#include <GL/freeglut.h>
#include "fg_internal.h"
-
-/*
- * Need more types of polyhedra? See CPolyhedron in MRPT
+#include "fg_gl2.h"
+#include <math.h>
+
+/* 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.
*/
-/* General function for drawing geometry. As for all geometry we have no
- * redundancy (or hardly any in the case of cones and cylinders) in terms
- * of the vertex/normal combinations, we just use glDrawArrays.
- * useWireMode controls the drawing of solids (false) or wire frame
- * versions (TRUE) of the geometry you pass
+/**
+ * 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 fghDrawGeometry(GLdouble *vertices, GLdouble *normals, GLboolean *edgeFlags, GLsizei numVertices, GLsizei numFaces, GLsizei numEdgePerFace, GLboolean useWireMode)
+static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
+ GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
+ )
{
-# ifdef FREEGLUT_GLES
- /* Solid drawing is the same for OpenGL 1.x and OpenGL ES 1.x, just
- * no edge flags for ES.
- * WireFrame drawing will have to be done per face though, using
- * GL_LINE_LOOP and issuing one draw call per face. For triangles,
- * we use glDrawArrays directly on the vertex data for each face,
- * while for shapes that are composed of quads or pentagons, we use
- * glDrawElements with index vector {0,1,2,5} or {0,1,2,8,5},
- * respectively.
- * We use the first parameter in glDrawArrays or glDrawElements to
- * go from face to face.
- */
- if (useWireMode)
+ 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
+}
+
+/* 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))
{
- /* setup reading the right elements from vertex array */
- GLubyte vertIdx4[4] = {0,1,2,5};
- GLubyte vertIdx5[5] = {0,1,2,8,5};
- GLubyte *indices = NULL;
- int vertStride, i, j;
-
- switch (numEdgePerFace)
- {
- case 3:
- vertStride = 3; /* there are 3 vertices for each face in the array */
- break;
- case 4:
- indices = vertIdx4;
- vertStride = 6; /* there are 6 vertices for each face in the array */
- break;
- case 5:
- indices = vertIdx5;
- vertStride = 9; /* there are 9 vertices for each face in the array */
- break;
- }
+ /* 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,
+ GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
+ GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
+ )
+{
+ int i;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+
+
+ 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);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- glVertexPointer(3, GL_DOUBLE, 0, vertices);
- glNormalPointer(GL_DOUBLE, 0, normals);
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
- if (numEdgePerFace==3)
- for (i=0; i<numFaces; i++)
- glDrawArrays(GL_LINE_LOOP, i*vertStride, numEdgePerFace);
+ 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
- {
- GLubyte *vertIndices = malloc(numEdgePerFace*sizeof(GLubyte));
- for (i=0; i<numFaces; i++)
- {
- for (j=0; j< numEdgePerFace; j++)
- vertIndices[j] = indices[j]+i*vertStride;
+ 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 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,
+ 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);
+ }
+
+ 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);
+ 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 */
+ );
+ 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 */
+ );
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
+ }
- glDrawElements(GL_LINE_LOOP, numEdgePerFace, GL_UNSIGNED_BYTE, vertIndices);
+ 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);
+ 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);
+ if (ibo_elements2 != 0)
+ fghDeleteBuffers(1, &ibo_elements2);
+}
+
+
+
+
+/* Version for OpenGL (ES) >= 2.0 */
+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) {
+ 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);
+ 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 */
+ );
+ 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 */
+ );
+ fghBindBuffer(FGH_ARRAY_BUFFER, 0);
+ };
+
+ if (vertIdxs == NULL) {
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ } else {
+ 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));
}
- free(vertIndices);
+ } else {
+ glDrawElements(GL_TRIANGLES, numVertIdxsPerPart, GL_UNSIGNED_SHORT, 0);
}
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- return; /* done */
+ /* Clean existing bindings before clean-up */
+ /* Android showed instability otherwise */
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0);
}
-# endif
+
+ 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);
+}
- if (useWireMode)
+
+
+/**
+ * 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)
+{
+ 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));
+
+ /* 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
{
- glPushAttrib(GL_POLYGON_BIT);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glDisable(GL_CULL_FACE);
+ 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);
- glEnableClientState(GL_NORMAL_ARRAY);
-# ifndef FREEGLUT_GLES
- if (edgeFlags)
- glEnableClientState(GL_EDGE_FLAG_ARRAY);
-# endif
-
- glVertexPointer(3, GL_DOUBLE, 0, vertices);
- glNormalPointer(GL_DOUBLE, 0, normals);
-# ifndef FREEGLUT_GLES
- if (edgeFlags)
- glEdgeFlagPointer(0,edgeFlags);
-# endif
- glDrawArrays(GL_TRIANGLES, 0, numVertices);
+
+ glVertexPointer(3, GL_FLOAT, 0, verticesForNormalVisualization);
+ glDrawArrays(GL_LINES, 0, numNormalVertices);
glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
-# ifndef FREEGLUT_GLES
- if (edgeFlags)
- glDisableClientState(GL_EDGE_FLAG_ARRAY);
-# endif
- if (useWireMode)
- {
- glPopAttrib();
+ /* 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);
}
- /* Notes on OpenGL 3 and OpenGL ES2, drawing code for programmable pipeline:
- * As above, we'll have to draw face-by-face for wireframes. On
- * OpenGL 3 we can probably use glMultiDrawArrays do do this efficiently.
- * other complications are VBOs and such...
- */
+
+ 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);
}
-/* Triangle decomposition and associated edgeFlags generation
+/**
+ * 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.
* Be careful to keep winding of all triangles counter-clockwise,
* assuming that input has correct winding...
- * Could probably do something smarter using glDrawElements and generating
- * an index vector here for all shapes that are not triangles, but this
- * suffices for now. We're not talking many vertices in our objects anyway.
*/
-static GLubyte vertSamp3[3] = {0,1,2};
-static GLubyte vertSamp4[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
-static GLubyte vertSamp5[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */
-static GLboolean edgeFlag3[3] = {1,1,1}; /* triangles remain triangles, all edges are external */
-static GLboolean edgeFlag4[6] = {1,1,0, 0,1,1};
-static GLboolean edgeFlag5[9] = {1,1,0, 0,0,1, 0,1,1};
-
-static void fghGenerateGeometryWithEdgeFlag(int numFaces, int numEdgePerFaceIn, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut, GLboolean *edgeFlagsOut)
+static GLubyte vert4Decomp[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
+static GLubyte vert5Decomp[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */
+
+static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLushort *vertIdxOut)
{
- int i,j,numEdgePerFaceOut;
+ int i,j,numEdgeIdxPerFace;
GLubyte *vertSamps = NULL;
- GLboolean *edgeFlags = NULL;
- switch (numEdgePerFaceIn)
+ switch (numEdgePerFace)
{
case 3:
- vertSamps = vertSamp3;
- edgeFlags = edgeFlag3;
- numEdgePerFaceOut = 3; /* 3 output vertices for each face */
+ /* nothing to do here, we'll draw with glDrawArrays */
break;
case 4:
- vertSamps = vertSamp4;
- edgeFlags = edgeFlag4;
- numEdgePerFaceOut = 6; /* 6 output vertices for each face */
+ vertSamps = vert4Decomp;
+ numEdgeIdxPerFace = 6; /* 6 output vertices for each face */
break;
case 5:
- vertSamps = vertSamp5;
- edgeFlags = edgeFlag5;
- numEdgePerFaceOut = 9; /* 9 output vertices for each face */
+ vertSamps = vert5Decomp;
+ numEdgeIdxPerFace = 9; /* 9 output vertices for each face */
break;
}
/*
- * Build array with vertices from vertex coordinates and vertex indices
+ * Build array with vertices using vertex coordinates and vertex indices
* Do same for normals.
