X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=7a446d96a2a383d3aa57e48153adcc8e52cd3c25;hb=607e80088877e0cf4557cbc0e1fa4506c562f866;hp=572b7e318612344e1ea9acadd0cbcbb957541ac2;hpb=134051040e95088462463a6bd36c5081d354d0c3;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 572b7e3..7a446d9 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -27,13 +27,14 @@ #include #include "fg_internal.h" +#include "fg_gl2.h" +#include /* * Need more types of polyhedra? See CPolyhedron in MRPT */ -#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 @@ -43,7 +44,10 @@ * decomposition needed. We use the "first" parameter in glDrawArrays to go * from face to face. */ -static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace) + +/* Version for OpenGL (ES) 1.1 */ +#ifndef GL_ES_VERSION_2_0 +static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace) { int i; @@ -60,26 +64,214 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } -static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, GLsizei numVertices, GLsizei numEdgePerFace) +#endif + +/* 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) +{ + 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(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); + } + + 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 */ + ); + } + + if (vbo_normals) { + 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 */ + ); + } + + /* 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); +#ifndef GL_ES_VERSION_2_0 + else + fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace); +#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) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); - if (numEdgePerFace==3) + if (vertIdxs == NULL) glDrawArrays(GL_TRIANGLES, 0, numVertices); else - /* The number of elements is passed as numVertices */ - glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_BYTE, vertIdxs); + glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs); 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) +{ + GLuint vbo_coords = 0, vbo_normals = 0, ibo_elements = 0; + + 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); + } + + 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); + } + + 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); + } + + 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 */ + ); + }; + + if (vbo_normals) { + 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); + } else { + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements); + glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0); + } + + 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); +} + +static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, + 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); +#ifndef GL_ES_VERSION_2_0 + else + fghDrawGeometrySolid11(vertices, normals, vertIdxs, + numVertices, numVertIdxs); +#endif +} /* Shape decomposition to triangles - * We'll use glDrawElements to draw all shapes that are not triangles, so - * generate an index vector here, using the below sampling scheme. + * We'll use glDrawElements to draw all shapes that are not naturally + * composed of triangles, so generate an index vector here, using the + * below sampling scheme. * Be careful to keep winding of all triangles counter-clockwise, * assuming that input has correct winding... */ @@ -93,7 +285,7 @@ static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, switch (numEdgePerFace) { case 3: - /* nothing to do here, we'll drawn with glDrawArrays */ + /* nothing to do here, we'll draw with glDrawArrays */ break; case 4: vertSamps = vert4Decomp; @@ -112,7 +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"); - /* The top stack is covered with a triangle fan */ - - z0 = 1; - z1 = cost2[(stacks>0)?1:0]; - r0 = 0; - r1 = sint2[(stacks>0)?1:0]; - - glBegin(GL_TRIANGLE_FAN); - - glNormal3f(0,0,1); - glVertex3f(0,0,radf); + /* Generate vertices and normals */ + fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert); + + if (nVert==0) + /* nothing to draw */ + return; - for (j=slices; j>=0; j--) + 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. + */ + + sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort)); + stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort)); + if (!(stackIdx) || !(sliceIdx)) { - glNormal3f(cost1[j]*r1, sint1[j]*r1, z1 ); - glVertex3f(cost1[j]*r1*radf, sint1[j]*r1*radf, z1*radf); + free(stackIdx); + free(sliceIdx); + fgError("Failed to allocate memory in fghGenerateSphere"); } - glEnd(); - - /* Cover each stack with a quad strip, except the top and bottom stacks */ - - for( i=1; i 65535) + fgWarning("fghCone: too many slices or stacks requested, indices will wrap"); - GLfloat z0,z1; - GLfloat r0,r1; + /* Generate vertices and normals */ + fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert); - const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); - const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); + if (nVert==0) + /* nothing to draw */ + return; - /* 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 */ + 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"); + } - GLfloat *sint,*cost; + /* 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 ( "glutWireCone" ); - fghCircleTable(&sint,&cost,-slices,FALSE); - - /* Draw the stacks... */ - - for (i=0; i