEdgePerFaceOut = 3; /* 3 output vertices for each face */
+ /* nothing to do here, we'll draw with glDrawArrays */
break;
case 4:
- vertSamps = vertSamp4;
- edgeFlags = edgeFlag4;
- numEdgePerFaceOut = 6; /* 6 output vertices for each face */
+ vertSamps = vert4Decomp;
+ numEdgeIdxPerFace = 6; /* 6 output vertices for each face */
break;
case 5:
- vertSamps = vertSamp5;
- edgeFlags = edgeFlag5;
- numEdgePerFaceOut = 9; /* 9 output vertices for each face */
+ vertSamps = vert5Decomp;
+ numEdgeIdxPerFace = 9; /* 9 output vertices for each face */
break;
}
/*
- * Build array with vertices from vertex coordinates and vertex indices
+ * 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
- * (and because normals' coordinates need to be negated).
+ * Need to do this because of different normals at shared vertices.
*/
for (i=0; i<numFaces; i++)
{
int normIdx = i*3;
- int faceIdxVertIdx = i*numEdgePerFaceIn; // index to first element of "row" in vertex indices
- for (j=0; j<numEdgePerFaceOut; j++)
+ int faceIdxVertIdx = i*numEdgePerFace; // index to first element of "row" in vertex indices
+ for (j=0; j<numEdgePerFace; j++)
{
- int outIdx = i*numEdgePerFaceOut*3+j*3;
- int vertIdx = vertIndices[faceIdxVertIdx+vertSamps[j]]*3;
+ int outIdx = i*numEdgePerFace*3+j*3;
+ int vertIdx = vertIndices[faceIdxVertIdx+j]*3;
vertOut[outIdx ] = vertices[vertIdx ];
vertOut[outIdx+1] = vertices[vertIdx+1];
normOut[outIdx ] = normals [normIdx ];
normOut[outIdx+1] = normals [normIdx+1];
normOut[outIdx+2] = normals [normIdx+2];
-
- if (edgeFlagsOut)
- edgeFlagsOut[i*numEdgePerFaceOut+j] = edgeFlags[j];
}
+
+ /* 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, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut)
+static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut)
{
- fghGenerateGeometryWithEdgeFlag(numFaces, numEdgePerFace, vertices, vertIndices, normals, vertOut, normOut, NULL);
+ /* 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 */
+/* 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
+ * vertices and normals are unique.
+ */
#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
static GLboolean name##Cached = FALSE;\
- static GLdouble name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
- static GLdouble name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ 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,\
}
#define DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(name,nameICaps,nameCaps)\
static GLboolean name##Cached = FALSE;\
- static GLdouble name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
- static GLdouble name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
- static GLboolean name##_edgeFlags[nameCaps##_VERT_PER_OBJ_TRI];\
+ 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()\
{\
- fghGenerateGeometryWithEdgeFlag(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
- name##_v, name##_vi, name##_n,\
- name##_verts, name##_norms, name##_edgeFlags);\
+ fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
+ name##_v, name##_vi, name##_n,\
+ name##_verts, name##_norms, name##_vertIdxs);\
}
-/*
- * 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.
