#include <GL/freeglut.h>
#include "fg_internal.h"
+#include "fg_gl2.h"
+#include <math.h>
/*
* Need more types of polyhedra? See CPolyhedron in MRPT
*/
-#ifndef GL_ES_VERSION_2_0
/* General functions for drawing geometry
* Solids are drawn by glDrawArrays if composed of triangles, or by
* glDrawElements if consisting of squares or pentagons that were
* decomposition needed. We use the "first" parameter in glDrawArrays to go
* from face to face.
*/
-static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
+
+/* Version for OpenGL (ES) 1.1 */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
int i;
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
+#endif
+
+/* Version for OpenGL (ES) >= 2.0 */
+static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace,
+ GLint attribute_v_coord, GLint attribute_v_normal)
+{
+ GLuint vbo_coords = 0, vbo_normals = 0;
+ GLuint numVertices = numFaces * numEdgePerFace;
+
+ int i;
+
+ if (numVertices > 0 && attribute_v_coord != -1) {
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
+ }
+
+ if (numVertices > 0 && attribute_v_normal != -1) {
+ fghGenBuffers(1, &vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
+ }
+
+ if (vbo_coords) {
+ fghEnableVertexAttribArray(attribute_v_coord);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghVertexAttribPointer(
+ attribute_v_coord, /* attribute */
+ 3, /* number of elements per vertex, here (x,y,z) */
+ GL_FLOAT, /* the type of each element */
+ GL_FALSE, /* take our values as-is */
+ 0, /* no extra data between each position */
+ 0 /* offset of first element */
+ );
+ }
+
+ if (vbo_normals) {
+ fghEnableVertexAttribArray(attribute_v_normal);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghVertexAttribPointer(
+ attribute_v_normal, /* attribute */
+ 3, /* number of elements per vertex, here (x,y,z) */
+ GL_FLOAT, /* the type of each element */
+ GL_FALSE, /* take our values as-is */
+ 0, /* no extra data between each position */
+ 0 /* offset of first element */
+ );
+ }
+
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+
+
+ if (vbo_coords != 0)
+ fghDisableVertexAttribArray(attribute_v_coord);
+ if (vbo_normals != 0)
+ fghDisableVertexAttribArray(attribute_v_normal);
+
+ if (vbo_coords != 0)
+ fghDeleteBuffers(1, &vbo_coords);
+ if (vbo_normals != 0)
+ fghDeleteBuffers(1, &vbo_normals);
+}
+
+static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
+{
+ GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
+ GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+
+ if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
+ /* User requested a 2.0 draw */
+ fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
+ attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
+ else
+ fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
+#endif
+}
+
/* Draw the geometric shape with filled triangles
*
* - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
* vertex+normal pairs are reused, so use vertex indices.
*/
-static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
- GLsizei numVertices, GLsizei numVertIdxs)
+
+/* Version for OpenGL (ES) 1.1 */
+#ifndef GL_ES_VERSION_2_0
+static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
+#endif
+/* Version for OpenGL (ES) >= 2.0 */
+static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs,
+ GLint attribute_v_coord, GLint attribute_v_normal)
+{
+ GLuint vbo_coords = 0, vbo_normals = 0, ibo_elements = 0;
+
+ if (numVertices > 0 && attribute_v_coord != -1) {
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
+ }
+
+ if (numVertices > 0 && attribute_v_normal != -1) {
+ fghGenBuffers(1, &vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
+ }
+
+ if (vertIdxs != NULL) {
+ fghGenBuffers(1, &ibo_elements);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
+ vertIdxs, FGH_STATIC_DRAW);
+ }
+
+ if (vbo_coords) {