- * Need to do this because of different normals at shared vertices
- * (and because normals' coordinates need to be negated).
+ * Need to do this because of different normals at shared vertices.
*/
for (i=0; i<numFaces; i++)
{
int normIdx = i*3;
- int faceIdxVertIdx = i*numEdgePerFaceIn; // index to first element of "row" in vertex indices
- for (j=0; j<numEdgePerFaceOut; j++)
+ int faceIdxVertIdx = i*numEdgePerFace; /* index to first element of "row" in vertex indices */
+ for (j=0; j<numEdgePerFace; j++)
{
- int outIdx = i*numEdgePerFaceOut*3+j*3;
- int vertIdx = vertIndices[faceIdxVertIdx+vertSamps[j]]*3;
+ int outIdx = i*numEdgePerFace*3+j*3;
+ int vertIdx = vertIndices[faceIdxVertIdx+j]*3;
vertOut[outIdx ] = vertices[vertIdx ];
vertOut[outIdx+1] = vertices[vertIdx+1];
normOut[outIdx ] = normals [normIdx ];
normOut[outIdx+1] = normals [normIdx+1];
normOut[outIdx+2] = normals [normIdx+2];
-
- if (edgeFlagsOut)
- edgeFlagsOut[i*numEdgePerFaceOut+j] = edgeFlags[j];
}
+
+ /* generate vertex indices for each face */
+ if (vertSamps)
+ for (j=0; j<numEdgeIdxPerFace; j++)
+ vertIdxOut[i*numEdgeIdxPerFace+j] = faceIdxVertIdx + vertSamps[j];
}
}
-static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut)
+static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut)
{
- fghGenerateGeometryWithEdgeFlag(numFaces, numEdgePerFace, vertices, vertIndices, normals, vertOut, normOut, NULL);
+ /* This function does the same as fghGenerateGeometryWithIndexArray, just skipping the index array generation... */
+ fghGenerateGeometryWithIndexArray(numFaces, numEdgePerFace, vertices, vertIndices, normals, vertOut, normOut, NULL);
}
/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
/* -- stuff that can be cached -- */
-/* Cache of input to glDrawArrays */
+/* Cache of input to glDrawArrays or glDrawElements
+ * In general, we build arrays with all vertices or normals.
+ * We cant compress this and use glDrawElements as all combinations of
+ * vertices and normals are unique.
+ */
#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
static GLboolean name##Cached = FALSE;\
- static GLdouble name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
- static GLdouble name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
static void fgh##nameICaps##Generate()\
{\
fghGenerateGeometry(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
}
#define DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(name,nameICaps,nameCaps)\
static GLboolean name##Cached = FALSE;\
- static GLdouble name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
- static GLdouble name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
- static GLboolean name##_edgeFlags[nameCaps##_VERT_PER_OBJ_TRI];\
+ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLushort name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\
static void fgh##nameICaps##Generate()\
{\
- fghGenerateGeometryWithEdgeFlag(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
- name##_v, name##_vi, name##_n,\
- name##_verts, name##_norms, name##_edgeFlags);\
+ fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
+ name##_v, name##_vi, name##_n,\
+ name##_verts, name##_norms, name##_vertIdxs);\
}
-/*
- * In general, we build arrays with all vertices or normals.
- * We cant compress this and use glDrawElements as all combinations of
- * vertex and normals are unique.
- */
/* -- Cube -- */
#define CUBE_NUM_VERT 8
#define CUBE_NUM_FACES 6
#define CUBE_NUM_EDGE_PER_FACE 4
#define CUBE_VERT_PER_OBJ (CUBE_NUM_FACES*CUBE_NUM_EDGE_PER_FACE)
+#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ*3)
#define CUBE_VERT_PER_OBJ_TRI (CUBE_VERT_PER_OBJ+CUBE_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
-#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble cube_v[CUBE_NUM_VERT*3] =
+static GLfloat cube_v[CUBE_NUM_VERT*3] =
{
- .5, .5, .5,
- -.5, .5, .5,
- -.5,-.5, .5,
- .5,-.5, .5,
- .5,-.5,-.5,
- .5, .5,-.5,
- -.5, .5,-.5,
- -.5,-.5,-.5
+ .5f, .5f, .5f,
+ -.5f, .5f, .5f,
+ -.5f,-.5f, .5f,
+ .5f,-.5f, .5f,
+ .5f,-.5f,-.5f,
+ .5f, .5f,-.5f,
+ -.5f, .5f,-.5f,
+ -.5f,-.5f,-.5f
};
/* Normal Vectors */
-static GLdouble cube_n[CUBE_NUM_FACES*3] =
+static GLfloat cube_n[CUBE_NUM_FACES*3] =
{
- 0.0, 0.0, 1.0,
- 1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- -1.0, 0.0, 0.0,
- 0.0,-1.0, 0.0,
- 0.0, 0.0,-1.0
+ 0.0f, 0.0f, 1.0f,
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f, 0.0f,-1.0f
};
-/* Vertex indices */
+/* Vertex indices, as quads, before triangulation */
static GLubyte cube_vi[CUBE_VERT_PER_OBJ] =
{
0,1,2,3,
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
#define DODECAHEDRON_NUM_FACES 12
#define DODECAHEDRON_NUM_EDGE_PER_FACE 5
#define DODECAHEDRON_VERT_PER_OBJ (DODECAHEDRON_NUM_FACES*DODECAHEDRON_NUM_EDGE_PER_FACE)
+#define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ*3)
#define DODECAHEDRON_VERT_PER_OBJ_TRI (DODECAHEDRON_VERT_PER_OBJ+DODECAHEDRON_NUM_FACES*4) /* 4 extra edges per face when drawing pentagons as triangles */
-#define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
+static GLfloat dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
{
- 0.0 , 1.61803398875, 0.61803398875,
- -1.0 , 1.0 , 1.0 ,
- -0.61803398875, 0.0 , 1.61803398875,
- 0.61803398875, 0.0 , 1.61803398875,
- 1.0 , 1.0 , 1.0 ,
- 0.0 , 1.61803398875, -0.61803398875,
- 1.0 , 1.0 , -1.0 ,
- 0.61803398875, 0.0 , -1.61803398875,
- -0.61803398875, 0.0 , -1.61803398875,
- -1.0 , 1.0 , -1.0 ,
- 0.0 , -1.61803398875, 0.61803398875,
- 1.0 , -1.0 , 1.0 ,
- -1.0 , -1.0 , 1.0 ,
- 0.0 , -1.61803398875, -0.61803398875,
- -1.0 , -1.0 , -1.0 ,
- 1.0 , -1.0 , -1.0 ,