- */
/* -- Cube -- */
#define CUBE_NUM_VERT 8
#define CUBE_NUM_FACES 6
#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 */
-#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble cube_v[CUBE_NUM_VERT*3] =
+static GLfloat cube_v[CUBE_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
+ .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 GLdouble cube_n[CUBE_NUM_FACES*3] =
+static GLfloat cube_n[CUBE_NUM_FACES*3] =
{
- 0.0, 0.0, 1.0,
- 1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- -1.0, 0.0, 0.0,
- 0.0,-1.0, 0.0,
- 0.0, 0.0,-1.0
+ 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 */
+/* Vertex indices, as quads, before triangulation */
static GLubyte cube_vi[CUBE_VERT_PER_OBJ] =
{
0,1,2,3,
#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 */
-#define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
+static GLfloat dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
{
- 0.0 , 1.61803398875, 0.61803398875,
- -1.0 , 1.0 , 1.0 ,
- -0.61803398875, 0.0 , 1.61803398875,
- 0.61803398875, 0.0 , 1.61803398875,
- 1.0 , 1.0 , 1.0 ,
- 0.0 , 1.61803398875, -0.61803398875,
- 1.0 , 1.0 , -1.0 ,
- 0.61803398875, 0.0 , -1.61803398875,
- -0.61803398875, 0.0 , -1.61803398875,
- -1.0 , 1.0 , -1.0 ,
- 0.0 , -1.61803398875, 0.61803398875,
- 1.0 , -1.0 , 1.0 ,
- -1.0 , -1.0 , 1.0 ,
- 0.0 , -1.61803398875, -0.61803398875,
- -1.0 , -1.0 , -1.0 ,
- 1.0 , -1.0 , -1.0 ,
- 1.61803398875, -0.61803398875, 0.0 ,
- 1.61803398875, 0.61803398875, 0.0 ,
- -1.61803398875, 0.61803398875, 0.0 ,
- -1.61803398875, -0.61803398875, 0.0
+ 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 dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
+static GLfloat dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
{
- 0.0 , 0.525731112119, 0.850650808354,
- 0.0 , 0.525731112119, -0.850650808354,
- 0.0 , -0.525731112119, 0.850650808354,
- 0.0 , -0.525731112119, -0.850650808354,
-
- 0.850650808354, 0.0 , 0.525731112119,
- -0.850650808354, 0.0 , 0.525731112119,
- 0.850650808354, 0.0 , -0.525731112119,
- -0.850650808354, 0.0 , -0.525731112119,
-
- 0.525731112119, 0.850650808354, 0.0 ,
- 0.525731112119, -0.850650808354, 0.0 ,
- -0.525731112119, 0.850650808354, 0.0 ,
- -0.525731112119, -0.850650808354, 0.0 ,
+ 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 */
#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
-#define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble icosahedron_v[ICOSAHEDRON_NUM_VERT*3] =
+static GLfloat icosahedron_v[ICOSAHEDRON_NUM_VERT*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
+ 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 GLdouble icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
+static GLfloat icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
{
- 0.760845213037948, 0.470228201835026, 0.341640786498800,
- 0.760845213036861, -0.179611190632978, 0.552786404500000,
- 0.760845213033849, -0.581234022404097, 0,
- 0.760845213036861, -0.179611190632978, -0.552786404500000,
- 0.760845213037948, 0.470228201835026, -0.341640786498800,
- 0.179611190628666, 0.760845213037948, 0.552786404498399,
- 0.179611190634277, -0.290617011204044, 0.894427191000000,
- 0.179611190633958, -0.940456403667806, 0,
- 0.179611190634278, -0.290617011204044, -0.894427191000000,
- 0.179611190628666, 0.760845213037948, -0.552786404498399,
- -0.179611190633958, 0.940456403667806, 0,
- -0.179611190634277, 0.290617011204044, 0.894427191000000,
- -0.179611190628666, -0.760845213037948, 0.552786404498399,
- -0.179611190628666, -0.760845213037948, -0.552786404498399,
- -0.179611190634277, 0.290617011204044, -0.894427191000000,
- -0.760845213036861, 0.179611190632978, -0.552786404500000,
- -0.760845213033849, 0.581234022404097, 0,
- -0.760845213036861, 0.179611190632978, 0.552786404500000,
- -0.760845213037948, -0.470228201835026, 0.341640786498800,
- -0.760845213037948, -0.470228201835026, -0.341640786498800,
+ 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 */
#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
-#define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble octahedron_v[OCTAHEDRON_NUM_VERT*3] =
+static GLfloat octahedron_v[OCTAHEDRON_NUM_VERT*3] =
{
- 1., 0., 0.,
- 0., 1., 0.,
- 0., 0., 1.,
- -1., 0., 0.,
- 0., -1., 0.,
- 0., 0., -1.,
+ 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 GLdouble octahedron_n[OCTAHEDRON_NUM_FACES*3] =
+static GLfloat octahedron_n[OCTAHEDRON_NUM_FACES*3] =
{
- 0.577350269189, 0.577350269189, 0.577350269189, /* sqrt(1/3) */
