X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=26a30a5e3d7079a53cb216df2801fe4c93780b14;hb=38e24f53dafa0636493ac05a48b696bf45a55710;hp=96c712c758b4f233cdd37dc38446c1f3073ef0df;hpb=a28bca657173033061d5af4fc9846a32597700c0;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 96c712c..26a30a5 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -70,7 +70,7 @@ static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei n static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace, GLint attribute_v_coord, GLint attribute_v_normal) { - GLuint vbo_coords, vbo_normals; + GLuint vbo_coords = 0, vbo_normals = 0; GLuint numVertices = numFaces * numEdgePerFace; int i; @@ -83,22 +83,22 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n } 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) { 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 + 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 */ ); } @@ -106,12 +106,12 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n 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 + 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 */ ); } @@ -159,7 +159,7 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num /* 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); @@ -178,10 +178,10 @@ static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte /* 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; + GLuint vbo_coords = 0, vbo_normals = 0, ibo_elements = 0; if (numVertices > 0 && attribute_v_coord != -1) { fghGenBuffers(1, &vbo_coords); @@ -208,12 +208,12 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte 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 + 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 */ ); }; @@ -221,12 +221,12 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte 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 + 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 */ ); }; @@ -236,6 +236,11 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements); glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0); } + + /* Clean existing bindings before clean-up */ + /* Android showed instability otherwise */ + fghBindBuffer(FGH_ARRAY_BUFFER, 0); + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0); if (vbo_coords != 0) fghDisableVertexAttribArray(attribute_v_coord); @@ -251,7 +256,7 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte } 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; @@ -304,7 +309,7 @@ static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, for (i=0; i 0 ) ? stacks : 1 ); + 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 */ + + + + /* number of unique vertices */ + if (slices==0 || stacks<1) + { + /* nothing to generate */ + *nVert = 0; + return; + } + *nVert = slices*(stacks+1)+1; + + /* 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 fghGenerateSphere"); + } + + /* 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; + + /* each stack */ + for (i=0; i 65535) + fgWarning("fghCone: too many slices or stacks requested, indices will wrap"); + + /* Generate vertices and normals */ + fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert); + + if (nVert==0) + /* nothing to draw */ + return; + + 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+1)*sizeof(GLushort)); + sliceIdx = malloc(slices*2 *sizeof(GLushort)); + if (!(stackIdx) || !(sliceIdx)) + { + free(stackIdx); + free(sliceIdx); + fgError("Failed to allocate memory in fghGenerateCone"); + } + + /* generate for each stack */ + for (i=0,idx=0; i 0 ) ? stacks : 1 ); - 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 */ - - /* Pre-computed circle */ - - GLfloat *sint,*cost; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" ); - fghCircleTable(&sint,&cost,-slices,FALSE); - - /* Cover the circular base with a triangle fan... */ - - z0 = 0; - z1 = zStep; - - r0 = (GLfloat)base; - r1 = r0 - rStep; - - glBegin(GL_TRIANGLE_FAN); - - glNormal3f(0,0,-1); - glVertex3f(0,0, z0 ); - - for (j=0; j<=slices; j++) - glVertex3f(cost[j]*r0, sint[j]*r0, z0); - - glEnd(); - - /* Cover each stack with a triangle strip */ - for( i=0; i 0 ) ? stacks : 1 ); - 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 */ - - /* Pre-computed circle */ - - GLfloat *sint,*cost; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" ); - fghCircleTable(&sint,&cost,-slices,FALSE); - - /* Draw the stacks... */ - - for (i=0; i