+ fghEnableVertexAttribArray(attribute_v_coord);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghVertexAttribPointer(
+ attribute_v_coord, /* attribute */
+ 3, /* number of elements per vertex, here (x,y,z) */
+ GL_FLOAT, /* the type of each element */
+ GL_FALSE, /* take our values as-is */
+ 0, /* no extra data between each position */
+ 0 /* offset of first element */
+ );
+ };
+
+ if (vbo_normals) {
+ fghEnableVertexAttribArray(attribute_v_normal);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghVertexAttribPointer(
+ attribute_v_normal, /* attribute */
+ 3, /* number of elements per vertex, here (x,y,z) */
+ GL_FLOAT, /* the type of each element */
+ GL_FALSE, /* take our values as-is */
+ 0, /* no extra data between each position */
+ 0 /* offset of first element */
+ );
+ };
+
+ if (vertIdxs == NULL) {
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ } else {
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+ }
+
+ if (vbo_coords != 0)
+ fghDisableVertexAttribArray(attribute_v_coord);
+ if (vbo_normals != 0)
+ fghDisableVertexAttribArray(attribute_v_normal);
+
+ if (vbo_coords != 0)
+ fghDeleteBuffers(1, &vbo_coords);
+ if (vbo_normals != 0)
+ fghDeleteBuffers(1, &vbo_normals);
+ if (ibo_elements != 0)
+ fghDeleteBuffers(1, &ibo_elements);
+}
+static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
+ GLsizei numVertices, GLsizei numVertIdxs)
+{
+ GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
+ GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+
+ if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
+ /* User requested a 2.0 draw */
+ fghDrawGeometrySolid20(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs,
+ attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
+ else
+ fghDrawGeometrySolid11(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs);
+#endif
+}
/* Shape decomposition to triangles
* We'll use glDrawElements to draw all shapes that are not naturally
for (i=0; i<numFaces; i++)
{
int normIdx = i*3;
- int faceIdxVertIdx = i*numEdgePerFace; // index to first element of "row" in vertex indices
+ int faceIdxVertIdx = i*numEdgePerFace; /* index to first element of "row" in vertex indices */
for (j=0; j<numEdgePerFace; j++)
{
int outIdx = i*numEdgePerFace*3+j*3;
7,4,3,2,
4,7,6,5
};
-DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE)
/* -- Dodecahedron -- */
/* Magic Numbers: It is possible to create a dodecahedron by attaching two
18, 1, 0, 5, 9,
19, 14, 13, 10, 12
};
-DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON)
/* -- Icosahedron -- */
11, 6, 7 ,
11, 10, 6
};
-DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON);
+DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON)
/* -- Octahedron -- */
#define OCTAHEDRON_NUM_VERT 6
3, 4, 2,
3, 5, 4
};
-DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON);
+DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON)
/* -- RhombicDodecahedron -- */
#define RHOMBICDODECAHEDRON_NUM_VERT 14
7, 11, 13, 12,
8, 12, 13, 9
};
-DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON)
/* -- Tetrahedron -- */
/* Magic Numbers: r0 = ( 1, 0, 0 )
0, 3, 1,
0, 1, 2
};
-DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON);
+DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON)
/* -- Sierpinski Sponge -- */
static unsigned int ipow (int x, unsigned int y)
}
}
+#ifndef GL_ES_VERSION_2_0
/* -- Now the various shapes involving circles -- */
/*
* Compute lookup table of cos and sin values forming a circle
for (i=1; i<size; i++)
{
+#ifdef __cplusplus
(*sint)[i] = sinf(angle*i);
(*cost)[i] = cosf(angle*i);
+#else
+ (*sint)[i] = (float)sin((double)(angle*i));
+ (*cost)[i] = (float)cos((double)(angle*i));
+#endif /* __cplusplus */
}
free(sint2);
free(cost2);
}
-
+#endif
/* -- INTERNAL DRAWING functions --------------------------------------- */
#define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,vertIdxs)\
vertices = cube_verts;
