#include <math.h>
/*
- * Need more types of polyhedra? See CPolyhedron in MRPT
+ * A note: We do not use the GLuint data type for vertex index arrays
+ * in this code as Open GL ES1 only supports GLushort. This affects the
+ * cylindrical objects only (Torus, Sphere, Cylinder and Cone) and limits
+ * their number of vertices to 65535 (2^16-1). Thats about 256*256
+ * subdivisions, which is sufficient for just about any usage case, so
+ * I am not going to worry about it for now.
+ * One could do compile time detection of the gluint type through CMake,
+ * but it is likely that we'll eventually move to runtime selection
+ * of OpenGL or GLES1/2, which would make that strategy useless...
*/
+/* declare for drawing using the different OpenGL versions here so we can
+ have a nice code order below */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
+ GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
+ );
+static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart);
+#endif
+static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
+ GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2,
+ GLint attribute_v_coord, GLint attribute_v_normal
+ );
+static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart,
+ GLint attribute_v_coord, GLint attribute_v_normal);
+/* declare function for generating visualization of normals */
+static void fghGenerateNormalVisualization(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart);
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawNormalVisualization11();
+#endif
+static void fghDrawNormalVisualization20(GLint attribute_v_coord);
+
+/* Drawing geometry:
+ * Explanation of the functions has to be separate for the polyhedra and
+ * the non-polyhedra (objects with a circular cross-section).
+ * Polyhedra:
+ * - We have only implemented the five platonic solids and the rhomboid
+ * dodecahedron. If you need more types of polyhedra, please see
+ * CPolyhedron in MRPT
+ * - Solids are drawn by glDrawArrays if composed of triangular faces
+ * (the tetrahedron, octahedron, and icosahedron), or are first
+ * decomposed into triangles and then drawn by glDrawElements if its
+ * faces are squares or pentagons (cube, dodecahedron and rhombic
+ * dodecahedron) as some vertices are repeated in that case.
+ * - WireFrame drawing is done using a GL_LINE_LOOP per face, and thus
+ * issuing one draw call per face. glDrawArrays is always used as no
+ * triangle decomposition is needed to draw faces. We use the "first"
+ * parameter in glDrawArrays to go from face to face.
+ *
+ * Non-polyhedra:
+ * - We have implemented the sphere, cylinder, cone and torus.
+ * - All shapes are characterized by two parameters: the number of
+ * subdivisions along two axes used to construct the shape's vertices
+ * (e.g. stacks and slices for the sphere).
+ * As different subdivisions are most suitable for different shapes,
+ * and are thus also named differently, I wont provide general comments
+ * on them here.
+ * - Solids are drawn using glDrawArrays and GL_TRIANGLE_STRIP. Each
+ * strip covers one revolution around one of the two subdivision axes
+ * of the shape.
+ * - WireFrame drawing is done for the subdivisions along the two axes
+ * separately, usually using GL_LINE_LOOP. Vertex index arrays are
+ * built containing the vertices to be drawn for each loop, which are
+ * then drawn using multiple calls to glDrawElements. As the number of
+ * subdivisions along the two axes is not guaranteed to be equal, the
+ * vertex indices for e.g. stacks and slices are stored in separate
+ * arrays, which makes the input to the drawing function a bit clunky,
+ * but allows for the same drawing function to be used for all shapes.
+ */
+
+
+/**
+ * Draw geometric shape in wire mode (only edges)
+ *
+ * Arguments:
+ * GLfloat *vertices, GLfloat *normals, GLsizei numVertices
+ * The vertex coordinate and normal buffers, and the number of entries in
+ * those
+ * GLushort *vertIdxs
+ * a vertex indices buffer, optional (never passed for the polyhedra)
+ * GLsizei numParts, GLsizei numVertPerPart
+ * polyhedra: number of faces, and the number of vertices for drawing
+ * each face
+ * non-polyhedra: number of edges to draw for first subdivision (not
+ * necessarily equal to number of subdivisions requested by user, e.g.
+ * as each subdivision is enclosed by two edges), and number of
+ * vertices for drawing each
+ * numParts * numVertPerPart gives the number of entries in the vertex
+ * array vertIdxs
+ * GLenum vertexMode
+ * vertex drawing mode (e.g. always GL_LINE_LOOP for polyhedra, varies
+ * for others)
+ * GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
+ * non-polyhedra only: same as the above, but now for subdivisions along
+ * the other axis. Always drawn as GL_LINE_LOOP.
+ *
+ * Feel free to contribute better naming ;)
+ */
+static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
+ GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
+ )
+{
+ 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, numVertices,
+ vertIdxs, numParts, numVertPerPart, vertexMode,
+ vertIdxs2, numParts2, numVertPerPart2,
+ attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
+ else
+ fghDrawGeometryWire11(vertices, normals,
+ vertIdxs, numParts, numVertPerPart, vertexMode,
+ vertIdxs2, numParts2, numVertPerPart2);
+#endif
+}
-/* 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.
+/* Draw the geometric shape with filled triangles
+ *
+ * Arguments:
+ * GLfloat *vertices, GLfloat *normals, GLsizei numVertices
+ * The vertex coordinate and normal buffers, and the number of entries in
+ * those
+ * GLushort *vertIdxs
+ * a vertex indices buffer, optional (not passed for the polyhedra with
+ * triangular faces)
+ * GLsizei numParts, GLsizei numVertPerPart
+ * polyhedra: not used for polyhedra with triangular faces
+ (numEdgePerFace==3), as each vertex+normal pair is drawn only once,
+ so no vertex indices are used.
