X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=4dbee682cd6ee6f3b147c7020411e2c7ad58cb88;hb=a9bd975460c45c5781ba25ca9360bbe48bdfde88;hp=c74cac4837f66bad264d69ce7ea1ba76935c8bac;hpb=ee7bbd68f288bee1bf90734568422cb15cb7723e;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index c74cac4..4dbee68 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -33,6 +33,7 @@ */ +#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 @@ -42,15 +43,15 @@ * decomposition needed. We use the "first" parameter in glDrawArrays to go * from face to face. */ -static void fghDrawGeometryWire(GLdouble *vertices, GLdouble *normals, GLsizei numFaces, GLsizei numEdgePerFace) +static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace) { int i; 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); /* Draw per face (TODO: could use glMultiDrawArrays if available) */ for (i=0; i 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++ ) @@ -574,7 +588,7 @@ static void fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLd * 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(GLdouble **sint, GLdouble **cost, const int n, const GLboolean halfCircle) +static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GLboolean halfCircle) { int i; @@ -582,11 +596,11 @@ static void fghCircleTable(GLdouble **sint, GLdouble **cost, const int n, const const int size = abs(n); /* Determine the angle between samples */ - const GLdouble angle = (halfCircle?1:2)*M_PI/(GLdouble)( ( 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 = malloc(sizeof(GLdouble) * (size+1)); - *cost = malloc(sizeof(GLdouble) * (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)) @@ -602,15 +616,15 @@ static void fghCircleTable(GLdouble **sint, GLdouble **cost, const int n, const for (i=1; i 65535) + fgWarning("fghSphere: too many slices or stacks requested, indices will wrap"); - GLdouble z0,z1; - GLdouble r0,r1; - - /* Pre-computed circle */ + /* Generate vertices and normals */ + fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert); + + if (nVert==0) + /* nothing to draw */ + return; - GLdouble *sint1,*cost1; - GLdouble *sint2,*cost2; + 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. + */ - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" ); + sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort)); + stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort)); - fghCircleTable(&sint1,&cost1,-slices,FALSE); - fghCircleTable(&sint2,&cost2, stacks,TRUE); + /* generate for each stack */ + for (i=0,idx=0; i0)?1:0]; - r0 = 0.0; - r1 = sint2[(stacks>0)?1:0]; + /* draw */ + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); - glBegin(GL_TRIANGLE_FAN); + glVertexPointer(3, GL_FLOAT, 0, vertices); + glNormalPointer(GL_FLOAT, 0, normals); + /*draw slices*/ + for (i=0; i=0; j--) + /* cleanup allocated memory */ + free(sliceIdx); + free(stackIdx); + } + 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. + */ + + /* 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)) { - glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 ); - glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius); + free(topIdx); + free(bottomIdx); + free(stripIdx); + fgError("Failed to allocate memory in fghGenerateSphere"); } - glEnd(); + /* 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 0 ) ? stacks : 1 ); - const GLdouble rStep = base / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); /* Scaling factors for vertex normals */ - const GLdouble cosn = ( height / sqrt ( height * height + base * base )); - const GLdouble sinn = ( base / sqrt ( height * height + base * base )); + const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); + const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); /* Pre-computed circle */ - GLdouble *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" ); @@ -919,33 +1024,32 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi /* Cover the circular base with a triangle fan... */ - z0 = 0.0; + z0 = 0; z1 = zStep; - r0 = base; + r0 = (GLfloat)base; r1 = r0 - rStep; glBegin(GL_TRIANGLE_FAN); - glNormal3d(0.0,0.0,-1.0); - glVertex3d(0.0,0.0, z0 ); + glNormal3f(0,0,-1); + glVertex3f(0,0, z0 ); for (j=0; j<=slices; j++) - glVertex3d(cost[j]*r0, sint[j]*r0, z0); + glVertex3f(cost[j]*r0, sint[j]*r0, z0); glEnd(); - /* Cover each stack with a quad strip, except the top stack */ - - for( i=0; i 0 ) ? stacks : 1 ); - const GLdouble rStep = base / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); /* Scaling factors for vertex normals */ - const GLdouble cosn = ( height / sqrt ( height * height + base * base )); - const GLdouble sinn = ( base / sqrt ( height * height + base * base )); + const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); + const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); /* Pre-computed circle */ - GLdouble *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" ); @@ -1012,8 +1100,8 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin for( j=0; j 0 ) ? stacks : 1 ); + GLfloat radf = (GLfloat)radius; + GLfloat z0,z1; + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); /* Pre-computed circle */ - GLdouble *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" ); @@ -1067,35 +1155,35 @@ void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices /* Cover the base and top */ glBegin(GL_TRIANGLE_FAN); - glNormal3d(0.0, 0.0, -1.0 ); - glVertex3d(0.0, 0.0, 0.0 ); + glNormal3f(0, 0, -1 ); + glVertex3f(0, 0, 0 ); for (j=0; j<=slices; j++) - glVertex3d(cost[j]*radius, sint[j]*radius, 0.0); + glVertex3f(cost[j]*radf, sint[j]*radf, 0); glEnd(); glBegin(GL_TRIANGLE_FAN); - glNormal3d(0.0, 0.0, 1.0 ); - glVertex3d(0.0, 0.0, height); + glNormal3f(0, 0, 1 ); + glVertex3f(0, 0, (GLfloat)height); for (j=slices; j>=0; j--) - glVertex3d(cost[j]*radius, sint[j]*radius, height); + glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height); glEnd(); /* Do the stacks */ - z0 = 0.0; + z0 = 0; z1 = zStep; for (i=1; i<=stacks; i++) { if (i==stacks) - z1 = height; + z1 = (GLfloat)height; - glBegin(GL_QUAD_STRIP); + glBegin(GL_TRIANGLE_STRIP); for (j=0; j<=slices; j++ ) { - glNormal3d(cost[j], sint[j], 0.0 ); - glVertex3d(cost[j]*radius, sint[j]*radius, z0 ); - glVertex3d(cost[j]*radius, sint[j]*radius, z1 ); + glNormal3f(cost[j], sint[j], 0 ); + glVertex3f(cost[j]*radf, sint[j]*radf, z0 ); + glVertex3f(cost[j]*radf, sint[j]*radf, z1 ); } glEnd(); @@ -1111,18 +1199,18 @@ void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices /* * Draws a wire cylinder */ -void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks) +void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks) { int i,j; /* Step in z and radius as stacks are drawn. */ - - GLdouble z = 0.0; - const GLdouble zStep = height / ( ( stacks > 0 ) ? stacks : 1 ); + GLfloat radf = (GLfloat)radius; + GLfloat z = 0; + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); /* Pre-computed circle */ - GLdouble *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" ); @@ -1133,14 +1221,14 @@ void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, for (i=0; i<=stacks; i++) { if (i==stacks) - z = height; + z = (GLfloat)height; glBegin(GL_LINE_LOOP); for( j=0; j