- 1.61803398875, -0.61803398875, 0.0 ,
- 1.61803398875, 0.61803398875, 0.0 ,
- -1.61803398875, 0.61803398875, 0.0 ,
- -1.61803398875, -0.61803398875, 0.0
+ 0.0f, 1.61803398875f, 0.61803398875f,
+ - 1.0f, 1.0f, 1.0f,
+ -0.61803398875f, 0.0f, 1.61803398875f,
+ 0.61803398875f, 0.0f, 1.61803398875f,
+ 1.0f, 1.0f, 1.0f,
+ 0.0f, 1.61803398875f, -0.61803398875f,
+ 1.0f, 1.0f, - 1.0f,
+ 0.61803398875f, 0.0f, -1.61803398875f,
+ -0.61803398875f, 0.0f, -1.61803398875f,
+ - 1.0f, 1.0f, - 1.0f,
+ 0.0f, -1.61803398875f, 0.61803398875f,
+ 1.0f, - 1.0f, 1.0f,
+ - 1.0f, - 1.0f, 1.0f,
+ 0.0f, -1.61803398875f, -0.61803398875f,
+ - 1.0f, - 1.0f, - 1.0f,
+ 1.0f, - 1.0f, - 1.0f,
+ 1.61803398875f, -0.61803398875f, 0.0f,
+ 1.61803398875f, 0.61803398875f, 0.0f,
+ -1.61803398875f, 0.61803398875f, 0.0f,
+ -1.61803398875f, -0.61803398875f, 0.0f
};
/* Normal Vectors */
-static GLdouble dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
+static GLfloat dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
{
- 0.0 , 0.525731112119, 0.850650808354,
- 0.0 , 0.525731112119, -0.850650808354,
- 0.0 , -0.525731112119, 0.850650808354,
- 0.0 , -0.525731112119, -0.850650808354,
-
- 0.850650808354, 0.0 , 0.525731112119,
- -0.850650808354, 0.0 , 0.525731112119,
- 0.850650808354, 0.0 , -0.525731112119,
- -0.850650808354, 0.0 , -0.525731112119,
-
- 0.525731112119, 0.850650808354, 0.0 ,
- 0.525731112119, -0.850650808354, 0.0 ,
- -0.525731112119, 0.850650808354, 0.0 ,
- -0.525731112119, -0.850650808354, 0.0 ,
+ 0.0f, 0.525731112119f, 0.850650808354f,
+ 0.0f, 0.525731112119f, -0.850650808354f,
+ 0.0f, -0.525731112119f, 0.850650808354f,
+ 0.0f, -0.525731112119f, -0.850650808354f,
+
+ 0.850650808354f, 0.0f, 0.525731112119f,
+ -0.850650808354f, 0.0f, 0.525731112119f,
+ 0.850650808354f, 0.0f, -0.525731112119f,
+ -0.850650808354f, 0.0f, -0.525731112119f,
+
+ 0.525731112119f, 0.850650808354f, 0.0f,
+ 0.525731112119f, -0.850650808354f, 0.0f,
+ -0.525731112119f, 0.850650808354f, 0.0f,
+ -0.525731112119f, -0.850650808354f, 0.0f,
};
/* Vertex indices */
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 -- */
#define ICOSAHEDRON_NUM_FACES 20
#define ICOSAHEDRON_NUM_EDGE_PER_FACE 3
#define ICOSAHEDRON_VERT_PER_OBJ (ICOSAHEDRON_NUM_FACES*ICOSAHEDRON_NUM_EDGE_PER_FACE)
+#define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ*3)
#define ICOSAHEDRON_VERT_PER_OBJ_TRI ICOSAHEDRON_VERT_PER_OBJ
-#define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble icosahedron_v[ICOSAHEDRON_NUM_VERT*3] =
+static GLfloat icosahedron_v[ICOSAHEDRON_NUM_VERT*3] =
{
- 1.0, 0.0, 0.0 ,
- 0.447213595500, 0.894427191000, 0.0 ,
- 0.447213595500, 0.276393202252, 0.850650808354,
- 0.447213595500, -0.723606797748, 0.525731112119,
- 0.447213595500, -0.723606797748, -0.525731112119,
- 0.447213595500, 0.276393202252, -0.850650808354,
- -0.447213595500, -0.894427191000, 0.0 ,
- -0.447213595500, -0.276393202252, 0.850650808354,
- -0.447213595500, 0.723606797748, 0.525731112119,
- -0.447213595500, 0.723606797748, -0.525731112119,
- -0.447213595500, -0.276393202252, -0.850650808354,
- -1.0, 0.0, 0.0
+ 1.0f, 0.0f, 0.0f,
+ 0.447213595500f, 0.894427191000f, 0.0f,
+ 0.447213595500f, 0.276393202252f, 0.850650808354f,
+ 0.447213595500f, -0.723606797748f, 0.525731112119f,
+ 0.447213595500f, -0.723606797748f, -0.525731112119f,
+ 0.447213595500f, 0.276393202252f, -0.850650808354f,
+ -0.447213595500f, -0.894427191000f, 0.0f,
+ -0.447213595500f, -0.276393202252f, 0.850650808354f,
+ -0.447213595500f, 0.723606797748f, 0.525731112119f,
+ -0.447213595500f, 0.723606797748f, -0.525731112119f,
+ -0.447213595500f, -0.276393202252f, -0.850650808354f,
+ - 1.0f, 0.0f, 0.0f
};
/* Normal Vectors:
* icosahedron_n[i][0] = ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) - ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) ;
* icosahedron_n[i][1] = ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) - ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) ;
* icosahedron_n[i][2] = ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) - ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) ;
*/
-static GLdouble icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
+static GLfloat icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
{
- 0.760845213037948, 0.470228201835026, 0.341640786498800,
- 0.760845213036861, -0.179611190632978, 0.552786404500000,
- 0.760845213033849, -0.581234022404097, 0,
- 0.760845213036861, -0.179611190632978, -0.552786404500000,
- 0.760845213037948, 0.470228201835026, -0.341640786498800,
- 0.179611190628666, 0.760845213037948, 0.552786404498399,
- 0.179611190634277, -0.290617011204044, 0.894427191000000,
- 0.179611190633958, -0.940456403667806, 0,
- 0.179611190634278, -0.290617011204044, -0.894427191000000,
- 0.179611190628666, 0.760845213037948, -0.552786404498399,
- -0.179611190633958, 0.940456403667806, 0,
- -0.179611190634277, 0.290617011204044, 0.894427191000000,
- -0.179611190628666, -0.760845213037948, 0.552786404498399,
- -0.179611190628666, -0.760845213037948, -0.552786404498399,
- -0.179611190634277, 0.290617011204044, -0.894427191000000,
- -0.760845213036861, 0.179611190632978, -0.552786404500000,
- -0.760845213033849, 0.581234022404097, 0,
- -0.760845213036861, 0.179611190632978, 0.552786404500000,
- -0.760845213037948, -0.470228201835026, 0.341640786498800,
- -0.760845213037948, -0.470228201835026, -0.341640786498800,
+ 0.760845213037948f, 0.470228201835026f, 0.341640786498800f,
+ 0.760845213036861f, -0.179611190632978f, 0.552786404500000f,
+ 0.760845213033849f, -0.581234022404097f, 0.0f,
+ 0.760845213036861f, -0.179611190632978f, -0.552786404500000f,
