X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=7a446d96a2a383d3aa57e48153adcc8e52cd3c25;hb=0e653a9d94fec583f7a4172b721c1c599e06cbc8;hp=874e9bd16f8a3620daacd8b32549dec33e427039;hpb=07fb27edf3f8aa111279c4a9e94b5cf4c2c4f68b;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 874e9bd..7a446d9 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -28,6 +28,7 @@ #include #include "fg_internal.h" #include "fg_gl2.h" +#include /* * Need more types of polyhedra? See CPolyhedron in MRPT @@ -48,154 +49,101 @@ #ifndef GL_ES_VERSION_2_0 static void fghDrawGeometryWire11(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)) { - GLuint vbo_coords, vbo_normals; - GLuint numVertices = numFaces * numEdgePerFace; - - - if (numVertices > 0 && attribute_v_coord != -1) { - fghGenBuffers(1, &vbo_coords); - fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]), - vertices, GL_STATIC_DRAW); - } - - if (numVertices > 0 && attribute_v_normal != -1) { - fghGenBuffers(1, &vbo_normals); - fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]), - normals, GL_STATIC_DRAW); - } - - if (vbo_coords) { - fghEnableVertexAttribArray(attribute_v_coord); - fghBindBuffer(GL_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(GL_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 - ); - } - - - int i; + int i; - /* 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) + 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; + if (numVertices > 0 && attribute_v_coord != -1) { - fghGenBuffers(1, &vbo_coords); - fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]), - vertices, GL_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(GL_ARRAY_BUFFER, vbo_normals); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]), - normals, GL_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(GL_ARRAY_BUFFER, vbo_coords); + 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 */ ); } if (vbo_normals) { fghEnableVertexAttribArray(attribute_v_normal); - fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals); + 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 */ ); } - - int i; - /* 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, numFaces, numEdgePerFace, + attribute_v_coord, attribute_v_normal); +#ifndef GL_ES_VERSION_2_0 else + fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace); #endif - fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace); } @@ -211,173 +159,113 @@ 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) { - GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord; - GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal; + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); - if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1)) { - GLuint vbo_coords, vbo_normals, ibo_elements; - - if (numVertices > 0 && attribute_v_coord != -1) { - fghGenBuffers(1, &vbo_coords); - fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]), - vertices, GL_STATIC_DRAW); - } - - if (numVertices > 0 && attribute_v_normal != -1) { - fghGenBuffers(1, &vbo_normals); - fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]), - normals, GL_STATIC_DRAW); - } - - if (vertIdxs != NULL) { - fghGenBuffers(1, &ibo_elements); - fghBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements); - fghBufferData(GL_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]), - vertIdxs, GL_STATIC_DRAW); - } - - if (vbo_coords) { - fghEnableVertexAttribArray(attribute_v_coord); - fghBindBuffer(GL_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(GL_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(GL_ELEMENT_ARRAY_BUFFER, ibo_elements); - glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0); - } + glVertexPointer(3, GL_FLOAT, 0, vertices); + glNormalPointer(GL_FLOAT, 0, normals); + if (vertIdxs == NULL) + glDrawArrays(GL_TRIANGLES, 0, numVertices); + else + glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs); - 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); - } + 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) + 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); - fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]), - vertices, GL_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(GL_ARRAY_BUFFER, vbo_normals); - fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]), - normals, GL_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(GL_ELEMENT_ARRAY_BUFFER, ibo_elements); - fghBufferData(GL_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]), - vertIdxs, GL_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(GL_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 + 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(GL_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 + 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); + glDrawArrays(GL_TRIANGLES, 0, numVertices); } else { - fghBindBuffer(GL_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) { -#ifndef GL_ES_VERSION_2_0 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); #endif - fghDrawGeometrySolid11(vertices, normals, vertIdxs, - numVertices, numVertIdxs); } /* Shape decomposition to triangles @@ -416,7 +304,7 @@ 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("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); @@ -1136,17 +1112,11 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort)); stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort)); - - /* generate for each stack */ - for (i=0,idx=0; i0; j--, idx++) - topIdx[idx] = j; - - bottomIdx[0]=nVert-1; /* zero based index, last element in array... */ - for (j=0, idx=1; j 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 */ - - const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); - const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); - - /* 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 */ - - const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); - const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); - - /* Pre-computed circle */ - - GLfloat *sint,*cost; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" ); - fghCircleTable(&sint,&cost,-slices,FALSE); - - /* Draw the stacks... */ - - for (i=0; i