#include "fg_gl2.h"
#include <math.h>
-/*
- * Need more types of polyhedra? See CPolyhedron in MRPT
+/* 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);
+
+/* 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.
*/
-/* VC++6 in C mode doesn't have C99's sinf/cos/sqrtf */
-#ifndef HAVE_SINF
-#define sinf(x) (float)sin((double)(x))
-#endif
-#ifndef HAVE_COSF
-#define cosf(x) (float)cos((double)(x))
-#endif
-#ifndef HAVE_SQRTF
-#define sqrtf(x) (float)sqrt((double)(x))
+
+/**
+ * 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 (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);
+#ifndef GL_ES_VERSION_2_0
+ else
+ fghDrawGeometrySolid11(vertices, normals, numVertices,
+ vertIdxs, numParts, numVertIdxsPerPart);
+#endif
+}
+
+
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
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,
+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 = 0, vbo_normals = 0;
- GLuint numVertices = numParts * numVertPerPart;
-
+ 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) {
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);
0, /* no extra data between each position */
0 /* offset of first element */
);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
}
if (vbo_normals) {
0, /* no extra data between each position */
0 /* offset of first element */
);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
}
- /* Draw per face (TODO: could use glMultiDrawArrays if available) */
- for (i=0; i<numParts; i++)
- glDrawArrays(vertexMode, i*numVertPerPart, numVertPerPart);
-
+ 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);
+ }
+
+ 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);
fghDeleteBuffers(1, &vbo_coords);
if (vbo_normals != 0)
fghDeleteBuffers(1, &vbo_normals);
+ if (ibo_elements != 0)
+ fghDeleteBuffers(1, &ibo_elements);
+ if (ibo_elements2 != 0)
+ fghDeleteBuffers(1, &ibo_elements2);
}
-static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals,
- 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,
- 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
-}
-
-
-/* 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, GLushort *vertIdxs,
- GLsizei numVertices, 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 == NULL)
- 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 fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
- GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart,
+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 = 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);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
}
if (numVertices > 0 && attribute_v_normal != -1) {
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, numVertIdxsPerPart * sizeof(vertIdxs[0]),
+ fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
vertIdxs, FGH_STATIC_DRAW);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
}
if (vbo_coords) {
0, /* no extra data between each position */
0 /* offset of first element */
);
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
};
if (vbo_normals) {
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);
} else {
fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
- glDrawElements(GL_TRIANGLES, numVertIdxsPerPart, GL_UNSIGNED_SHORT, 0);
+ 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);
}
-
- /* Clean existing bindings before clean-up */
- /* Android showed instability otherwise */
- fghBindBuffer(FGH_ARRAY_BUFFER, 0);
- fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
if (vbo_coords != 0)
fghDisableVertexAttribArray(attribute_v_coord);
fghDeleteBuffers(1, &ibo_elements);
}
-static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
- GLsizei numVertices, 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 (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
- /* User requested a 2.0 draw */
- fghDrawGeometrySolid20(vertices, normals, vertIdxs,
- numVertices, numParts, numVertIdxsPerPart,
- attribute_v_coord, attribute_v_normal);
-#ifndef GL_ES_VERSION_2_0
- else
- fghDrawGeometrySolid11(vertices, normals, vertIdxs,
- numVertices, numParts, numVertIdxsPerPart);
-#endif
-}
-/* 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.
*/
#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 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 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 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,\
}
}
-/* -- 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) /* TODO: must have a better solution than this low limit, at least for architectures where gluint is available */
+ if ((*nVert) > 65535)
+ /*
+ * limit of glushort, thats 256*256 subdivisions, should be enough in practice.
+ * But still:
+ * TODO: must have a better solution than this low limit, at least for architectures where gluint is available
+ */
fgWarning("fghGenerateSphere: too many slices or stacks requested, indices will wrap");
/* precompute values on unit circle */
const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
- const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
- const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+ const GLfloat cosn = (GLfloat) (height / sqrt( height * height + base * base ));
+ const GLfloat sinn = (GLfloat) (base / sqrt( height * height + base * base ));
*nVert = slices*(stacks+2)+1; /* need an extra stack for closing off bottom with correct normals */
if ((*nVert) > 65535)
+ /*
+ * limit of glushort, thats 256*256 subdivisions, should be enough in practice.
+ * But still:
+ * TODO: must have a better solution than this low limit, at least for architectures where gluint is available
+ */
fgWarning("fghGenerateCone: too many slices or stacks requested, indices will wrap");
/* Pre-computed circle */
{
free(*vertices);
free(*normals);
- fgError("Failed to allocate memory in fghGenerateSphere");
+ fgError("Failed to allocate memory in fghGenerateCone");
}
/* bottom */
*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.
+ * But still:
+ * TODO: must have a better solution than this low limit, at least for architectures where gluint is available
+ */
fgWarning("fghGenerateCylinder: too many slices or stacks requested, indices will wrap");
/* Pre-computed circle */
*nVert = nSides * nRings;
if ((*nVert) > 65535)
+ /*
+ * limit of glushort, thats 256*256 subdivisions, should be enough in practice.