+ Else, the shape was triangulated (DECOMPOSE_TO_TRIANGLE), leading to
+ reuse of some vertex+normal pairs, and thus the need to draw with
+ glDrawElements. numParts is always 1 in this case (we can draw the
+ whole object with one call to glDrawElements as the vertex index
+ array contains separate triangles), and numVertPerPart indicates
+ the number of vertex indices in the vertex array.
+ * non-polyhedra: number of parts (GL_TRIANGLE_STRIPs) to be drawn
+ separately (numParts calls to glDrawElements) to create the object.
+ numVertPerPart indicates the number of vertex indices to be
+ processed at each draw call.
+ * numParts * numVertPerPart gives the number of entries in the vertex
+ * array vertIdxs
*/
+static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart)
+{
+ GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
+ GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+
+ if (fgStructure.CurrentWindow->State.VisualizeNormals)
+ /* generate normals for each vertex to be drawn as well */
+ fghGenerateNormalVisualization(vertices, normals, numVertices,
+ vertIdxs, numParts, numVertIdxsPerPart);
+
+ if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
+ {
+ /* User requested a 2.0 draw */
+ fghDrawGeometrySolid20(vertices, normals, numVertices,
+ vertIdxs, numParts, numVertIdxsPerPart,
+ attribute_v_coord, attribute_v_normal);
+
+ if (fgStructure.CurrentWindow->State.VisualizeNormals)
+ /* draw normals for each vertex as well */
+ fghDrawNormalVisualization20(attribute_v_coord);
+ }
+#ifndef GL_ES_VERSION_2_0
+ else
+ {
+ fghDrawGeometrySolid11(vertices, normals, numVertices,
+ vertIdxs, numParts, numVertIdxsPerPart);
+
+ if (fgStructure.CurrentWindow->State.VisualizeNormals)
+ /* draw normals for each vertex as well */
+ fghDrawNormalVisualization11();
+ }
+#endif
+}
+
+
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
-static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
+static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
+ GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
+ )
{
int i;
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);
+
+ if (!vertIdxs)
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numParts; i++)
+ glDrawArrays(vertexMode, i*numVertPerPart, numVertPerPart);
+ else
+ for (i=0; i<numParts; i++)
+ glDrawElements(vertexMode,numVertPerPart,GL_UNSIGNED_SHORT,vertIdxs+i*numVertPerPart);
+
+ if (vertIdxs2)
+ for (i=0; i<numParts2; i++)
+ glDrawElements(GL_LINE_LOOP,numVertPerPart2,GL_UNSIGNED_SHORT,vertIdxs2+i*numVertPerPart2);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+}
+
+
+static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart)
+{
+ int i;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+
+ if (!vertIdxs)
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ else
+ if (numParts>1)
+ for (i=0; i<numParts; i++)
+ glDrawElements(GL_TRIANGLE_STRIP, numVertIdxsPerPart, GL_UNSIGNED_SHORT, vertIdxs+i*numVertIdxsPerPart);
+ else
+ glDrawElements(GL_TRIANGLES, numVertIdxsPerPart, GL_UNSIGNED_SHORT, vertIdxs);
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)
+static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
+ GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2,
+ GLint attribute_v_coord, GLint attribute_v_normal)
{
- GLuint vbo_coords, vbo_normals;
- GLuint numVertices = numFaces * numEdgePerFace;
-
+ GLuint vbo_coords = 0, vbo_normals = 0,
+ ibo_elements = 0, ibo_elements2 = 0;
+ GLsizei numVertIdxs = numParts * numVertPerPart;
+ GLsizei numVertIdxs2 = numParts2 * numVertPerPart2;
+ 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);
+ 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);
+ 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);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ if (vertIdxs2 != NULL) {
+ fghGenBuffers(1, &ibo_elements2);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements2);
+ fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs2 * sizeof(vertIdxs2[0]),
+ vertIdxs2, FGH_STATIC_DRAW);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
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
+ 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 */
);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
}
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
+ 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 */
);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
}
+ if (!vertIdxs) {
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numParts; i++)
+ glDrawArrays(vertexMode, i*numVertPerPart, numVertPerPart);
+ } else {
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ for (i=0; i<numParts; i++)
+ glDrawElements(vertexMode, numVertPerPart,
+ GL_UNSIGNED_SHORT, (GLvoid*)(sizeof(vertIdxs[0])*i*numVertPerPart));
+ /* Clean existing bindings before clean-up */
+ /* Android showed instability otherwise */
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
+ }
- 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 (vertIdxs2) {
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements2);
+ for (i=0; i<numParts2; i++)
+ glDrawElements(GL_LINE_LOOP, numVertPerPart2,
+ GL_UNSIGNED_SHORT, (GLvoid*)(sizeof(vertIdxs2[0])*i*numVertPerPart2));
+ /* Clean existing bindings before clean-up */
+ /* Android showed instability otherwise */
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 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);
-}
-
-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
+ fghDeleteBuffers(1, &vbo_normals);
+ if (ibo_elements != 0)
+ fghDeleteBuffers(1, &ibo_elements);
+ if (ibo_elements2 != 0)
+ fghDeleteBuffers(1, &ibo_elements2);
}
-/* 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_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
/* 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)
+static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart,
+ 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;
+ GLsizei numVertIdxs = numParts * numVertIdxsPerPart;
+ 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);
- }
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
+ }
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);
+ fghGenBuffers(1, &vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
}
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);
+ fghGenBuffers(1, &ibo_elements);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
+ vertIdxs, FGH_STATIC_DRAW);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
}
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
+ 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 */
);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
};
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
+ 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 */
);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
};
if (vertIdxs == NULL) {
- glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
} else {
- fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
- glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ if (numParts>1) {
+ for (i=0; i<numParts; i++) {
+ glDrawElements(GL_TRIANGLE_STRIP, numVertIdxsPerPart, GL_UNSIGNED_SHORT, (GLvoid*)(sizeof(vertIdxs[0])*i*numVertIdxsPerPart));
+ }
+ } else {
+ glDrawElements(GL_TRIANGLES, numVertIdxsPerPart, GL_UNSIGNED_SHORT, 0);
+ }
+ /* Clean existing bindings before clean-up */
+ /* Android showed instability otherwise */
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 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)
+
+
+/**
+ * Generate vertex indices for visualizing the normals.