+ 0.760845213037948f, 0.470228201835026f, -0.341640786498800f,
+ 0.179611190628666f, 0.760845213037948f, 0.552786404498399f,
+ 0.179611190634277f, -0.290617011204044f, 0.894427191000000f,
+ 0.179611190633958f, -0.940456403667806f, 0.0f,
+ 0.179611190634278f, -0.290617011204044f, -0.894427191000000f,
+ 0.179611190628666f, 0.760845213037948f, -0.552786404498399f,
+ -0.179611190633958f, 0.940456403667806f, 0.0f,
+ -0.179611190634277f, 0.290617011204044f, 0.894427191000000f,
+ -0.179611190628666f, -0.760845213037948f, 0.552786404498399f,
+ -0.179611190628666f, -0.760845213037948f, -0.552786404498399f,
+ -0.179611190634277f, 0.290617011204044f, -0.894427191000000f,
+ -0.760845213036861f, 0.179611190632978f, -0.552786404500000f,
+ -0.760845213033849f, 0.581234022404097f, 0.0f,
+ -0.760845213036861f, 0.179611190632978f, 0.552786404500000f,
+ -0.760845213037948f, -0.470228201835026f, 0.341640786498800f,
+ -0.760845213037948f, -0.470228201835026f, -0.341640786498800f,
};
/* Vertex indices */
11, 6, 7 ,
11, 10, 6
};
-DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON);
+DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON)
/* -- Octahedron -- */
#define OCTAHEDRON_NUM_VERT 6
#define OCTAHEDRON_NUM_FACES 8
#define OCTAHEDRON_NUM_EDGE_PER_FACE 3
#define OCTAHEDRON_VERT_PER_OBJ (OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_EDGE_PER_FACE)
+#define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ*3)
#define OCTAHEDRON_VERT_PER_OBJ_TRI OCTAHEDRON_VERT_PER_OBJ
-#define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble octahedron_v[OCTAHEDRON_NUM_VERT*3] =
+static GLfloat octahedron_v[OCTAHEDRON_NUM_VERT*3] =
{
- 1., 0., 0.,
- 0., 1., 0.,
- 0., 0., 1.,
- -1., 0., 0.,
- 0., -1., 0.,
- 0., 0., -1.,
+ 1.f, 0.f, 0.f,
+ 0.f, 1.f, 0.f,
+ 0.f, 0.f, 1.f,
+ -1.f, 0.f, 0.f,
+ 0.f, -1.f, 0.f,
+ 0.f, 0.f, -1.f,
};
/* Normal Vectors */
-static GLdouble octahedron_n[OCTAHEDRON_NUM_FACES*3] =
+static GLfloat octahedron_n[OCTAHEDRON_NUM_FACES*3] =
{
- 0.577350269189, 0.577350269189, 0.577350269189, /* sqrt(1/3) */
- 0.577350269189, 0.577350269189,-0.577350269189,
- 0.577350269189,-0.577350269189, 0.577350269189,
- 0.577350269189,-0.577350269189,-0.577350269189,
- -0.577350269189, 0.577350269189, 0.577350269189,
- -0.577350269189, 0.577350269189,-0.577350269189,
- -0.577350269189,-0.577350269189, 0.577350269189,
- -0.577350269189,-0.577350269189,-0.577350269189
+ 0.577350269189f, 0.577350269189f, 0.577350269189f, /* sqrt(1/3) */
+ 0.577350269189f, 0.577350269189f,-0.577350269189f,
+ 0.577350269189f,-0.577350269189f, 0.577350269189f,
+ 0.577350269189f,-0.577350269189f,-0.577350269189f,
+ -0.577350269189f, 0.577350269189f, 0.577350269189f,
+ -0.577350269189f, 0.577350269189f,-0.577350269189f,
+ -0.577350269189f,-0.577350269189f, 0.577350269189f,
+ -0.577350269189f,-0.577350269189f,-0.577350269189f
};
3, 4, 2,
3, 5, 4
};
-DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON);
+DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON)
/* -- RhombicDodecahedron -- */
#define RHOMBICDODECAHEDRON_NUM_VERT 14
#define RHOMBICDODECAHEDRON_NUM_FACES 12
#define RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE 4
#define RHOMBICDODECAHEDRON_VERT_PER_OBJ (RHOMBICDODECAHEDRON_NUM_FACES*RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE)
+#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ*3)
#define RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI (RHOMBICDODECAHEDRON_VERT_PER_OBJ+RHOMBICDODECAHEDRON_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
-#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
+static GLfloat rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
{
- 0.0, 0.0, 1.0,
- 0.707106781187, 0.0 , 0.5,
- 0.0 , 0.707106781187, 0.5,
- -0.707106781187, 0.0 , 0.5,
- 0.0 , -0.707106781187, 0.5,
- 0.707106781187, 0.707106781187, 0.0,
- -0.707106781187, 0.707106781187, 0.0,
- -0.707106781187, -0.707106781187, 0.0,
- 0.707106781187, -0.707106781187, 0.0,
- 0.707106781187, 0.0 , -0.5,
- 0.0 , 0.707106781187, -0.5,
- -0.707106781187, 0.0 , -0.5,
- 0.0 , -0.707106781187, -0.5,
- 0.0, 0.0, -1.0
+ 0.0f, 0.0f, 1.0f,
+ 0.707106781187f, 0.0f, 0.5f,
+ 0.0f, 0.707106781187f, 0.5f,
+ -0.707106781187f, 0.0f, 0.5f,
+ 0.0f, -0.707106781187f, 0.5f,
+ 0.707106781187f, 0.707106781187f, 0.0f,
+ -0.707106781187f, 0.707106781187f, 0.0f,
+ -0.707106781187f, -0.707106781187f, 0.0f,
+ 0.707106781187f, -0.707106781187f, 0.0f,
+ 0.707106781187f, 0.0f, -0.5f,
+ 0.0f, 0.707106781187f, -0.5f,
+ -0.707106781187f, 0.0f, -0.5f,
+ 0.0f, -0.707106781187f, -0.5f,
+ 0.0f, 0.0f, -1.0f
};
/* Normal Vectors */
-static GLdouble rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*3] =
+static GLfloat rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*3] =
{
- 0.353553390594, 0.353553390594, 0.5,
- -0.353553390594, 0.353553390594, 0.5,
- -0.353553390594, -0.353553390594, 0.5,
- 0.353553390594, -0.353553390594, 0.5,
- 0.0 , 1.0 , 0.0,
- -1.0 , 0.0 , 0.0,
- 0.0 , -1.0 , 0.0,
- 1.0 , 0.0 , 0.0,
- 0.353553390594, 0.353553390594, -0.5,
- -0.353553390594, 0.353553390594, -0.5,
- -0.353553390594, -0.353553390594, -0.5,
- 0.353553390594, -0.353553390594, -0.5
+ 0.353553390594f, 0.353553390594f, 0.5f,
+ -0.353553390594f, 0.353553390594f, 0.5f,
+ -0.353553390594f, -0.353553390594f, 0.5f,
+ 0.353553390594f, -0.353553390594f, 0.5f,
+ 0.0f, 1.0f, 0.0f,
+ - 1.0f, 0.0f, 0.0f,
+ 0.0f, - 1.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 0.353553390594f, 0.353553390594f, -0.5f,
+ -0.353553390594f, 0.353553390594f, -0.5f,
+ -0.353553390594f, -0.353553390594f, -0.5f,
+ 0.353553390594f, -0.353553390594f, -0.5f
};
/* Vertex indices */