if (useWireMode)
- fghDrawGeometryWire (vertices, cube_norms,
- CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE);
+ fghDrawGeometryWire(vertices, cube_norms,
+ CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE);
else
fghDrawGeometrySolid(vertices, cube_norms, cube_vertIdxs,
- CUBE_VERT_PER_OBJ, CUBE_VERT_PER_OBJ_TRI);
+ CUBE_VERT_PER_OBJ, CUBE_VERT_PER_OBJ_TRI);
if (dSize!=1.f)
/* cleanup allocated memory */
free(vertices);
}
-DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON);
-DECLARE_INTERNAL_DRAW(icosahedron,Icosahedron,ICOSAHEDRON);
-DECLARE_INTERNAL_DRAW(octahedron,Octahedron,OCTAHEDRON);
-DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
-DECLARE_INTERNAL_DRAW(tetrahedron,Tetrahedron,TETRAHEDRON);
+DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON)
+DECLARE_INTERNAL_DRAW(icosahedron,Icosahedron,ICOSAHEDRON)
+DECLARE_INTERNAL_DRAW(octahedron,Octahedron,OCTAHEDRON)
+DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON)
+DECLARE_INTERNAL_DRAW(tetrahedron,Tetrahedron,TETRAHEDRON)
static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale, GLboolean useWireMode )
{
}
+#ifndef GL_ES_VERSION_2_0
static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
+ if (slices * stacks > 65535)
+ fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
+
/* Generate vertices and normals */
fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
if (useWireMode)
{
- GLuint *sliceIdx, *stackIdx;
+ 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(GLuint));
- stackIdx = malloc(slices*(stacks-1)*sizeof(GLuint));
+ sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
+ stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort));
/* generate for each stack */
for (i=0,idx=0; i<slices; i++)
{
- GLuint offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
+ 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++)
{
/* generate for each stack */
for (i=0,idx=0; i<stacks-1; i++)
{
- GLuint offset = 1+i*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ 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++)
{
stackIdx[idx] = offset+j;
glNormalPointer(GL_FLOAT, 0, normals);
/*draw slices*/
for (i=0; i<slices; i++)
- glDrawElements(GL_LINE_STRIP,stacks+1,GL_UNSIGNED_INT,sliceIdx+i*(stacks+1));
+ glDrawElements(GL_LINE_STRIP,stacks+1,GL_UNSIGNED_SHORT,sliceIdx+i*(stacks+1));
/*draw stacks*/
for (i=0; i<stacks-1; i++)
- glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_INT,stackIdx+i*slices);
+ glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_SHORT,stackIdx+i*slices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
else
{
- GLuint *topIdx, *bottomIdx, *stripIdx;
/* First, generate vertex index arrays for drawing with glDrawElements
- * Top and bottom are covered with a triangle fan
- * Each other stack with triangle strip. Only need to generate on
- * of those as we'll have to draw each stack separately, and can
- * just use different offsets in glDrawElements.
+ * All stacks, including top and bottom are covered with a triangle
+ * strip.
*/
+ GLushort *stripIdx;
+ /* Create index vector */
+ GLushort offset;
/* Allocate buffers for indices, bail out if memory allocation fails */
- topIdx = malloc((slices+2)*sizeof(GLuint));
- bottomIdx = malloc((slices+2)*sizeof(GLuint));
- stripIdx = malloc((slices+1)*2*(stacks-2)*sizeof(GLuint));
- if (!(topIdx) || !(bottomIdx) || !(stripIdx))
+ stripIdx = malloc((slices+1)*2*(stacks)*sizeof(GLushort));
+ if (!(stripIdx))
{
- free(topIdx);
- free(bottomIdx);
free(stripIdx);
fgError("Failed to allocate memory in fghGenerateSphere");
}
- topIdx[0]=0;
- topIdx[1] = 1; /* repeat first slice's idx for closing off shape */
- for (j=slices, idx=2; j>0; j--, idx++)
- topIdx[idx] = j;
-
- bottomIdx[0]=nVert-1; /* zero based index, last element in array... */
- for (j=0, idx=1; j<slices; j++, idx++)
- bottomIdx[idx] = nVert-(slices+1)+j;