+ */
+static GLfloat *verticesForNormalVisualization;
+static GLushort numNormalVertices = 0;
+static void fghGenerateNormalVisualization(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart)
{
- GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
- GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+ GLushort i,j;
+ /* calc number of vertices to generate, allocate. Must be freed by caller
+ * We do the free at the end of fghDrawNormalVisualization11/fghDrawNormalVisualization20
+ */
+ if (!vertIdxs)
+ numNormalVertices = numVertices * 2;
+ else
+ numNormalVertices = numParts * numVertIdxsPerPart * 2;
+ verticesForNormalVisualization = malloc(numNormalVertices*3 * sizeof(GLfloat));
- 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
+ /* Now generate vertices for lines to draw the normals */
+ if (!vertIdxs)
+ {
+ for (i=0,j=0; i<numNormalVertices*3/2; i+=3, j+=6)
+ {
+ verticesForNormalVisualization[j+0] = vertices[i+0];
+ verticesForNormalVisualization[j+1] = vertices[i+1];
+ verticesForNormalVisualization[j+2] = vertices[i+2];
+ verticesForNormalVisualization[j+3] = vertices[i+0] + normals[i+0]/4.f;
+ verticesForNormalVisualization[j+4] = vertices[i+1] + normals[i+1]/4.f;
+ verticesForNormalVisualization[j+5] = vertices[i+2] + normals[i+2]/4.f;
+ }
+ }
else
- fghDrawGeometrySolid11(vertices, normals, vertIdxs,
- numVertices, numVertIdxs);
+ {
+ for (i=0,j=0; i<numNormalVertices/2; i++, j+=6)
+ {
+ GLushort idx = vertIdxs[i]*3;
+ verticesForNormalVisualization[j+0] = vertices[idx+0];
+ verticesForNormalVisualization[j+1] = vertices[idx+1];
+ verticesForNormalVisualization[j+2] = vertices[idx+2];
+ verticesForNormalVisualization[j+3] = vertices[idx+0] + normals[idx+0]/4.f;
+ verticesForNormalVisualization[j+4] = vertices[idx+1] + normals[idx+1]/4.f;
+ verticesForNormalVisualization[j+5] = vertices[idx+2] + normals[idx+2]/4.f;
+ }
+ }
+}
+
+/* Version for OpenGL (ES) 1.1 */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawNormalVisualization11()
+{
+ GLfloat currentColor[4];
+ /* Setup draw color: (1,1,1)-shape's color */
+ glGetFloatv(GL_CURRENT_COLOR,currentColor);
+ glColor4f(1-currentColor[0],1-currentColor[1],1-currentColor[2],currentColor[3]);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glVertexPointer(3, GL_FLOAT, 0, verticesForNormalVisualization);
+ glDrawArrays(GL_LINES, 0, numNormalVertices);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ /* Done, free memory, reset color */
+ free(verticesForNormalVisualization);
+ glColor4fv(currentColor);
+}
#endif
+
+/* Version for OpenGL (ES) >= 2.0 */
+static void fghDrawNormalVisualization20(GLint attribute_v_coord)
+{
+ GLuint vbo_coords = 0;
+
+ if (attribute_v_coord != -1) {
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numNormalVertices * 3 * sizeof(verticesForNormalVisualization[0]),
+ verticesForNormalVisualization, 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 */
+ );
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
+ }
+
+ glDrawArrays(GL_LINES, 0, numNormalVertices);
+
+ if (vbo_coords != 0)
+ fghDisableVertexAttribArray(attribute_v_coord);
+
+ if (vbo_coords != 0)
+ fghDeleteBuffers(1, &vbo_coords);
+
+ /* Done, free memory */
+ free(verticesForNormalVisualization);
}
-/* Shape decomposition to triangles
+/**
+ * Generate all combinations of vertices and normals needed to draw object.
+ * Optional 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.