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 )
#define TETRAHEDRON_NUM_FACES 4
#define TETRAHEDRON_NUM_EDGE_PER_FACE 3
#define TETRAHEDRON_VERT_PER_OBJ (TETRAHEDRON_NUM_FACES*TETRAHEDRON_NUM_EDGE_PER_FACE)
+#define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ*3)
#define TETRAHEDRON_VERT_PER_OBJ_TRI TETRAHEDRON_VERT_PER_OBJ
-#define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
-static GLdouble tetrahedron_v[TETRAHEDRON_NUM_VERT*3] =
+static GLfloat tetrahedron_v[TETRAHEDRON_NUM_VERT*3] =
{
- 1.0, 0.0, 0.0,
- -0.333333333333, 0.942809041582, 0.0,
- -0.333333333333, -0.471404520791, 0.816496580928,
- -0.333333333333, -0.471404520791, -0.816496580928
+ 1.0f, 0.0f, 0.0f,
+ -0.333333333333f, 0.942809041582f, 0.0f,
+ -0.333333333333f, -0.471404520791f, 0.816496580928f,
+ -0.333333333333f, -0.471404520791f, -0.816496580928f
};
/* Normal Vectors */
-static GLdouble tetrahedron_n[TETRAHEDRON_NUM_FACES*3] =
+static GLfloat tetrahedron_n[TETRAHEDRON_NUM_FACES*3] =
{
- - 1.0, 0.0, 0.0,
- 0.333333333333, -0.942809041582, 0.0,
- 0.333333333333, 0.471404520791, -0.816496580928,
- 0.333333333333, 0.471404520791, 0.816496580928
+ - 1.0f, 0.0f, 0.0f,
+ 0.333333333333f, -0.942809041582f, 0.0f,
+ 0.333333333333f, 0.471404520791f, -0.816496580928f,
+ 0.333333333333f, 0.471404520791f, 0.816496580928f
};
/* Vertex indices */
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, GLdouble offset[3], GLdouble scale, GLdouble* vertices, GLdouble* normals )
+static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLfloat scale, GLfloat* vertices, GLfloat* normals )
{
int i, j;
if ( numLevels == 0 )
int outIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE*3+j*3;
int vertIdx = tetrahedron_vi[faceIdxVertIdx+j]*3;
- vertices[outIdx ] = offset[0] + scale * tetrahedron_v[vertIdx ];
- vertices[outIdx+1] = offset[1] + scale * tetrahedron_v[vertIdx+1];
- vertices[outIdx+2] = offset[2] + scale * tetrahedron_v[vertIdx+2];
+ vertices[outIdx ] = (GLfloat)offset[0] + scale * tetrahedron_v[vertIdx ];
+ vertices[outIdx+1] = (GLfloat)offset[1] + scale * tetrahedron_v[vertIdx+1];
+ vertices[outIdx+2] = (GLfloat)offset[2] + scale * tetrahedron_v[vertIdx+2];
normals [outIdx ] = tetrahedron_n[normIdx ];
normals [outIdx+1] = tetrahedron_n[normIdx+1];
}
else if ( numLevels > 0 )
{
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ double local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
unsigned int stride = ipow(4,--numLevels)*TETRAHEDRON_VERT_ELEM_PER_OBJ;
scale /= 2.0 ;
for ( i = 0 ; i < TETRAHEDRON_NUM_FACES ; i++ )
}
}
-/* -- Now the various shapes involving circles -- */
+/* -- Now the various non-polyhedra (shapes involving circles) -- */
/*
- * Compute lookup table of cos and sin values forming a cirle
+ * Compute lookup table of cos and sin values forming a circle
+ * (or half circle if halfCircle==TRUE)
*
* Notes:
* It is the responsibility of the caller to free these tables
* The last entry is exactly the same as the first
* The sign of n can be flipped to get the reverse loop
*/
-static void fghCircleTable(double **sint,double **cost,const int n)
+static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GLboolean halfCircle)
{
int i;
-
+
/* Table size, the sign of n flips the circle direction */
-
const int size = abs(n);
/* Determine the angle between samples */
-
- const double angle = 2*M_PI/(double)( ( n == 0 ) ? 1 : n );
+ const GLfloat angle = (halfCircle?1:2)*(GLfloat)M_PI/(GLfloat)( ( n == 0 ) ? 1 : n );
/* Allocate memory for n samples, plus duplicate of first entry at the end */
-
- *sint = (double *) calloc(sizeof(double), size+1);
- *cost = (double *) calloc(sizeof(double), size+1);
+ *sint = malloc(sizeof(GLfloat) * (size+1));
+ *cost = malloc(sizeof(GLfloat) * (size+1));
/* Bail out if memory allocation fails, fgError never returns */
-
if (!(*sint) || !(*cost))
{
free(*sint);
}
/* Compute cos and sin around the circle */
-
(*sint)[0] = 0.0;
(*cost)[0] = 1.0;
for (i=1; i<size; i++)
{
- (*sint)[i] = sin(angle*i);
- (*cost)[i] = cos(angle*i);
+ (*sint)[i] = (GLfloat)sin(angle*i);
+ (*cost)[i] = (GLfloat)cos(angle*i);
}
- /* Last sample is duplicate of the first */
-
- (*sint)[size] = (*sint)[0];
- (*cost)[size] = (*cost)[0];
+
+ if (halfCircle)
+ {
+ (*sint)[size] = 0.0f; /* sin PI */
+ (*cost)[size] = -1.0f; /* cos PI */
+ }
+ else
+ {
+ /* Last sample is duplicate of the first (sin or cos of 2 PI) */
+ (*sint)[size] = (*sint)[0];
+ (*cost)[size] = (*cost)[0];
+ }
}
+static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloat **vertices, GLfloat **normals, int* nVert)
+{
+ int i,j;
+ int idx = 0; /* idx into vertex/normal buffer */
+ GLfloat x,y,z;
-/* -- INTERNAL DRAWING functions --------------------------------------- */
-#define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,edgeFlags)\
- static void fgh##nameICaps( GLboolean useWireMode )\
- {\
- if (!name##Cached)\
- {\
- fgh##nameICaps##Generate();\
- name##Cached = GL_TRUE;\
- }\
- fghDrawGeometry(name##_verts,name##_norms,edgeFlags,\
- nameCaps##_VERT_PER_OBJ_TRI,nameCaps##_NUM_FACES,nameCaps##_NUM_EDGE_PER_FACE,\
- useWireMode);\
- }
-#define DECLARE_INTERNAL_DRAW(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,NULL)
-#define DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,name##_edgeFlags)
+ /* Pre-computed circle */
+ GLfloat *sint1,*cost1;
+ GLfloat *sint2,*cost2;
-static void fghCube( GLdouble dSize, GLboolean useWireMode )
-{
- if (!cubeCached)
+ /* number of unique vertices */
+ if (slices==0 || stacks<2)
{
- fghCubeGenerate();
- cubeCached = GL_TRUE;
+ /* nothing to generate */
+ *nVert = 0;
+ return;
}
-
- if (dSize!=1.)