- 0.577350269189, 0.577350269189,-0.577350269189,
- 0.577350269189,-0.577350269189, 0.577350269189,
- 0.577350269189,-0.577350269189,-0.577350269189,
- -0.577350269189, 0.577350269189, 0.577350269189,
- -0.577350269189, 0.577350269189,-0.577350269189,
- -0.577350269189,-0.577350269189, 0.577350269189,
- -0.577350269189,-0.577350269189,-0.577350269189
+ 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
};
#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 */
-#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
+static GLfloat rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
{
- 0.0, 0.0, 1.0,
- 0.707106781187, 0.0 , 0.5,
- 0.0 , 0.707106781187, 0.5,
- -0.707106781187, 0.0 , 0.5,
- 0.0 , -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, 0.0 , -0.5,
- 0.0 , 0.707106781187, -0.5,
- -0.707106781187, 0.0 , -0.5,
- 0.0 , -0.707106781187, -0.5,
- 0.0, 0.0, -1.0
+ 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 GLdouble rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*3] =
+static GLfloat rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*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,
- 0.0 , 1.0 , 0.0,
- -1.0 , 0.0 , 0.0,
- 0.0 , -1.0 , 0.0,
- 1.0 , 0.0 , 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
+ 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 */
#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
-#define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble tetrahedron_v[TETRAHEDRON_NUM_VERT*3] =
+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 tetrahedron_n[TETRAHEDRON_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 */
return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
}
-static void fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLdouble scale, GLdouble* vertices, GLdouble* normals )
+static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLfloat scale, GLfloat* vertices, GLfloat* normals )
{
int i, j;
if ( numLevels == 0 )
int outIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE*3+j*3;
int vertIdx = tetrahedron_vi[faceIdxVertIdx+j]*3;
- vertices[outIdx ] = offset[0] + scale * tetrahedron_v[vertIdx ];
- vertices[outIdx+1] = offset[1] + scale * tetrahedron_v[vertIdx+1];
- vertices[outIdx+2] = offset[2] + scale * tetrahedron_v[vertIdx+2];
+ 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];
}
else if ( numLevels > 0 )
{
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ 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 < TETRAHEDRON_NUM_FACES ; i++ )
/* -- 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);
+ (*sint)[i] = sinf(angle*i);
+ (*cost)[i] = cosf(angle*i);
+ }
+
+
+ if (halfCircle)
+ {
+ (*sint)[size] = 0.0f; /* sin PI */
+ (*cost)[size] = -1.0f; /* cos PI */
+ }
+ else
+ {
+ /* Last sample is duplicate of the first (sin or cos of 2 PI) */
+ (*sint)[size] = (*sint)[0];
+ (*cost)[size] = (*cost)[0];
}
+}
- /* Last sample is duplicate of the first */
+static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloat **vertices, GLfloat **normals, int* nVert)
+{
+ int i,j;
+ int idx = 0; /* idx into vertex/normal buffer */
+ GLfloat x,y,z;
- (*sint)[size] = (*sint)[0];
- (*cost)[size] = (*cost)[0];
+ /* Pre-computed circle */
+ GLfloat *sint1,*cost1;
+ GLfloat *sint2,*cost2;
+
+ /* number of unique vertices */
+ if (slices==0 || stacks<2)
+ {
+ /* nothing to generate */
+ *nVert = 0;
+ return;
+ }
+ *nVert = slices*(stacks-1)+2;
+
+ /* precompute values on unit circle */
+ fghCircleTable(&sint1,&cost1,-slices,FALSE);
+ fghCircleTable(&sint2,&cost2, stacks,TRUE);
+
+ /* 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");
+ }
+
+ /* 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)
+ {
+ 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;
+ }
+ }
+
+ /* 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);
}
/* -- INTERNAL DRAWING functions --------------------------------------- */
-#define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,edgeFlags)\
+#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;\
}\
- fghDrawGeometry(name##_verts,name##_norms,edgeFlags,\
- nameCaps##_VERT_PER_OBJ_TRI,nameCaps##_NUM_FACES,nameCaps##_NUM_EDGE_PER_FACE,\
- useWireMode);\
+ \
+ 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##_edgeFlags)
+#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)
-static void fghCube( GLdouble dSize, GLboolean useWireMode )
+static void fghCube( GLfloat dSize, GLboolean useWireMode )
{
+ GLfloat *vertices;
+
if (!cubeCached)
{
fghCubeGenerate();
cubeCached = GL_TRUE;
}
- if (dSize!=1.)