+ * But still:
+ * TODO: must have a better solution than this low limit, at least for architectures where gluint is available
+ */
fgWarning("fghGenerateTorus: too many slices or stacks requested, indices will wrap");
/* precompute values on unit circle */
\
if (useWireMode)\
{\
- fghDrawGeometryWire (name##_verts,name##_norms,\
+ 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,vertIdxs,\
- nameCaps##_VERT_PER_OBJ, 1, nameCaps##_VERT_PER_OBJ_TRI); \
+ 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)
vertices = cube_verts;
if (useWireMode)
- fghDrawGeometryWire(vertices, cube_norms,
+ 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_vertIdxs,
- CUBE_VERT_PER_OBJ, 1, CUBE_VERT_PER_OBJ_TRI);
+ fghDrawGeometrySolid(vertices, cube_norms, CUBE_VERT_PER_OBJ,
+ cube_vertIdxs, 1, CUBE_VERT_PER_OBJ_TRI);
if (dSize!=1.f)
/* cleanup allocated memory */
/* Draw and cleanup */
if (useWireMode)
- fghDrawGeometryWire (vertices,normals,
+ fghDrawGeometryWire (vertices,normals,numVert,
NULL,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE,GL_LINE_LOOP,
NULL,0,0);
else
- fghDrawGeometrySolid(vertices,normals,NULL,numVert,1,0);
+ fghDrawGeometrySolid(vertices,normals,numVert,NULL,1,0);
free(vertices);
free(normals );
}
-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;
/* 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 */
}
/* draw */
- fghDrawGeometryWire(vertices,normals,
+ fghDrawGeometryWire(vertices,normals,nVert,
sliceIdx,slices,stacks+1,GL_LINE_STRIP,
stackIdx,stacks-1,slices);
/* draw */
- fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,stacks,(slices+1)*2);
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks,(slices+1)*2);
/* cleanup allocated memory */
free(stripIdx);
free(normals);
}
-static void fghCone( double base, double height, GLint slices, GLint stacks, GLboolean useWireMode )
+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((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
+ fghGenerateCone(base,height,slices,stacks,&vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
}
/* draw */
- fghDrawGeometryWire(vertices,normals,
+ fghDrawGeometryWire(vertices,normals,nVert,
sliceIdx,1,slices*2,GL_LINES,
stackIdx,stacks,slices);
}
/* draw */
- fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,stacks+1,(slices+1)*2);
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+1,(slices+1)*2);
/* cleanup allocated memory */
free(stripIdx);
free(normals);
}
-static void fghCylinder( double radius, double height, GLint slices, GLint stacks, GLboolean useWireMode )
+static void fghCylinder( GLfloat radius, 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, 2*slices+2 for top and bottom closures */
- fghGenerateCylinder((GLfloat)radius,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
+ fghGenerateCylinder(radius,height,slices,stacks,&vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
}
/* draw */
- fghDrawGeometryWire(vertices,normals,
+ fghDrawGeometryWire(vertices,normals,nVert,
sliceIdx,1,slices*2,GL_LINES,
stackIdx,stacks+1,slices);
stripIdx[idx+1] = nVert-1; /* repeat first slice's idx for closing off shape */
/* draw */
- fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,stacks+2,(slices+1)*2);
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+2,(slices+1)*2);
/* cleanup allocated memory */
free(stripIdx);
free(normals);
}
-static void fghTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
+static void fghTorus( GLfloat dInnerRadius, GLfloat dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
/* Generate vertices and normals */
- fghGenerateTorus((GLfloat)dInnerRadius,(GLfloat)dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
+ fghGenerateTorus(dInnerRadius,dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
sideIdx[idx] = j * nSides + i;
/* draw */
- fghDrawGeometryWire(vertices,normals,
+ fghDrawGeometryWire(vertices,normals,nVert,
ringIdx,nRings,nSides,GL_LINE_LOOP,
sideIdx,nSides,nRings);
}
/* draw */
- fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,nSides,(nRings+1)*2);
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,nSides,(nRings+1)*2);
/* cleanup allocated memory */
free(stripIdx);
void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
-
- fghSphere( radius, slices, stacks, FALSE );
+ fghSphere((GLfloat)radius, slices, stacks, FALSE );
}
/*
void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
-
- fghSphere( radius, slices, stacks, TRUE );
+ fghSphere((GLfloat)radius, slices, stacks, TRUE );
}
void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
-
- fghCone( base, height, slices, stacks, FALSE );
+ fghCone((GLfloat)base, (GLfloat)height, slices, stacks, FALSE );
}
/*
void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
-
- fghCone( base, height, slices, stacks, TRUE );
+ fghCone((GLfloat)base, (GLfloat)height, slices, stacks, TRUE );
}
void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
-
- fghCylinder( radius, height, slices, stacks, FALSE );
+ fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, FALSE );
}
/*
void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
-
- fghCylinder( radius, height, slices, stacks, TRUE );
+ fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, TRUE );
}
/*
void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
-
- fghTorus(dInnerRadius, dOuterRadius, nSides, nRings, TRUE);
+ fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, TRUE);
}
/*
void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
-
- fghTorus(dInnerRadius, dOuterRadius, nSides, nRings, FALSE);
+ fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, FALSE);
}