+ *nVert = slices*(stacks-1)+2;
+ 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 */
+ fghCircleTable(&sint1,&cost1,-slices,FALSE);
+ fghCircleTable(&sint2,&cost2, stacks,TRUE);
+
+ /* Allocate vertex and normal buffers, bail out if memory allocation fails */
+ *vertices = malloc((*nVert)*3*sizeof(GLfloat));
+ *normals = malloc((*nVert)*3*sizeof(GLfloat));
+ if (!(*vertices) || !(*normals))
{
- int i;
-
- /* Need to build new vertex list containing vertices for cube of different size */
- GLdouble *vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLdouble));
- /* 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];
-
- fghDrawGeometry(vertices ,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,CUBE_NUM_FACES,CUBE_NUM_EDGE_PER_FACE,useWireMode);
-
- /* cleanup allocated memory */
- free(vertices);
+ free(*vertices);
+ free(*normals);
+ fgError("Failed to allocate memory in fghGenerateSphere");
}
- else
- fghDrawGeometry(cube_verts,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,CUBE_NUM_FACES,CUBE_NUM_EDGE_PER_FACE,useWireMode);
-}
-DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON);
-DECLARE_INTERNAL_DRAW(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, GLdouble offset[3], GLdouble scale, GLboolean useWireMode )
-{
- GLdouble *vertices;
- GLdouble * normals;
- GLsizei numTetr = numLevels<0? 0 : ipow(4,numLevels); /* No sponge for numLevels below 0 */
- GLsizei numVert = numTetr*TETRAHEDRON_VERT_PER_OBJ;
- GLsizei numFace = numTetr*TETRAHEDRON_NUM_FACES;
-
- if (numTetr)
+ /* top */
+ (*vertices)[0] = 0.f;
+ (*vertices)[1] = 0.f;
+ (*vertices)[2] = radius;
+ (*normals )[0] = 0.f;
+ (*normals )[1] = 0.f;
+ (*normals )[2] = 1.f;
+ idx = 3;
+
+ /* each stack */
+ for( i=1; i<stacks; i++ )
{
- /* Allocate memory */
- vertices = malloc(numVert*3 * sizeof(GLdouble));
- normals = malloc(numVert*3 * sizeof(GLdouble));
- /* Bail out if memory allocation fails, fgError never returns */
- if (!vertices || !normals)
+ for(j=0; j<slices; j++, idx+=3)
{
- free(vertices);
- free(normals);
- fgError("Failed to allocate memory in fghSierpinskiSponge");
+ x = cost1[j]*sint2[i];
+ y = sint1[j]*sint2[i];
+ z = cost2[i];
+
+ (*vertices)[idx ] = x*radius;
+ (*vertices)[idx+1] = y*radius;
+ (*vertices)[idx+2] = z*radius;
+ (*normals )[idx ] = x;
+ (*normals )[idx+1] = y;
+ (*normals )[idx+2] = z;
}
-
- /* Generate elements */
- fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
-
- /* Draw and cleanup */
- fghDrawGeometry(vertices,normals,NULL,numVert,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE,useWireMode);
- free(vertices);
- free(normals );
}
-}
-
-/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
+ /* bottom */
+ (*vertices)[idx ] = 0.f;
+ (*vertices)[idx+1] = 0.f;
+ (*vertices)[idx+2] = -radius;
+ (*normals )[idx ] = 0.f;
+ (*normals )[idx+1] = 0.f;
+ (*normals )[idx+2] = -1.f;
+ /* Done creating vertices, release sin and cos tables */
+ free(sint1);
+ free(cost1);
+ free(sint2);
+ free(cost2);
+}
-/*
- * Draws a solid sphere
- */
-void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+void fghGenerateCone(
+ GLfloat base, GLfloat height, GLint slices, GLint stacks, /* input */
+ GLfloat **vertices, GLfloat **normals, int* nVert /* output */
+ )
{
int i,j;
-
- /* Adjust z and radius as stacks are drawn. */
-
- double z0,z1;
- double r0,r1;
+ int idx = 0; /* idx into vertex/normal buffer */
/* Pre-computed circle */
+ GLfloat *sint,*cost;
- double *sint1,*cost1;
- double *sint2,*cost2;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
-
- fghCircleTable(&sint1,&cost1,-slices);
- fghCircleTable(&sint2,&cost2,stacks*2);
-
- /* The top stack is covered with a triangle fan */
-
- z0 = 1.0;
- z1 = cost2[(stacks>0)?1:0];
- r0 = 0.0;
- r1 = sint2[(stacks>0)?1:0];
-
- glBegin(GL_TRIANGLE_FAN);
+ /* Step in z and radius as stacks are drawn. */
+ GLfloat z = 0;
+ GLfloat r = (GLfloat)base;
- glNormal3d(0,0,1);
- glVertex3d(0,0,radius);
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
- for (j=slices; j>=0; j--)
- {
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
- }
+ /* 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 ));
- glEnd();
- /* Cover each stack with a quad strip, except the top and bottom stacks */
- for( i=1; i<stacks-1; i++ )
+ /* number of unique vertices */
+ if (slices==0 || stacks<1)
{
- z0 = z1; z1 = cost2[i+1];
- r0 = r1; r1 = sint2[i+1];
-
- glBegin(GL_QUAD_STRIP);
-
- for(j=0; j<=slices; j++)
- {
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
- }
-
- glEnd();
+ /* nothing to generate */
+ *nVert = 0;
+ return;
}
+ *nVert = slices*(stacks+2)+1; /* need an extra stack for closing off bottom with correct normals */
- /* The bottom stack is covered with a triangle fan */
+ 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");
- z0 = z1;
- r0 = r1;
+ /* Pre-computed circle */
+ fghCircleTable(&sint,&cost,-slices,FALSE);
- glBegin(GL_TRIANGLE_FAN);
+ /* 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 fghGenerateCone");
+ }
- glNormal3d(0,0,-1);
- glVertex3d(0,0,-radius);
+ /* 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;
+ }
- for (j=0; j<=slices; j++)
+ /* each stack */
+ for (i=0; i<stacks+1; i++ )
+ {
+ for (j=0; j<slices; j++, idx+=3)
{
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
+ (*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;
}
- glEnd();
+ z += zStep;
+ r -= rStep;
+ }
/* Release sin and cos tables */
-
- free(sint1);
- free(cost1);
- free(sint2);
- free(cost2);
+ free(sint);
+ free(cost);
}
-/*
- * Draws a wire sphere
- */
-void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+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 */
- /* Adjust z and radius as stacks and slices are drawn. */
-
- double r;
- double x,y,z;
+ /* 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;
- double *sint1,*cost1;
- double *sint2,*cost2;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
-
- fghCircleTable(&sint1,&cost1,-slices );
- fghCircleTable(&sint2,&cost2, stacks*2);
-
- /* Draw a line loop for each stack */
-
- for (i=1; i<stacks; i++)
+ /* number of unique vertices */
+ if (slices==0 || stacks<1)
{
- z = cost2[i];
- r = sint2[i];
-
- glBegin(GL_LINE_LOOP);
+ /* nothing to generate */
+ *nVert = 0;
+ return;
+ }
+ *nVert = slices*(stacks+3)+2; /* need two extra stacks for closing off top and bottom with correct normals */
- for(j=0; j<=slices; j++)
- {
- x = cost1[j];
- y = sint1[j];
+ 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");
- glNormal3d(x,y,z);
- glVertex3d(x*r*radius,y*r*radius,z*radius);
- }
+ /* Pre-computed circle */
+ fghCircleTable(&sint,&cost,-slices,FALSE);
- glEnd();
+ /* 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");
}
- /* Draw a line loop for each slice */
-
- for (i=0; i<slices; i++)
+ 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)
{
- glBegin(GL_LINE_STRIP);
+ (*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;
+ }
- for(j=0; j<=stacks; j++)
- {
- x = cost1[i]*sint2[j];
- y = sint1[i]*sint2[j];
- z = cost2[j];
+ /* 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;
+ }
- glNormal3d(x,y,z);
- glVertex3d(x*radius,y*radius,z*radius);
- }
+ z += zStep;
+ }
- glEnd();
+ /* 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;
}
- /* Release sin and cos tables */
+ /* 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;
- free(sint1);
- free(cost1);
- free(sint2);
- free(cost2);
+ /* Release sin and cos tables */
+ free(sint);
+ free(cost);
}
-/*
- * Draws a solid cone
- */
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void fghGenerateTorus(
+ double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings, /* input */
+ GLfloat **vertices, GLfloat **normals, int* nVert /* output */
+ )
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
-
- double z0,z1;
- double r0,r1;
-
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
-
- /* Scaling factors for vertex normals */
-
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ GLfloat iradius = (float)dInnerRadius;
+ GLfloat oradius = (float)dOuterRadius;
+ int i, j;
/* Pre-computed circle */
+ GLfloat *spsi, *cpsi;
+ GLfloat *sphi, *cphi;
- double *sint,*cost;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
-
- fghCircleTable(&sint,&cost,-slices);
-
- /* Cover the circular base with a triangle fan... */
-
- z0 = 0.0;
- z1 = zStep;
-
- r0 = base;
- r1 = r0 - rStep;
-
- glBegin(GL_TRIANGLE_FAN);
+ /* 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.