+ if (dSize!=1.f)
{
+ /* Need to build new vertex list containing vertices for cube of different size */
int i;
- /* Need to build new vertex list containing vertices for cube of different size */
- GLdouble *vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLdouble));
+ vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLfloat));
+
/* Bail out if memory allocation fails, fgError never returns */
if (!vertices)
{
free(vertices);
fgError("Failed to allocate memory in fghCube");
}
+
for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
vertices[i] = dSize*cube_verts[i];
+ }
+ else
+ vertices = cube_verts;
- fghDrawGeometry(vertices ,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,CUBE_NUM_FACES,CUBE_NUM_EDGE_PER_FACE,useWireMode);
+ 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);
+ if (dSize!=1.f)
/* cleanup allocated memory */
free(vertices);
- }
- else
- fghDrawGeometry(cube_verts,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,CUBE_NUM_FACES,CUBE_NUM_EDGE_PER_FACE,useWireMode);
}
DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON);
DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
DECLARE_INTERNAL_DRAW(tetrahedron,Tetrahedron,TETRAHEDRON);
-static void fghSierpinskiSponge ( int numLevels, GLdouble offset[3], GLdouble scale, GLboolean useWireMode )
+static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale, GLboolean useWireMode )
{
- GLdouble *vertices;
- GLdouble * normals;
+ 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;
if (numTetr)
{
/* Allocate memory */
- vertices = malloc(numVert*3 * sizeof(GLdouble));
- normals = malloc(numVert*3 * sizeof(GLdouble));
+ vertices = malloc(numVert*3 * sizeof(GLfloat));
+ normals = malloc(numVert*3 * sizeof(GLfloat));
/* Bail out if memory allocation fails, fgError never returns */
if (!vertices || !normals)
{
fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
/* Draw and cleanup */
- fghDrawGeometry(vertices,normals,NULL,numVert,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE,useWireMode);
+ if (useWireMode)
+ fghDrawGeometryWire (vertices,normals,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE);
+ else
+ fghDrawGeometrySolid(vertices,normals,NULL,numVert,numVert);
+
free(vertices);
free(normals );
}
}
-/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
-
-
-/*
- * Draws a solid sphere
- */
-void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
{
- int i,j;
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- /* Adjust z and radius as stacks are drawn. */
+ /* Generate vertices and normals */
+ fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
+
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- double z0,z1;
- double r0,r1;
-
- /* Pre-computed circle */
-
- double *sint1,*cost1;
- double *sint2,*cost2;
+ if (useWireMode)
+ {
+ GLuint *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.