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)
+static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLushort *vertIdxOut)
{
int i,j,numEdgeIdxPerFace;
GLubyte *vertSamps = NULL;
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;
* 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 GLboolean name##Cached = GL_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##_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 GLboolean name##Cached = GL_FALSE;\
+ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLushort name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\
static void fgh##nameICaps##Generate()\
{\
fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
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)
{
- return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
+ /* return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2); */
+ if (y==0)
+ return 1;
+ else
+ {
+ if (y==1)
+ return x;
+ else
+ {
+ return (y%2? x: 1) * ipow(x*x, y/2);
+ }
+ }
}
static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLfloat scale, GLfloat* vertices, GLfloat* normals )
}
}
-/* -- Now the various shapes involving circles -- */
+/* -- Now the various non-polyhedra (shapes involving circles) -- */
/*
* Compute lookup table of cos and sin values forming a circle
* (or half circle if halfCircle==TRUE)
for (i=1; i<size; i++)
{
- (*sint)[i] = sinf(angle*i);
- (*cost)[i] = cosf(angle*i);
+ (*sint)[i] = (GLfloat)sin(angle*i);
+ (*cost)[i] = (GLfloat)cos(angle*i);
}
return;
}
*nVert = slices*(stacks-1)+2;
+ if ((*nVert) > 65535)
+ /*
+ * limit of glushort, thats 256*256 subdivisions, should be enough in practice. See note above
+ */
+ fgWarning("fghGenerateSphere: too many slices or stacks requested, indices will wrap");
/* precompute values on unit circle */
- fghCircleTable(&sint1,&cost1,-slices,FALSE);
- fghCircleTable(&sint2,&cost2, stacks,TRUE);
+ fghCircleTable(&sint1,&cost1,-slices,GL_FALSE);
+ fghCircleTable(&sint2,&cost2, stacks,GL_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))
+ if (!(*vertices) || !(*normals))
{
free(*vertices);
free(*normals);
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 */
-/* -- 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)
+ /* Pre-computed circle */
+ GLfloat *sint,*cost;
-static void fghCube( GLfloat dSize, GLboolean useWireMode )
-{
- GLfloat *vertices;
+ /* Step in z and radius as stacks are drawn. */
+ GLfloat z = 0;
+ GLfloat r = (GLfloat)base;
- if (!cubeCached)
+ 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 / sqrt( height * height + base * base ));
+ const GLfloat sinn = (GLfloat) (base / sqrt( height * height + base * base ));
+
+
+
+ /* number of unique vertices */
+ if (slices==0 || stacks<1)
{
- fghCubeGenerate();
- cubeCached = GL_TRUE;
+ /* nothing to generate */
+ *nVert = 0;
+ return;
}
+ *nVert = slices*(stacks+2)+1; /* need an extra stack for closing off bottom with correct normals */
- if (dSize!=1.f)
+ if ((*nVert) > 65535)
+ /*
+ * limit of glushort, thats 256*256 subdivisions, should be enough in practice. See note above
+ */
+ fgWarning("fghGenerateCone: too many slices or stacks requested, indices will wrap");
+
+ /* Pre-computed circle */
+ fghCircleTable(&sint,&cost,-slices,GL_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))
{
- /* Need to build new vertex list containing vertices for cube of different size */
- int i;
+ free(*vertices);
+ free(*normals);
+ fgError("Failed to allocate memory in fghGenerateCone");
+ }
- vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLfloat));
+ /* 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;
+ /* other on bottom (get normals right) */
+ 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 ] = 0.f;
+ (*normals )[idx+1] = 0.f;
+ (*normals )[idx+2] = -1.f;
+ }
- /* Bail out if memory allocation fails, fgError never returns */
- if (!vertices)
+ /* each stack */
+ for (i=0; i<stacks+1; i++ )
+ {
+ for (j=0; j<slices; j++, idx+=3)
{
- free(vertices);
- fgError("Failed to allocate memory in fghCube");
+ (*vertices)[idx ] = cost[j]*r;
+ (*vertices)[idx+1] = sint[j]*r;
+ (*vertices)[idx+2] = z;
+ (*normals )[idx ] = cost[j]*cosn;
+ (*normals )[idx+1] = sint[j]*cosn;
+ (*normals )[idx+2] = sinn;
}
- for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
- vertices[i] = dSize*cube_verts[i];
+ z += zStep;
+ r -= rStep;
}
- else
- vertices = cube_verts;
- 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)
+ /* Release sin and cos tables */
+ free(sint);
+ free(cost);
+}
+
+void fghGenerateCylinder(
+ GLfloat radius, 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 */
+
+ /* Step in z as stacks are drawn. */
+ GLfloat radf = (GLfloat)radius;
+ GLfloat z;
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+
+ /* Pre-computed circle */
+ GLfloat *sint,*cost;
+
+ /* number of unique vertices */
+ if (slices==0 || stacks<1)
+ {
+ /* nothing to generate */
+ *nVert = 0;
+ return;
+ }
+ *nVert = slices*(stacks+3)+2; /* need two extra stacks for closing off top and bottom with correct normals */
+
+ if ((*nVert) > 65535)
+ /*
+ * limit of glushort, thats 256*256 subdivisions, should be enough in practice. See note above
+ */
+ fgWarning("fghGenerateCylinder: too many slices or stacks requested, indices will wrap");
+
+ /* Pre-computed circle */
+ fghCircleTable(&sint,&cost,-slices,GL_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 fghGenerateCylinder");
+ }
+
+ z=0;
+ /* top on Z-axis */
+ (*vertices)[0] = 0.f;
+ (*vertices)[1] = 0.f;
+ (*vertices)[2] = 0.f;
+ (*normals )[0] = 0.f;
+ (*normals )[1] = 0.f;
+ (*normals )[2] = -1.f;
+ idx = 3;
+ /* other on top (get normals right) */
+ for (j=0; j<slices; j++, idx+=3)
+ {
+ (*vertices)[idx ] = cost[j]*radf;
+ (*vertices)[idx+1] = sint[j]*radf;