+ * 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 */
+ fghCircleTable(&spsi,&cpsi, nRings,FALSE);
+ fghCircleTable(&sphi,&cphi,-nSides,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");
+ }
- glNormal3d(0.0,0.0,-1.0);
- glVertex3d(0.0,0.0, z0 );
+ 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] ;
+ }
+ }
- for (j=0; j<=slices; j++)
- glVertex3d(cost[j]*r0, sint[j]*r0, z0);
+ /* Release sin and cos tables */
+ free(spsi);
+ free(cpsi);
+ free(sphi);
+ free(cphi);
+}
- glEnd();
+/* -- 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)
- /* Cover each stack with a quad strip, except the top stack */
+static void fghCube( GLfloat dSize, GLboolean useWireMode )
+{
+ GLfloat *vertices;
- for( i=0; i<stacks-1; i++ )
+ if (!cubeCached)
{
- glBegin(GL_QUAD_STRIP);
-
- for(j=0; j<=slices; j++)
- {
- glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn);
- glVertex3d(cost[j]*r0, sint[j]*r0, z0 );
- glVertex3d(cost[j]*r1, sint[j]*r1, z1 );
- }
-
- z0 = z1; z1 += zStep;
- r0 = r1; r1 -= rStep;
-
- glEnd();
+ fghCubeGenerate();
+ cubeCached = GL_TRUE;
}
- /* The top stack is covered with individual triangles */
-
- glBegin(GL_TRIANGLES);
+ if (dSize!=1.f)
+ {
+ /* Need to build new vertex list containing vertices for cube of different size */
+ int i;
- glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);
+ vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLfloat));
- for (j=0; j<slices; j++)
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices)
{
- glVertex3d(cost[j+0]*r0, sint[j+0]*r0, z0 );
- glVertex3d(0, 0, height);
- glNormal3d(cost[j+1]*sinn, sint[j+1]*sinn, cosn );
- glVertex3d(cost[j+1]*r0, sint[j+1]*r0, z0 );
+ free(vertices);
+ fgError("Failed to allocate memory in fghCube");
}
- glEnd();
+ for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
+ vertices[i] = dSize*cube_verts[i];
+ }
+ else
+ vertices = cube_verts;
- /* Release sin and cos tables */
+ 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);
- free(sint);
- free(cost);
+ if (dSize!=1.f)
+ /* cleanup allocated memory */
+ free(vertices);
}
-/*
- * Draws a wire cone
- */
-void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
-{
- int i,j;
+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)
- /* Step in z and radius as stacks are drawn. */
-
- double z = 0.0;
- double r = base;
-
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale, GLboolean useWireMode )
+{
+ GLfloat *vertices;
+ GLfloat * normals;
+ GLsizei numTetr = numLevels<0? 0 : ipow(4,numLevels); /* No sponge for numLevels below 0 */
+ GLsizei numVert = numTetr*TETRAHEDRON_VERT_PER_OBJ;
+ GLsizei numFace = numTetr*TETRAHEDRON_NUM_FACES;
- /* Scaling factors for vertex normals */
+ if (numTetr)
+ {
+ /* Allocate memory */
+ vertices = malloc(numVert*3 * sizeof(GLfloat));
+ normals = malloc(numVert*3 * sizeof(GLfloat));
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices || !normals)
+ {
+ free(vertices);
+ free(normals);
+ fgError("Failed to allocate memory in fghSierpinskiSponge");
+ }
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ /* Generate elements */
+ fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
- /* Pre-computed circle */
+ /* Draw and cleanup */
+ if (useWireMode)
+ fghDrawGeometryWire (vertices,normals,numVert,
+ NULL,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE,GL_LINE_LOOP,
+ NULL,0,0);
+ else
+ fghDrawGeometrySolid(vertices,normals,numVert,NULL,1,0);
- double *sint,*cost;
+ free(vertices);
+ free(normals );
+ }
+}
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
- fghCircleTable(&sint,&cost,-slices);
+static void fghSphere( GLfloat radius, GLint slices, GLint stacks, GLboolean useWireMode )
+{
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- /* Draw the stacks... */
+ /* Generate vertices and normals */
+ fghGenerateSphere(radius,slices,stacks,&vertices,&normals,&nVert);
+
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- for (i=0; i<stacks; i++)
+ if (useWireMode)
{
- glBegin(GL_LINE_LOOP);
+ 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.
+ */
+
+ sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
+ stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort));
+ if (!(stackIdx) || !(sliceIdx))
+ {
+ free(stackIdx);
+ free(sliceIdx);
+ fgError("Failed to allocate memory in fghSphere");
+ }
- for( j=0; j<slices; j++ )
+ /* generate for each stack */
+ for (i=0,idx=0; i<stacks-1; i++)
+ {
+ GLushort offset = 1+i*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ for (j=0; j<slices; j++, idx++)
{
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
- glVertex3d(cost[j]*r, sint[j]*r, z );
+ stackIdx[idx] = offset+j;
}
+ }
- glEnd();
+ /* 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... */
+ }
- z += zStep;
- r -= rStep;
+ /* draw */
+ fghDrawGeometryWire(vertices,normals,nVert,
+ sliceIdx,slices,stacks+1,GL_LINE_STRIP,
+ stackIdx,stacks-1,slices);
+
+ /* 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;
+
+ /* Allocate buffers for indices, bail out if memory allocation fails */
+ stripIdx = malloc((slices+1)*2*(stacks)*sizeof(GLushort));
+ if (!(stripIdx))
+ {
+ free(stripIdx);
+ fgError("Failed to allocate memory in fghSphere");
+ }
- /* Draw the slices */
-
- r = base;
+ /* 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;
- glBegin(GL_LINES);
+ /* 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-2; i++, idx+=2)
+ {
+ 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;
+ }
- for (j=0; j<slices; j++)
+ /* 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)
{
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn );
- glVertex3d(cost[j]*r, sint[j]*r, 0.0 );
- glVertex3d(0.0, 0.0, height);
+ 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;
- glEnd();
- /* Release sin and cos tables */
+ /* draw */
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks,(slices+1)*2);
- free(sint);
- free(cost);
+ /* cleanup allocated memory */
+ free(stripIdx);
+ }
+
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
}
-
-/*
- * Draws a solid cylinder
- */
-void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+static void fghCone( GLfloat base, GLfloat height, GLint slices, GLint stacks, GLboolean useWireMode )
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
-
- double z0,z1;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
-
- /* Pre-computed circle */
-
- double *sint,*cost;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- fghCircleTable(&sint,&cost,-slices);
+ /* 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);
- /* Cover the base and top */
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0, 0.0, -1.0 );
- glVertex3d(0.0, 0.0, 0.0 );
- for (j=0; j<=slices; j++)
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0);
- glEnd();
+ 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.
