#include <GL/freeglut.h>
#include "fg_internal.h"
#include "fg_gl2.h"
+#include <math.h>
/*
* Need more types of polyhedra? See CPolyhedron in MRPT
{
GLuint vbo_coords, vbo_normals;
GLuint numVertices = numFaces * numEdgePerFace;
-
+
+ int i;
+
if (numVertices > 0 && attribute_v_coord != -1) {
fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, GL_STATIC_DRAW);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
}
if (numVertices > 0 && attribute_v_normal != -1) {
fghGenBuffers(1, &vbo_normals);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, GL_STATIC_DRAW);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
}
if (vbo_coords) {
fghEnableVertexAttribArray(attribute_v_coord);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
fghVertexAttribPointer(
attribute_v_coord, // attribute
3, // number of elements per vertex, here (x,y,z)
if (vbo_normals) {
fghEnableVertexAttribArray(attribute_v_normal);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
fghVertexAttribPointer(
attribute_v_normal, // attribute
3, // number of elements per vertex, here (x,y,z)
);
}
-
- 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 (numVertices > 0 && attribute_v_coord != -1) {
fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, GL_STATIC_DRAW);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
}
if (numVertices > 0 && attribute_v_normal != -1) {
fghGenBuffers(1, &vbo_normals);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
- fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, GL_STATIC_DRAW);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
}
if (vertIdxs != NULL) {
fghGenBuffers(1, &ibo_elements);
- fghBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
- fghBufferData(GL_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
- vertIdxs, GL_STATIC_DRAW);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
+ vertIdxs, FGH_STATIC_DRAW);
}
if (vbo_coords) {
fghEnableVertexAttribArray(attribute_v_coord);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
fghVertexAttribPointer(
attribute_v_coord, // attribute
3, // number of elements per vertex, here (x,y,z)
if (vbo_normals) {
fghEnableVertexAttribArray(attribute_v_normal);
- fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
fghVertexAttribPointer(
attribute_v_normal, // attribute
3, // number of elements per vertex, here (x,y,z)
if (vertIdxs == NULL) {
glDrawArrays(GL_TRIANGLES, 0, numVertices);
} else {
- fghBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
}
free(normals);
}
-#endif /* GL_ES_VERSION_2_0 */
/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
fghSphere( radius, slices, stacks, TRUE );
}
+#endif /* GL_ES_VERSION_2_0 */
#ifndef EGL_VERSION_1_0
/*