+ (*vertices)[idx+2] = z;
+ (*normals )[idx ] = 0.f;
+ (*normals )[idx+1] = 0.f;
+ (*normals )[idx+2] = -1.f;
+ }
+
+ /* each stack */
+ for (i=0; i<stacks+1; i++ )
+ {
+ for (j=0; j<slices; j++, idx+=3)
+ {
+ (*vertices)[idx ] = cost[j]*radf;
+ (*vertices)[idx+1] = sint[j]*radf;
+ (*vertices)[idx+2] = z;
+ (*normals )[idx ] = cost[j];
+ (*normals )[idx+1] = sint[j];
+ (*normals )[idx+2] = 0.f;
+ }
+
+ z += zStep;
+ }
+
+ /* other on bottom (get normals right) */
+ z -= zStep;
+ for (j=0; j<slices; j++, idx+=3)
+ {
+ (*vertices)[idx ] = cost[j]*radf;
+ (*vertices)[idx+1] = sint[j]*radf;
+ (*vertices)[idx+2] = z;
+ (*normals )[idx ] = 0.f;
+ (*normals )[idx+1] = 0.f;
+ (*normals )[idx+2] = 1.f;
+ }
+
+ /* bottom */
+ (*vertices)[idx ] = 0.f;
+ (*vertices)[idx+1] = 0.f;
+ (*vertices)[idx+2] = height;
+ (*normals )[idx ] = 0.f;
+ (*normals )[idx+1] = 0.f;
+ (*normals )[idx+2] = 1.f;
+
+ /* Release sin and cos tables */
+ free(sint);
+ free(cost);
+}
+
+void fghGenerateTorus(
+ double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings, /* input */
+ GLfloat **vertices, GLfloat **normals, int* nVert /* output */
+ )
+{
+ GLfloat iradius = (float)dInnerRadius;
+ GLfloat oradius = (float)dOuterRadius;
+ int i, j;
+
+ /* Pre-computed circle */
+ GLfloat *spsi, *cpsi;
+ GLfloat *sphi, *cphi;
+
+ /* number of unique vertices */
+ if (nSides<2 || nRings<2)
+ {
+ /* nothing to generate */
+ *nVert = 0;
+ return;
+ }
+ *nVert = nSides * nRings;
+
+ if ((*nVert) > 65535)
+ /*
+ * limit of glushort, thats 256*256 subdivisions, should be enough in practice. See note above
+ */
+ fgWarning("fghGenerateTorus: too many slices or stacks requested, indices will wrap");
+
+ /* precompute values on unit circle */
+ fghCircleTable(&spsi,&cpsi, nRings,GL_FALSE);
+ fghCircleTable(&sphi,&cphi,-nSides,GL_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 fghGenerateTorus");
+ }
+
+ for( j=0; j<nRings; j++ )
+ {
+ for( i=0; i<nSides; i++ )
+ {
+ int offset = 3 * ( j * nSides + i ) ;
+
+ (*vertices)[offset ] = cpsi[j] * ( oradius + cphi[i] * iradius ) ;
+ (*vertices)[offset+1] = spsi[j] * ( oradius + cphi[i] * iradius ) ;
+ (*vertices)[offset+2] = sphi[i] * iradius ;
+ (*normals )[offset ] = cpsi[j] * cphi[i] ;
+ (*normals )[offset+1] = spsi[j] * cphi[i] ;
+ (*normals )[offset+2] = sphi[i] ;
+ }
+ }
+
+ /* Release sin and cos tables */
+ free(spsi);
+ free(cpsi);
+ free(sphi);
+ free(cphi);
+}
+
+/* -- 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##_VERT_PER_OBJ, \
+ NULL,nameCaps##_NUM_FACES,nameCaps##_NUM_EDGE_PER_FACE,GL_LINE_LOOP,\
+ NULL,0,0);\
+ }\
+ else\
+ {\
+ fghDrawGeometrySolid(name##_verts,name##_norms,nameCaps##_VERT_PER_OBJ,\
+ vertIdxs, 1, 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)
+
+static void fghCube( GLfloat dSize, GLboolean useWireMode )
+{
+ GLfloat *vertices;
+
+ if (!cubeCached)
+ {
+ fghCubeGenerate();
+ cubeCached = GL_TRUE;
+ }
+
+ if (dSize!=1.f)
+ {
+ /* Need to build new vertex list containing vertices for cube of different size */
+ int i;
+
+ 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;
+
+ if (useWireMode)
+ fghDrawGeometryWire(vertices, cube_norms, CUBE_VERT_PER_OBJ,
+ NULL,CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE,GL_LINE_LOOP,
+ NULL,0,0);
+ else
+ fghDrawGeometrySolid(vertices, cube_norms, CUBE_VERT_PER_OBJ,
+ cube_vertIdxs, 1, 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 )
{
/* Draw and cleanup */
if (useWireMode)
- fghDrawGeometryWire (vertices,normals,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE);
+ fghDrawGeometryWire (vertices,normals,numVert,
+ NULL,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE,GL_LINE_LOOP,
+ NULL,0,0);
else
- fghDrawGeometrySolid(vertices,normals,NULL,numVert,numVert);
+ fghDrawGeometrySolid(vertices,normals,numVert,NULL,1,0);
free(vertices);
free(normals );
}
-#ifndef GL_ES_VERSION_2_0
-static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
+static void fghSphere( GLfloat radius, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
- if (slices * stacks > 65535)
- fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
-
/* Generate vertices and normals */
- fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
+ fghGenerateSphere(radius,slices,stacks,&vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
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 fghSphere");
}
/* generate for each stack */
}
}
- /* 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);
+ /* 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 */
+ fghDrawGeometryWire(vertices,normals,nVert,
+ sliceIdx,slices,stacks+1,GL_LINE_STRIP,
+ stackIdx,stacks-1,slices);
+
/* cleanup allocated memory */
free(sliceIdx);
free(stackIdx);
}
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");
+ fgError("Failed to allocate memory in fghSphere");
}
- /* 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 */
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- 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++)
- 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);
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks,(slices+1)*2);
/* cleanup allocated memory */
- free(topIdx);
- free(bottomIdx);
free(stripIdx);
}
free(normals);
}
-#endif /* GL_ES_VERSION_2_0 */
+static void fghCone( GLfloat base, GLfloat height, GLint slices, GLint stacks, GLboolean useWireMode )
+{
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
+ /* Generate vertices and normals */
+ /* Note, (stacks+1)*slices vertices for side of object, slices+1 for top and bottom closures */
+ fghGenerateCone(base,height,slices,stacks,&vertices,&normals,&nVert);
-/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
+ 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.
