X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=0ab14ac040f987b4fd97eb333ed9fa7116c57577;hb=18530d133238f83763d65e8384111eafe21fd382;hp=26a30a5e3d7079a53cb216df2801fe4c93780b14;hpb=38e24f53dafa0636493ac05a48b696bf45a55710;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 26a30a5..0ab14ac 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -34,6 +34,16 @@ * Need more types of polyhedra? See CPolyhedron in MRPT */ +/* VC++6 in C mode doesn't have C99's sinf/cos/sqrtf */ +#ifndef HAVE_SINF +#define sinf(x) (float)sin((double)(x)) +#endif +#ifndef HAVE_COSF +#define cosf(x) (float)cos((double)(x)) +#endif +#ifndef HAVE_SQRTF +#define sqrtf(x) (float)sqrt((double)(x)) +#endif /* General functions for drawing geometry * Solids are drawn by glDrawArrays if composed of triangles, or by @@ -45,9 +55,14 @@ * from face to face. */ +/** See comment for fghDrawGeometryWire **/ + /* Version for OpenGL (ES) 1.1 */ #ifndef GL_ES_VERSION_2_0 -static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace) +static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, + GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode, + GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2 + ) { int i; @@ -57,9 +72,18 @@ static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei n glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); - /* Draw per face (TODO: could use glMultiDrawArrays if available) */ - for (i=0; i= 2.0 */ -static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace, - GLint attribute_v_coord, GLint attribute_v_normal) +static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices, + GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode, + GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2, + GLint attribute_v_coord, GLint attribute_v_normal + ) { - GLuint vbo_coords = 0, vbo_normals = 0; - GLuint numVertices = numFaces * numEdgePerFace; - + 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) { @@ -89,6 +117,22 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n 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); @@ -100,6 +144,7 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n 0, /* no extra data between each position */ 0 /* offset of first element */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); } if (vbo_normals) { @@ -113,12 +158,32 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n 0, /* no extra data between each position */ 0 /* offset of first element */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); } - /* Draw per face (TODO: could use glMultiDrawArrays if available) */ - for (i=0; iWindow.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); + 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, numFaces, numEdgePerFace); + fghDrawGeometryWire11(vertices, normals, + vertIdxs, numParts, numVertPerPart, vertexMode, + vertIdxs2, numParts2, numVertPerPart2); #endif } -/* Draw the geometric shape with filled triangles - * - * - If the shape is naturally triangulated (numEdgePerFace==3), each - * vertex+normal pair is used only once, so no vertex indices. - * - * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some - * vertex+normal pairs are reused, so use vertex indices. - */ - /* Version for OpenGL (ES) 1.1 */ #ifndef GL_ES_VERSION_2_0 -static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, - GLsizei numVertices, GLsizei numVertIdxs) +static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs, + GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart) { + int i; + glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); @@ -169,7 +252,11 @@ static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte if (vertIdxs == NULL) glDrawArrays(GL_TRIANGLES, 0, numVertices); else - glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs); + if (numParts>1) + for (i=0; i= 2.0 */ -static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, - GLsizei numVertices, GLsizei numVertIdxs, +static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs, + GLsizei numVertices, 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) { @@ -195,6 +285,7 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte 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) { @@ -202,6 +293,7 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte 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) { @@ -215,6 +307,7 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte 0, /* no extra data between each position */ 0 /* offset of first element */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); }; if (vbo_normals) { @@ -228,19 +321,24 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte 0, /* no extra data between each position */ 0 /* offset of first element */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); }; if (vertIdxs == NULL) { glDrawArrays(GL_TRIANGLES, 0, numVertices); } else { fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements); - glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0); + if (numParts>1) { + for (i=0; iWindow.attribute_v_coord; GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal; @@ -264,15 +370,17 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *v if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1)) /* User requested a 2.0 draw */ fghDrawGeometrySolid20(vertices, normals, vertIdxs, - numVertices, numVertIdxs, + numVertices, numParts, numVertIdxsPerPart, attribute_v_coord, attribute_v_normal); #ifndef GL_ES_VERSION_2_0 else fghDrawGeometrySolid11(vertices, normals, vertIdxs, - numVertices, numVertIdxs); + numVertices, numParts, numVertIdxsPerPart); #endif } + + /* 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 @@ -283,7 +391,7 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *v 