+ */
+
+ 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");
+ }
- glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0, 0.0, 1.0 );
- glVertex3d(0.0, 0.0, height);
- for (j=slices; j>=0; j--)
- glVertex3d(cost[j]*radius, sint[j]*radius, height);
- glEnd();
+ /* 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;
+ }
+ }
- /* Do the stacks */
+ /* 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;
+ }
- z0 = 0.0;
- z1 = zStep;
+ /* draw */
+ fghDrawGeometryWire(vertices,normals,nVert,
+ sliceIdx,1,slices*2,GL_LINES,
+ stackIdx,stacks,slices);
- for (i=1; i<=stacks; i++)
+ /* cleanup allocated memory */
+ free(sliceIdx);
+ free(stackIdx);
+ }
+ else
{
- if (i==stacks)
- z1 = height;
+ /* 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;
+
+ /* 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");
+ }
- glBegin(GL_QUAD_STRIP);
- for (j=0; j<=slices; j++ )
+ /* 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;
+
+ /* 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)
{
- glNormal3d(cost[j], sint[j], 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, z0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, z1 );
+ stripIdx[idx ] = offset+j;
+ stripIdx[idx+1] = offset+j+slices;
}
- glEnd();
+ stripIdx[idx ] = offset; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = offset+slices;
+ }
- z0 = z1; z1 += zStep;
- }
+ /* draw */
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+1,(slices+1)*2);
- /* Release sin and cos tables */
+ /* cleanup allocated memory */
+ free(stripIdx);
+ }
- free(sint);
- free(cost);
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
}
-/*
- * Draws a wire cylinder
- */
-void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+static void fghCylinder( GLfloat radius, GLfloat height, GLint slices, GLint stacks, GLboolean useWireMode )
{
- int i,j;
-
- /* Step in z and radius as stacks are drawn. */
-
- double z = 0.0;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
-
- /* Pre-computed circle */
-
- double *sint,*cost;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- fghCircleTable(&sint,&cost,-slices);
+ /* 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);
- /* Draw the stacks... */
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- for (i=0; i<=stacks; i++)
+ if (useWireMode)
{
- if (i==stacks)
- z = height;
-
- glBegin(GL_LINE_LOOP);
+ 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.
+ */
+
+ 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");
+ }
- for( j=0; j<slices; j++ )
+ /* 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++)
{
- glNormal3d(cost[j], sint[j], 0.0);
- glVertex3d(cost[j]*radius, sint[j]*radius, z );
+ stackIdx[idx] = offset+j;
}
+ }
- glEnd();
+ /* 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;
+ }
- z += zStep;
+ /* draw */
+ fghDrawGeometryWire(vertices,normals,nVert,
+ sliceIdx,1,slices*2,GL_LINES,
+ stackIdx,stacks+1,slices);
+
+ /* 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;
+
+ /* 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");
+ }
- /* Draw the slices */
+ /* 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;
- glBegin(GL_LINES);
+ /* 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;
+ }
- for (j=0; j<slices; j++)
+ /* top stack */
+ offset = 1+(stacks+2)*slices;
+ for (j=0; j<slices; j++, idx+=2)
{
- glNormal3d(cost[j], sint[j], 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ 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 */
- glEnd();
+ /* draw */
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+2,(slices+1)*2);
- /* Release sin and cos tables */
+ /* cleanup allocated memory */
+ free(stripIdx);
+ }
- free(sint);
- free(cost);
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
}
-/*
- * Draws a wire torus
- */
-void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+static void fghTorus( GLfloat dInnerRadius, GLfloat dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
{
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
- double *vertex, *normal;
- int i, j;
- double spsi, cpsi, sphi, cphi ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
+ int i,j,idx, nVert;
+ GLfloat *vertices, *normals;
- if ( nSides < 1 ) nSides = 1;
- if ( nRings < 1 ) nRings = 1;
+ /* Generate vertices and normals */
+ fghGenerateTorus(dInnerRadius,dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
- /* Allocate the vertices array */
- vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
+ if (nVert==0)
+ /* nothing to draw */
+ return;
- glPushMatrix();
+ 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.
+ */
+
+ 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");
+ }
- dpsi = 2.0 * M_PI / (double)nRings ;
- dphi = -2.0 * M_PI / (double)nSides ;
- psi = 0.0;
+ /* generate for each ring */
+ for( j=0,idx=0; j<nRings; j++ )
+ for( i=0; i<nSides; i++, idx++ )
+ ringIdx[idx] = j * nSides + i;
- for( j=0; j<nRings; j++ )
- {
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
- phi = 0.0;
+ /* generate for each side */
+ for( i=0,idx=0; i<nSides; i++ )
+ for( j=0; j<nRings; j++, idx++ )
+ sideIdx[idx] = j * nSides + i;
- for( i=0; i<nSides; i++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( 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;
+ /* 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;
+
+ /* 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");
+ }
- psi += dpsi;
- }
+ for( i=0, idx=0; i<nSides; i++ )
+ {
+ int ioff = 1;
+ if (i==nSides-1)
+ ioff = -i;
- for( i=0; i<nSides; i++ )
- {
- glBegin( GL_LINE_LOOP );
+ for( j=0; j<nRings; j++, idx+=2 )
+ {
+ 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;
+ }
- for( j=0; j<nRings; j++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
+ /* draw */
+ fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,nSides,(nRings+1)*2);
+
+ /* cleanup allocated memory */
+ free(stripIdx);
}
- glEnd();
- }
+ /* cleanup allocated memory */
+ free(vertices);
+ free(normals);
+}
- for( j=0; j<nRings; j++ )
- {
- glBegin(GL_LINE_LOOP);
- for( i=0; i<nSides; i++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
- }
+/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
- glEnd();
- }
- free ( vertex ) ;
- free ( normal ) ;
- glPopMatrix();
+/*
+ * Draws a solid sphere
+ */
+void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
+ fghSphere((GLfloat)radius, slices, stacks, FALSE );
}
/*
- * Draws a solid torus
+ * Draws a wire sphere
*/
-void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
{
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
- double *vertex, *normal;
- int i, j;
- double 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 = (double *)calloc( sizeof(double), 3 * nSides * nRings );
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
-
- glPushMatrix();
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
+ fghSphere((GLfloat)radius, slices, stacks, TRUE );
+
+}
- dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
- dphi = -2.0 * M_PI / (double)(nSides - 1) ;
- psi = 0.0;
+/*
+ * 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, FALSE );
+}
- for( j=0; j<nRings; j++ )
- {
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
- phi = 0.0;
+/*
+ * 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, TRUE );
+}
- for( i=0; i<nSides; i++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( 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;
- }
+/*
+ * Draws a solid cylinder
+ */
+void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
+ fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, FALSE );
+}
- glBegin( GL_QUADS );
- for( i=0; i<nSides-1; i++ )
- {
- for( j=0; j<nRings-1; j++ )
- {
- int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
- glNormal3dv( normal + offset + 3 );
- glVertex3dv( vertex + offset + 3 );
- glNormal3dv( normal + offset + 3 * nSides + 3 );
- glVertex3dv( vertex + offset + 3 * nSides + 3 );
- glNormal3dv( normal + offset + 3 * nSides );
- glVertex3dv( vertex + offset + 3 * nSides );
- }
- }
+/*
+ * Draws a wire cylinder
+ */
+void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
+ fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, TRUE );
+}
- glEnd();
+/*
+ * Draws a wire torus
+ */
+void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
+ fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, TRUE);
+}
- free ( vertex ) ;
- free ( normal ) ;
- glPopMatrix();
+/*
+ * Draws a solid torus
+ */
+void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
+ fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, FALSE);
}
fgh##nameICaps( FALSE );\
}
-void FGAPIENTRY glutWireCube( GLdouble dSize )
+void FGAPIENTRY glutWireCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
- fghCube( dSize, TRUE );
+ fghCube( (GLfloat)dSize, TRUE );
}
-void FGAPIENTRY glutSolidCube( GLdouble dSize )
+void FGAPIENTRY glutSolidCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
- fghCube( dSize, FALSE );
+ fghCube( (GLfloat)dSize, FALSE );
}
-DECLARE_SHAPE_INTERFACE(Dodecahedron);
-DECLARE_SHAPE_INTERFACE(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, GLdouble offset[3], GLdouble scale )
+void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, scale, TRUE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, TRUE );
}
-void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
+void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, scale, FALSE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE );
}
-DECLARE_SHAPE_INTERFACE(Tetrahedron);
+DECLARE_SHAPE_INTERFACE(Tetrahedron)
/*** END OF FILE ***/