+ */
-/*
- * Draws a solid sphere
- */
-void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
+ stackIdx = malloc(slices*stacks*sizeof(GLushort));
+ sliceIdx = malloc(slices*2 *sizeof(GLushort));
+ if (!(stackIdx) || !(sliceIdx))
+ {
+ free(stackIdx);
+ free(sliceIdx);
+ fgError("Failed to allocate memory in fghCone");
+ }
- fghSphere( radius, slices, stacks, FALSE );
-}
+ /* generate for each stack */
+ for (i=0,idx=0; i<stacks; i++)
+ {
+ GLushort offset = 1+(i+1)*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;
+ }
+ }
-/*
- * Draws a wire sphere
- */
-void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
+ /* 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+slices;
+ sliceIdx[idx++] = offset+(stacks+1)*slices;
+ }
- fghSphere( radius, slices, stacks, TRUE );
-
-}
+ /* draw */
+ fghDrawGeometryWire(vertices,normals,nVert,
+ sliceIdx,1,slices*2,GL_LINES,
+ stackIdx,stacks,slices);
-#ifndef EGL_VERSION_1_0
-/*
- * Draws a solid cone
- */
-void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
-{
- int i,j;
+ /* 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;
- /* Step in z and radius as stacks are drawn. */
+ /* Allocate buffers for indices, bail out if memory allocation fails */
+ stripIdx = malloc((slices+1)*2*(stacks+1)*sizeof(GLushort)); /*stacks +1 because of closing off bottom */
+ if (!(stripIdx))
+ {
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghCone");
+ }
- GLfloat z0,z1;
- GLfloat r0,r1;
+ /* 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;
- const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
- const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
+ /* 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+1)*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;
+ }
- /* Scaling factors for vertex normals */
+ /* draw */
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+1,(slices+1)*2);
- const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
- const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+ /* cleanup allocated memory */
+ free(stripIdx);
+ }
- /* Pre-computed circle */
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
+}
- GLfloat *sint,*cost;
+static void fghCylinder( GLfloat radius, GLfloat height, GLint slices, GLint stacks, GLboolean useWireMode )
+{
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
+ /* Generate vertices and normals */
+ /* Note, (stacks+1)*slices vertices for side of object, 2*slices+2 for top and bottom closures */
+ fghGenerateCylinder(radius,height,slices,stacks,&vertices,&normals,&nVert);
- fghCircleTable(&sint,&cost,-slices,FALSE);
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- /* Cover the circular base with a triangle fan... */
+ 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.
+ */
- z0 = 0;
- z1 = zStep;
+ 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 fghCylinder");
+ }
- r0 = (GLfloat)base;
- r1 = r0 - rStep;
+ /* generate for each stack */
+ for (i=0,idx=0; i<stacks+1; i++)
+ {
+ GLushort offset = 1+(i+1)*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;
+ }
+ }
- glBegin(GL_TRIANGLE_FAN);
+ /* 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+slices;
+ sliceIdx[idx++] = offset+(stacks+1)*slices;
+ }
- glNormal3f(0,0,-1);
- glVertex3f(0,0, z0 );
+ /* draw */
+ fghDrawGeometryWire(vertices,normals,nVert,
+ sliceIdx,1,slices*2,GL_LINES,
+ stackIdx,stacks+1,slices);
- for (j=0; j<=slices; j++)
- glVertex3f(cost[j]*r0, sint[j]*r0, z0);
+ /* 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;
- glEnd();
+ /* Allocate buffers for indices, bail out if memory allocation fails */
+ stripIdx = malloc((slices+1)*2*(stacks+2)*sizeof(GLushort)); /*stacks +2 because of closing off bottom and top */
+ if (!(stripIdx))
+ {
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghCylinder");
+ }
- /* Cover each stack with a triangle strip */
- for( i=0; i<stacks; i++ )
- {
- glBegin(GL_TRIANGLE_STRIP);
+ /* 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;
- for(j=0; j<=slices; j++)
+ /* 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+1)*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)
{
- glNormal3f(cost[j]*cosn, sint[j]*cosn, sinn);
- glVertex3f(cost[j]*r0, sint[j]*r0, z0 );
- glVertex3f(cost[j]*r1, sint[j]*r1, z1 );
+ 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;
+ }
+
+ /* top stack */
+ offset = 1+(stacks+2)*slices;
+ for (j=0; j<slices; j++, idx+=2)
+ {
+ stripIdx[idx ] = offset+j;
+ stripIdx[idx+1] = nVert-1; /* zero based index, last element in array (bottom vertex)... */
+ }
+ stripIdx[idx ] = offset;
+ stripIdx[idx+1] = nVert-1; /* repeat first slice's idx for closing off shape */
- z0 = z1; z1 += zStep;
- r0 = r1; r1 -= rStep;
+ /* draw */
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+2,(slices+1)*2);
- glEnd();
+ /* cleanup allocated memory */
+ free(stripIdx);
}
- /* Release sin and cos tables */
-
- free(sint);
- free(cost);
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
}
-/*
- * Draws a wire cone
- */
-void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
+static void fghTorus( GLfloat dInnerRadius, GLfloat dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
-
- GLfloat z = 0;
- GLfloat r = (GLfloat)base;
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
- const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
+ /* Generate vertices and normals */
+ fghGenerateTorus(dInnerRadius,dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
- /* Scaling factors for vertex normals */
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
- const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+ if (useWireMode)
+ {
+ GLushort *sideIdx, *ringIdx;
+ /* First, generate vertex index arrays for drawing with glDrawElements
+ * We have a bunch of line_loops to draw each side, and a
+ * bunch for each ring.