+ */
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
+ sliceIdx = malloc(slices*(stacks+1)*sizeof(GLuint));
+ stackIdx = malloc(slices*(stacks-1)*sizeof(GLuint));
- fghCircleTable(&sint1,&cost1,-slices);
- fghCircleTable(&sint2,&cost2,stacks*2);
+ /* generate for each stack */
+ for (i=0,idx=0; i<slices; i++)
+ {
+ GLuint offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
+ 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... */
+ }
- /* The top stack is covered with a triangle fan */
+ /* generate for each stack */
+ for (i=0,idx=0; i<stacks-1; i++)
+ {
+ GLuint offset = 1+i*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ for (j=0; j<slices; j++, idx++)
+ {
+ stackIdx[idx] = offset+j;
+ }
+ }
- z0 = 1.0;
- z1 = cost2[(stacks>0)?1:0];
- r0 = 0.0;
- r1 = sint2[(stacks>0)?1:0];
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- glBegin(GL_TRIANGLE_FAN);
+ 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_INT,sliceIdx+i*(stacks+1));
+ /*draw stacks*/
+ for (i=0; i<stacks-1; i++)
+ glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_INT,stackIdx+i*slices);
- glNormal3d(0,0,1);
- glVertex3d(0,0,radius);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
- for (j=slices; j>=0; j--)
+ /* cleanup allocated memory */
+ free(sliceIdx);
+ free(stackIdx);
+ }
+ else
+ {
+ GLuint *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.
+ */
+
+ /* Allocate buffers for indices, bail out if memory allocation fails */
+ topIdx = malloc((slices+2)*sizeof(GLuint));
+ bottomIdx = malloc((slices+2)*sizeof(GLuint));
+ stripIdx = malloc((slices+1)*2*(stacks-2)*sizeof(GLuint));
+ if (!(topIdx) || !(bottomIdx) || !(stripIdx))
{
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
+ free(topIdx);
+ free(bottomIdx);
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghGenerateSphere");
}
- glEnd();
-
- /* Cover each stack with a quad strip, except the top and bottom stacks */
-
- for( i=1; i<stacks-1; i++ )
- {
- z0 = z1; z1 = cost2[i+1];
- r0 = r1; r1 = sint2[i+1];
+ 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;
- glBegin(GL_QUAD_STRIP);
+ 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 */
- for(j=0; j<=slices; j++)
+ /* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
+ for (i=0,idx=0; i<stacks-2; i++, idx+=2)
+ {
+ GLuint offset = 1+i*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ for (j=0; j<slices; j++, idx+=2)
{
- 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);
+ 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;
+ }
- glEnd();
- }
- /* The bottom stack is covered with a triangle fan */
+ /* draw */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- z0 = z1;
- r0 = r1;
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+ /*draw top*/
+ glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_INT,topIdx);
+ /*draw stacks*/
+ for (i=0; i<stacks-2; i++)
+ glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_INT,stripIdx+i*(slices+1)*2);
+ /*draw bottom*/
+ glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_INT,bottomIdx);
- glBegin(GL_TRIANGLE_FAN);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
- glNormal3d(0,0,-1);
- glVertex3d(0,0,-radius);
+ /* cleanup allocated memory */
+ free(topIdx);
+ free(bottomIdx);
+ free(stripIdx);
+ }
+
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
+}
- for (j=0; j<=slices; j++)
- {
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
- }
+#endif /* GL_ES_VERSION_2_0 */
- glEnd();
- /* Release sin and cos tables */
+/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
- free(sint1);
- free(cost1);
- free(sint2);
- free(cost2);
-}
+#ifndef EGL_VERSION_1_0
/*
- * Draws a wire sphere
+ * Draws a solid sphere
*/
-void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
{
- int i,j;
-
- /* Adjust z and radius as stacks and slices are drawn. */
-
- double r;
- double x,y,z;
-
- /* Pre-computed circle */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
- double *sint1,*cost1;
- double *sint2,*cost2;
+ fghSphere( radius, slices, stacks, FALSE );
+}
