/* 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)
+ GLint attribute_v_coord, GLint attribute_v_normal)
{
GLuint vbo_coords, vbo_normals;
GLuint numVertices = numFaces * numEdgePerFace;
int i;
if (numVertices > 0 && attribute_v_coord != -1) {
- fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
- fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, FGH_STATIC_DRAW);
+ 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);
+ 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) {
/* Draw per face (TODO: could use glMultiDrawArrays if available) */
for (i=0; i<numFaces; i++)
- glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
if (vbo_coords != 0)
- fghDisableVertexAttribArray(attribute_v_coord);
+ fghDisableVertexAttribArray(attribute_v_coord);
if (vbo_normals != 0)
- fghDisableVertexAttribArray(attribute_v_normal);
+ fghDisableVertexAttribArray(attribute_v_normal);
if (vbo_coords != 0)
- fghDeleteBuffers(1, &vbo_coords);
+ fghDeleteBuffers(1, &vbo_coords);
if (vbo_normals != 0)
- fghDeleteBuffers(1, &vbo_normals);
+ fghDeleteBuffers(1, &vbo_normals);
}
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
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);
+ fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
+ attribute_v_coord, attribute_v_normal);
#ifndef GL_ES_VERSION_2_0
else
- fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
+ fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
#endif
}
/* 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)
+ GLsizei numVertices, GLsizei numVertIdxs)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
/* 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)
+ GLsizei numVertices, GLsizei numVertIdxs,
+ GLint attribute_v_coord, GLint attribute_v_normal)
{
GLuint vbo_coords, vbo_normals, ibo_elements;
if (numVertices > 0 && attribute_v_coord != -1) {
- fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
- fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, FGH_STATIC_DRAW);
- }
+ 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);
+ 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);
+ 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(
+ 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
};
if (vbo_normals) {
- fghEnableVertexAttribArray(attribute_v_normal);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
- fghVertexAttribPointer(
+ 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
};
if (vertIdxs == NULL) {
- glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
} else {
- fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
- glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
}
if (vbo_coords != 0)
- fghDisableVertexAttribArray(attribute_v_coord);
+ fghDisableVertexAttribArray(attribute_v_coord);
if (vbo_normals != 0)
- fghDisableVertexAttribArray(attribute_v_normal);
+ fghDisableVertexAttribArray(attribute_v_normal);
if (vbo_coords != 0)
- fghDeleteBuffers(1, &vbo_coords);
+ fghDeleteBuffers(1, &vbo_coords);
if (vbo_normals != 0)
- fghDeleteBuffers(1, &vbo_normals);
+ fghDeleteBuffers(1, &vbo_normals);
if (ibo_elements != 0)
- fghDeleteBuffers(1, &ibo_elements);
+ fghDeleteBuffers(1, &ibo_elements);
}
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
- GLsizei numVertices, GLsizei numVertIdxs)
+ 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);
+ 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);
+ fghDrawGeometrySolid11(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs);
#endif
}
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 */
GLfloat *vertices, *normals;
if (slices * stacks > 65535)
- fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
+ fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
/* Generate vertices and normals */
fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
}
else
{
- GLushort *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(GLushort));
- bottomIdx = malloc((slices+2)*sizeof(GLushort));
- stripIdx = malloc((slices+1)*2*(stacks-2)*sizeof(GLushort));
- 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");
}
- /* TODO: Can do top and bottom as Triangle strip as well
- (just need to repeat top/btoom vertex a lot). Then we can draw
- the whole thing with just one index array and one for-looped call
- to glDrawElements.. That'll make it easier to reuse code with other
- Circular objects too
- */
- 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)
{
- GLushort 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_SHORT,topIdx);
/*draw stacks*/
- for (i=0; i<stacks-2; i++)
+ for (i=0; i<stacks; i++)
glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
- /*draw bottom*/
- glDrawElements(GL_TRIANGLE_FAN,slices+2,GL_UNSIGNED_SHORT,bottomIdx);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
/* cleanup allocated memory */
- free(topIdx);
- free(bottomIdx);
free(stripIdx);
}