+ */
- /* Pre-computed circle */
+ ringIdx = malloc(nRings*nSides*sizeof(GLushort));
+ sideIdx = malloc(nSides*nRings*sizeof(GLushort));
+ if (!(ringIdx) || !(sideIdx))
+ {
+ free(ringIdx);
+ free(sideIdx);
+ fgError("Failed to allocate memory in fghTorus");
+ }
- GLfloat *sint,*cost;
+ /* generate for each ring */
+ for( j=0,idx=0; j<nRings; j++ )
+ for( i=0; i<nSides; i++, idx++ )
+ ringIdx[idx] = j * nSides + i;
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
+ /* generate for each side */
+ for( i=0,idx=0; i<nSides; i++ )
+ for( j=0; j<nRings; j++, idx++ )
+ sideIdx[idx] = j * nSides + i;
- fghCircleTable(&sint,&cost,-slices,FALSE);
+ /* draw */
+ fghDrawGeometryWire(vertices,normals,nVert,
+ ringIdx,nRings,nSides,GL_LINE_LOOP,
+ sideIdx,nSides,nRings);
+
+ /* cleanup allocated memory */
+ free(sideIdx);
+ free(ringIdx);
+ }
+ else
+ {
+ /* First, generate vertex index arrays for drawing with glDrawElements
+ * All stacks, including top and bottom are covered with a triangle
+ * strip.
+ */
+ GLushort *stripIdx;
- /* Draw the stacks... */
+ /* Allocate buffers for indices, bail out if memory allocation fails */
+ stripIdx = malloc((nRings+1)*2*nSides*sizeof(GLushort));
+ if (!(stripIdx))
+ {
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghTorus");
+ }
- for (i=0; i<stacks; i++)
- {
- glBegin(GL_LINE_LOOP);
+ for( i=0, idx=0; i<nSides; i++ )
+ {
+ int ioff = 1;
+ if (i==nSides-1)
+ ioff = -i;
- for( j=0; j<slices; j++ )
+ for( j=0; j<nRings; j++, idx+=2 )
{
- glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn);
- glVertex3f(cost[j]*r, sint[j]*r, z );
+ int offset = j * nSides + i;
+ stripIdx[idx ] = offset;
+ stripIdx[idx+1] = offset + ioff;
}
+ /* repeat first to close off shape */
+ stripIdx[idx ] = i;
+ stripIdx[idx+1] = i + ioff;
+ idx +=2;
+ }
- glEnd();
+ /* draw */
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,nSides,(nRings+1)*2);
- z += zStep;
- r -= rStep;
+ /* cleanup allocated memory */
+ free(stripIdx);
}
- /* Draw the slices */
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
+}
- r = (GLfloat)base;
- glBegin(GL_LINES);
+/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
- 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();
+/*
+ * Draws a solid sphere
+ */
+void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
+ fghSphere((GLfloat)radius, slices, stacks, GL_FALSE );
+}
- /* Release sin and cos tables */
+/*
+ * Draws a wire sphere
+ */
+void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
+ fghSphere((GLfloat)radius, slices, stacks, GL_TRUE );
+
+}
- free(sint);
- free(cost);
+/*
+ * Draws a solid cone
+ */
+void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
+ fghCone((GLfloat)base, (GLfloat)height, slices, stacks, GL_FALSE );
+}
+
+/*
+ * Draws a wire cone
+ */
+void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
+ fghCone((GLfloat)base, (GLfloat)height, slices, stacks, GL_TRUE );
}
*/
void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks)
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
- GLfloat radf = (GLfloat)radius;
- GLfloat z0,z1;
- const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
-
- /* Pre-computed circle */
-
- GLfloat *sint,*cost;
-
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
-
- fghCircleTable(&sint,&cost,-slices,FALSE);
-
- /* Cover the base and top */
-
- glBegin(GL_TRIANGLE_FAN);
- glNormal3f(0, 0, -1 );
- glVertex3f(0, 0, 0 );
- for (j=0; j<=slices; j++)
- glVertex3f(cost[j]*radf, sint[j]*radf, 0);
- glEnd();
-
- glBegin(GL_TRIANGLE_FAN);
- glNormal3f(0, 0, 1 );
- glVertex3f(0, 0, (GLfloat)height);
- for (j=slices; j>=0; j--)
- glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height);
- glEnd();
-
- /* Do the stacks */
-
- z0 = 0;
- z1 = zStep;
-
- for (i=1; i<=stacks; i++)
- {
- if (i==stacks)
- z1 = (GLfloat)height;
-
- glBegin(GL_TRIANGLE_STRIP);
- for (j=0; j<=slices; j++ )
- {
- glNormal3f(cost[j], sint[j], 0 );
- glVertex3f(cost[j]*radf, sint[j]*radf, z0 );
- glVertex3f(cost[j]*radf, sint[j]*radf, z1 );
- }
- glEnd();
-
- z0 = z1; z1 += zStep;
- }
-
- /* Release sin and cos tables */
-
- free(sint);
- free(cost);
+ fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, GL_FALSE );
}
/*
*/
void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks)
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
- GLfloat radf = (GLfloat)radius;
- GLfloat z = 0;
- const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
-
- /* Pre-computed circle */
-
- GLfloat *sint,*cost;
-
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
-
- fghCircleTable(&sint,&cost,-slices,FALSE);
-
- /* Draw the stacks... */
-
- for (i=0; i<=stacks; i++)
- {
- if (i==stacks)
- z = (GLfloat)height;
