#include <GL/freeglut.h>
#include "fg_internal.h"
+#include "fg_gl2.h"
+#include <math.h>
/*
* Need more types of polyhedra? See CPolyhedron in MRPT
*/
-#ifndef GL_ES_VERSION_2_0
/* 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
* decomposition needed. We use the "first" parameter in glDrawArrays to go
* from face to face.
*/
-static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
+
+/* Version for OpenGL (ES) 1.1 */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
int i;
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)
+{
+ GLuint vbo_coords, vbo_normals;
+ GLuint numVertices = numFaces * numEdgePerFace;
+
+ 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);
+ }
+
+ 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);
+ }
+
+ 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
+ );
+ }
+
+ 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
+ );
+ }
+
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+
+
+ if (vbo_coords != 0)
+ fghDisableVertexAttribArray(attribute_v_coord);
+ if (vbo_normals != 0)
+ fghDisableVertexAttribArray(attribute_v_normal);
+
+ if (vbo_coords != 0)
+ fghDeleteBuffers(1, &vbo_coords);
+ if (vbo_normals != 0)
+ fghDeleteBuffers(1, &vbo_normals);
+}
+
+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
+}
+
/* Draw the geometric shape with filled triangles
*
* - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
* vertex+normal pairs are reused, so use vertex indices.
*/
-static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
- GLsizei numVertices, GLsizei numVertIdxs)
+
+/* 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);
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)
+{
+ GLuint vbo_coords, vbo_normals, ibo_elements;
+
+ 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);
+ }
+
+ 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);
+ }
+
+ 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);
+ }
+
+ 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
+ );
+ };
+
+ 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
+ );
+ };
+
+ if (vertIdxs == NULL) {
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ } else {
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+ }
+
+ if (vbo_coords != 0)
+ fghDisableVertexAttribArray(attribute_v_coord);
+ if (vbo_normals != 0)
+ fghDisableVertexAttribArray(attribute_v_normal);
+
+ if (vbo_coords != 0)
+ fghDeleteBuffers(1, &vbo_coords);
+ if (vbo_normals != 0)
+ fghDeleteBuffers(1, &vbo_normals);
+ if (ibo_elements != 0)
+ fghDeleteBuffers(1, &ibo_elements);
+}
+static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs)
+{
+ GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
+ GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+
+ if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
+ /* User requested a 2.0 draw */
+ fghDrawGeometrySolid20(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs,
+ attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
+ else
+ fghDrawGeometrySolid11(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs);
+#endif
+}
/* Shape decomposition to triangles
* We'll use glDrawElements to draw all shapes that are not naturally
for (i=1; i<size; i++)
{
+#ifdef __cplusplus
(*sint)[i] = sinf(angle*i);
(*cost)[i] = cosf(angle*i);
+#else
+ (*sint)[i] = (float)sin((double)(angle*i));
+ (*cost)[i] = (float)cos((double)(angle*i));
+#endif /* __cplusplus */
}
}
+#ifndef GL_ES_VERSION_2_0
static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
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
/*
/* Scaling factors for vertex normals */
+#ifdef __cplusplus
const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+#else
+ const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
+ const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
+#endif /* __cplusplus */
/* Pre-computed circle */
/* Scaling factors for vertex normals */
+#ifdef __cplusplus
const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+#else
+ const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
+ const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
+#endif /* __cplusplus */
/* Pre-computed circle */
for( j=0; j<nRings; j++ )
{
+#ifdef __cplusplus
cpsi = cosf( psi ) ;
spsi = sinf( psi ) ;
+#else
+ cpsi = (float)cos( (double)psi ) ;
+ spsi = (float)sin( (double)psi ) ;
+#endif /* __cplusplus */
phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
+#ifdef __cplusplus
cphi = cosf( phi ) ;
sphi = sinf( phi ) ;
+#else
+ cphi = (float)cos( (double)phi ) ;
+ sphi = (float)sin( (double)phi ) ;
+#endif /* __cplusplus */
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings; j++ )
{
+#ifdef __cplusplus
cpsi = cosf( psi ) ;
spsi = sinf( psi ) ;
+#else
+ cpsi = (float)cos( (double)psi ) ;
+ spsi = (float)sin( (double)psi ) ;
+#endif /* __cplusplus */
phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
+#ifdef __cplusplus
cphi = cosf( phi ) ;
sphi = sinf( phi ) ;
+#else
+ cphi = (float)cos( (double)phi ) ;
+ sphi = (float)sin( (double)phi ) ;
+#endif /* __cplusplus */
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;