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, GLubyte *vertIdxOut) +static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLushort *vertIdxOut) { int i,j,numEdgeIdxPerFace; GLubyte *vertSamps = NULL; @@ -359,7 +467,7 @@ static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *verti static GLboolean name##Cached = FALSE;\ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\ - static GLubyte name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\ + static GLushort name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\ static void fgh##nameICaps##Generate()\ {\ fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\ @@ -762,7 +870,6 @@ static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLflo } } -#ifndef GL_ES_VERSION_2_0 /* -- Now the various shapes involving circles -- */ /* * Compute lookup table of cos and sin values forming a circle @@ -802,13 +909,8 @@ static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GL for (i=1; i 65535) /* 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); @@ -851,7 +955,7 @@ static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloa /* 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)) + if (!(*vertices) || !(*normals)) { free(*vertices); free(*normals); @@ -919,13 +1023,8 @@ void fghGenerateCone( const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); /* 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 */ @@ -936,7 +1035,10 @@ void fghGenerateCone( *nVert = 0; return; } - *nVert = slices*(stacks+1)+1; + *nVert = slices*(stacks+2)+1; /* need an extra stack for closing off bottom with correct normals */ + + if ((*nVert) > 65535) + fgWarning("fghGenerateCone: too many slices or stacks requested, indices will wrap"); /* Pre-computed circle */ fghCircleTable(&sint,&cost,-slices,FALSE); @@ -944,7 +1046,7 @@ void fghGenerateCone( /* 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)) + if (!(*vertices) || !(*normals)) { free(*vertices); free(*normals); @@ -959,6 +1061,16 @@ void fghGenerateCone( (*normals )[1] = 0.f; (*normals )[2] = -1.f; idx = 3; + /* other on bottom (get normals right) */ + for (j=0; j 0 ) ? stacks : 1 ); + + /* Pre-computed circle */ + GLfloat *sint,*cost; + + /* number of unique vertices */ + if (slices==0 || stacks<1) + { + /* nothing to generate */ + *nVert = 0; + return; + } + *nVert = slices*(stacks+3)+2; /* need two extra stacks for closing off top and bottom with correct normals */ + + if ((*nVert) > 65535) + fgWarning("fghGenerateCylinder: too many slices or stacks requested, indices will wrap"); + + /* Pre-computed circle */ + fghCircleTable(&sint,&cost,-slices,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 fghGenerateCylinder"); + } + + 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 65535) + 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"); + } + + for( j=0; j 65535) - fgWarning("fghSphere: too many slices or stacks requested, indices will wrap"); - /* Generate vertices and normals */ fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert); @@ -1121,7 +1395,7 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW { free(stackIdx); free(sliceIdx); - fgError("Failed to allocate memory in fghGenerateSphere"); + fgError("Failed to allocate memory in fghSphere"); } /* generate for each stack */ @@ -1147,21 +1421,10 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW } /* draw */ - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_NORMAL_ARRAY); - - glVertexPointer(3, GL_FLOAT, 0, vertices); - glNormalPointer(GL_FLOAT, 0, normals); - /*draw slices*/ - for (i=0; i 65535) - fgWarning("fghCone: too many slices or stacks requested, indices will wrap"); - /* Generate vertices and normals */ + /* Note, (stacks+1)*slices vertices for side of object, slices+1 for top and bottom closures */ fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert); if (nVert==0) @@ -1264,19 +1515,130 @@ static void fghCone( double base, double height, GLint slices, GLint stacks, GLb * 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"); + } + + /* generate for each stack */ + for (i=0,idx=0; i 0 ) ? stacks : 1 ); - - /* Pre-computed circle */ - - GLfloat *sint,*cost; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" ); - fghCircleTable(&sint,&cost,-slices,FALSE); - - /* Cover the base and top */ - - glBegin(GL_TRIANGLE_FAN); - glNormal3f(0, 0, -1 ); - glVertex3f(0, 0, 0 ); - for (j=0; j<=slices; j++) - glVertex3f(cost[j]*radf, sint[j]*radf, 0); - glEnd(); - - glBegin(GL_TRIANGLE_FAN); - glNormal3f(0, 0, 1 ); - glVertex3f(0, 0, (GLfloat)height); - for (j=slices; j>=0; j--) - glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height); - glEnd(); - - /* Do the stacks */ - - z0 = 0; - z1 = zStep; - - for (i=1; i<=stacks; i++) - { - if (i==stacks) - z1 = (GLfloat)height; - - glBegin(GL_TRIANGLE_STRIP); - for (j=0; j<=slices; j++ ) - { - glNormal3f(cost[j], sint[j], 0 ); - glVertex3f(cost[j]*radf, sint[j]*radf, z0 ); - glVertex3f(cost[j]*radf, sint[j]*radf, z1 ); - } - glEnd(); - - z0 = z1; z1 += zStep; - } - - /* Release sin and cos tables */ - - free(sint); - free(cost); + fghCylinder( radius, height, slices, stacks, FALSE ); } /* @@ -1491,58 +1881,9 @@ void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GL */ void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks) { - int i,j; - - /* Step in z and radius as stacks are drawn. */ - GLfloat radf = (GLfloat)radius; - GLfloat z = 0; - const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); - - /* Pre-computed circle */ - - GLfloat *sint,*cost; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" ); - fghCircleTable(&sint,&cost,-slices,FALSE); - - /* Draw the stacks... */ - - for (i=0; i<=stacks; i++) - { - if (i==stacks) - z = (GLfloat)height; - - glBegin(GL_LINE_LOOP); - - for( j=0; j