-
- glBegin(GL_LINE_LOOP);
-
- for( j=0; j<slices; j++ )
- {
- glNormal3f(cost[j], sint[j], 0);
- glVertex3f(cost[j]*radf, sint[j]*radf, z);
- }
-
- glEnd();
-
- z += zStep;
- }
-
- /* Draw the slices */
-
- glBegin(GL_LINES);
-
- for (j=0; j<slices; j++)
- {
- glNormal3f(cost[j], sint[j], 0 );
- glVertex3f(cost[j]*radf, sint[j]*radf, 0 );
- glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height);
- }
-
- glEnd();
-
- /* Release sin and cos tables */
-
- free(sint);
- free(cost);
+ fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, GL_TRUE );
}
/*
*/
void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
- GLfloat iradius = (float)dInnerRadius, oradius = (float)dOuterRadius;
- GLfloat phi, psi, dpsi, dphi;
- GLfloat *vertex, *normal;
- int i, j;
- GLfloat spsi, cpsi, sphi, cphi ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
-
- if ( nSides < 1 ) nSides = 1;
- if ( nRings < 1 ) nRings = 1;
-
- /* Allocate the vertices array */
- vertex = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
- normal = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
-
- glPushMatrix();
-
- 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 = cosf( psi ) ;
- spsi = sinf( psi ) ;
- phi = 0.0f;
-
- for( i=0; i<nSides; i++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- 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 ;
- *(normal + offset + 0) = cpsi * cphi ;
- *(normal + offset + 1) = spsi * cphi ;
- *(normal + offset + 2) = sphi ;
- phi += dphi;
- }
-
- psi += dpsi;
- }
-
- for( i=0; i<nSides; i++ )
- {
- glBegin( GL_LINE_LOOP );
-
- for( j=0; j<nRings; j++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- glNormal3fv( normal + offset );
- glVertex3fv( vertex + offset );
- }
-
- glEnd();
- }
-
- for( j=0; j<nRings; j++ )
- {
- glBegin(GL_LINE_LOOP);
-
- for( i=0; i<nSides; i++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- glNormal3fv( normal + offset );
- glVertex3fv( vertex + offset );
- }
-
- glEnd();
- }
-
- free ( vertex ) ;
- free ( normal ) ;
- glPopMatrix();
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
+ fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, GL_TRUE);
}
/*
*/
void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
- GLfloat iradius = (float)dInnerRadius, oradius = (float)dOuterRadius;
- GLfloat phi, psi, dpsi, dphi;
- GLfloat *vertex, *normal;
- int i, j;
- GLfloat spsi, cpsi, sphi, cphi ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
-
- if ( nSides < 1 ) nSides = 1;
- if ( nRings < 1 ) nRings = 1;
-
- /* Increment the number of sides and rings to allow for one more point than surface */
- nSides ++ ;
- nRings ++ ;
-
- /* Allocate the vertices array */
- vertex = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
- normal = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
-
- glPushMatrix();
-
- 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 = cosf( psi ) ;
- spsi = sinf( psi ) ;
- phi = 0.0f;
-
- for( i=0; i<nSides; i++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- 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 ;
- *(normal + offset + 0) = cpsi * cphi ;
- *(normal + offset + 1) = spsi * cphi ;
- *(normal + offset + 2) = sphi ;
- phi += dphi;
- }
-
- psi += dpsi;
- }
-
- glBegin( GL_QUADS );
- for( i=0; i<nSides-1; i++ )
- {
- for( j=0; j<nRings-1; j++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- 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 );
- }
- }
-
- glEnd();
-
- free ( vertex ) ;
- free ( normal ) ;
- glPopMatrix();
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
+ fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, GL_FALSE);
}
-#endif /* EGL_VERSION_1_0 */
void FGAPIENTRY glutWire##nameICaps( void )\
{\
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWire"#nameICaps );\
- fgh##nameICaps( TRUE );\
+ fgh##nameICaps( GL_TRUE );\
}\
void FGAPIENTRY glutSolid##nameICaps( void )\
{\
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolid"#nameICaps );\
- fgh##nameICaps( FALSE );\
+ fgh##nameICaps( GL_FALSE );\
}
void FGAPIENTRY glutWireCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
- fghCube( (GLfloat)dSize, TRUE );
+ fghCube( (GLfloat)dSize, GL_TRUE );
}
void FGAPIENTRY glutSolidCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
- fghCube( (GLfloat)dSize, FALSE );
+ fghCube( (GLfloat)dSize, GL_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 )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, TRUE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, GL_TRUE );
}
void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, GL_FALSE );
}
-DECLARE_SHAPE_INTERFACE(Tetrahedron);
+DECLARE_SHAPE_INTERFACE(Tetrahedron)
/*** END OF FILE ***/