+/*
+ * Draws a wire sphere
+ */
+void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
+{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
- fghCircleTable(&sint1,&cost1,-slices );
- fghCircleTable(&sint2,&cost2, stacks*2);
-
- /* Draw a line loop for each stack */
-
- for (i=1; i<stacks; i++)
- {
- z = cost2[i];
- r = sint2[i];
-
- glBegin(GL_LINE_LOOP);
-
- 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();
- }
-
- /* Draw a line loop for each slice */
-
- for (i=0; i<slices; i++)
- {
- glBegin(GL_LINE_STRIP);
-
- for(j=0; j<=stacks; j++)
- {
- x = cost1[i]*sint2[j];
- y = sint1[i]*sint2[j];
- z = cost2[j];
-
- glNormal3d(x,y,z);
- glVertex3d(x*radius,y*radius,z*radius);
- }
-
- glEnd();
- }
-
- /* Release sin and cos tables */
-
- free(sint1);
- free(cost1);
- free(sint2);
- free(cost2);
+ fghSphere( radius, slices, stacks, TRUE );
+
}
/*
* Draws a solid cone
*/
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
{
int i,j;
/* Step in z and radius as stacks are drawn. */
- double z0,z1;
- double r0,r1;
+ GLfloat z0,z1;
+ GLfloat r0,r1;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
+ const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Cover the circular base with a triangle fan... */
- z0 = 0.0;
+ z0 = 0;
z1 = zStep;
- r0 = base;
+ r0 = (GLfloat)base;
r1 = r0 - rStep;
glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0,0.0,-1.0);
- glVertex3d(0.0,0.0, z0 );
+ glNormal3f(0,0,-1);
+ glVertex3f(0,0, z0 );
for (j=0; j<=slices; j++)
- glVertex3d(cost[j]*r0, sint[j]*r0, z0);
+ glVertex3f(cost[j]*r0, sint[j]*r0, z0);
glEnd();
- /* Cover each stack with a quad strip, except the top stack */
-
- for( i=0; i<stacks-1; i++ )
+ /* Cover each stack with a triangle strip */
+ for( i=0; i<stacks; i++ )
{
- glBegin(GL_QUAD_STRIP);
+ glBegin(GL_TRIANGLE_STRIP);
for(j=0; j<=slices; j++)
{
- glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn);
- glVertex3d(cost[j]*r0, sint[j]*r0, z0 );
- glVertex3d(cost[j]*r1, sint[j]*r1, z1 );
+ 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;
glEnd();
}
- /* The top stack is covered with individual triangles */
-
- glBegin(GL_TRIANGLES);
-
- glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);
-
- for (j=0; j<slices; j++)
- {
- 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 );
- }
-
- glEnd();
-
/* Release sin and cos tables */
free(sint);
/*
* Draws a wire cone
*/
-void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
+void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
{
int i,j;
/* Step in z and radius as stacks are drawn. */
- double z = 0.0;
- double r = base;
+ GLfloat z = 0;
+ GLfloat r = (GLfloat)base;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
+ const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Draw the stacks... */
for( j=0; j<slices; j++ )
{
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
- glVertex3d(cost[j]*r, sint[j]*r, z );
+ glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn);
+ glVertex3f(cost[j]*r, sint[j]*r, z );
}
glEnd();
/* Draw the slices */
- r = base;
+ r = (GLfloat)base;
glBegin(GL_LINES);
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);
+ glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn );
+ glVertex3f(cost[j]*r, sint[j]*r, 0 );
+ glVertex3f(0, 0, (GLfloat)height);
}
glEnd();
/*
* 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;
+ cpsi = cosf( psi ) ;
+ spsi = sinf( psi ) ;
+ phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
+ cphi = cosf( phi ) ;
+ sphi = sinf( phi ) ;
*(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;
+ cpsi = cosf( psi ) ;
+ spsi = sinf( psi ) ;
+ phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
+ cphi = cosf( phi ) ;
+ sphi = sinf( phi ) ;
*(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();
}
+#endif /* EGL_VERSION_1_0 */
fgh##nameICaps( FALSE );\
}
-void FGAPIENTRY glutWireCube( GLdouble dSize )
+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 );
}
DECLARE_SHAPE_INTERFACE(Dodecahedron);
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);