- bottomIdx[idx] = nVert-(slices+1); /* repeat first slice's idx for closing off shape */
+ /* top stack */
+ for (j=0, idx=0; j<slices; j++, idx+=2)
+ {
+ stripIdx[idx ] = j+1; /* 0 is top vertex, 1 is first for first stack */
+ stripIdx[idx+1] = 0;
+ }
+ stripIdx[idx ] = 1; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = 0;
+ idx+=2;
+ /* middle stacks: */
/* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
- for (i=0,idx=0; i<stacks-2; i++, idx+=2)
+ for (i=0; i<stacks-2; i++, idx+=2)
{
- GLuint offset = 1+i*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ offset = 1+i*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
for (j=0; j<slices; j++, idx+=2)
{
stripIdx[idx ] = offset+j+slices;
stripIdx[idx+1] = offset+j;
}
stripIdx[idx ] = offset+slices; /* repeat first slice's idx for closing off shape */
- stripIdx[idx+1] = offset+0;
+ stripIdx[idx+1] = offset;
+ }
+
+ /* bottom stack */
+ offset = 1+(stacks-2)*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
+ for (j=0; j<slices; j++, idx+=2)
+ {
+ stripIdx[idx ] = nVert-1; /* zero based index, last element in array (bottom vertex)... */
+ stripIdx[idx+1] = offset+j;
}
+ stripIdx[idx ] = nVert-1; /* repeat first slice's idx for closing off shape */
+ stripIdx[idx+1] = offset;
/* draw */
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
- /*draw top*/
- glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_INT,topIdx);
/*draw stacks*/
- for (i=0; i<stacks-2; i++)
- glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_INT,stripIdx+i*(slices+1)*2);
- /*draw bottom*/
- glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_INT,bottomIdx);
+ for (i=0; i<stacks; i++)
+ glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
/* cleanup allocated memory */
- free(topIdx);
- free(bottomIdx);
free(stripIdx);
}
free(normals);
}
-#endif /* GL_ES_VERSION_2_0 */
/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
-#ifndef EGL_VERSION_1_0
/*
* Draws a solid sphere
*/
fghSphere( radius, slices, stacks, TRUE );
}
+#endif /* GL_ES_VERSION_2_0 */
+#ifndef EGL_VERSION_1_0
/*
* Draws a solid cone
*/
/* Scaling factors for vertex normals */
+#ifdef __cplusplus
const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+#else
+ const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
+ const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
+#endif /* __cplusplus */
/* Pre-computed circle */
/* Scaling factors for vertex normals */
+#ifdef __cplusplus
const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
+#else
+ const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
+ const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
+#endif /* __cplusplus */
/* Pre-computed circle */
for( j=0; j<nRings; j++ )
{
+#ifdef __cplusplus
cpsi = cosf( psi ) ;
spsi = sinf( psi ) ;
+#else
+ cpsi = (float)cos( (double)psi ) ;
+ spsi = (float)sin( (double)psi ) ;
+#endif /* __cplusplus */
phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
+#ifdef __cplusplus
cphi = cosf( phi ) ;
sphi = sinf( phi ) ;
+#else
+ cphi = (float)cos( (double)phi ) ;
+ sphi = (float)sin( (double)phi ) ;
+#endif /* __cplusplus */
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings; j++ )
{
+#ifdef __cplusplus
cpsi = cosf( psi ) ;
spsi = sinf( psi ) ;
+#else
+ cpsi = (float)cos( (double)psi ) ;
+ spsi = (float)sin( (double)psi ) ;
+#endif /* __cplusplus */
phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
+#ifdef __cplusplus
cphi = cosf( phi ) ;
sphi = sinf( phi ) ;
+#else
+ cphi = (float)cos( (double)phi ) ;
+ sphi = (float)sin( (double)phi ) ;
+#endif /* __cplusplus */
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
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, double offset[3], double scale )
{
fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE );
}
-DECLARE_SHAPE_INTERFACE(Tetrahedron);
+DECLARE_SHAPE_INTERFACE(Tetrahedron)
/*** END OF FILE ***/