X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=9489a3bc005a6a72e934b60aaed51c52d69b848e;hb=93284cce995c8be6950de7858c5200013e63afa0;hp=d50c93cd951ed34390a1175c8eaef7e3a745ad11;hpb=a0188f0c9f746bbb5859681f14eae9654be8c04d;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index d50c93c..9489a3b 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; @@ -93,12 +93,12 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n 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 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); @@ -894,6 +902,203 @@ static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloa free(cost2); } +void fghGenerateCone( + GLfloat base, GLfloat height, GLint slices, GLint stacks, /* input */ + GLfloat **vertices, GLfloat **normals, int* nVert /* output */ + ) +{ + int i,j; + int idx = 0; /* idx into vertex/normal buffer */ + + /* Pre-computed circle */ + GLfloat *sint,*cost; + + /* Step in z and radius as stacks are drawn. */ + GLfloat z = 0; + GLfloat r = (GLfloat)base; + + const GLfloat zStep = (GLfloat)height / ( ( stacks > 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+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); + + /* 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; + /* 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("fghSphere: too many slices or stacks requested, indices will wrap"); - /* Generate vertices and normals */ fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert); @@ -1029,17 +1231,11 @@ 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; i 0 ) ? stacks : 1 ); - const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); + /* draw */ + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); - /* Scaling factors for vertex normals */ + glVertexPointer(3, GL_FLOAT, 0, vertices); + glNormalPointer(GL_FLOAT, 0, normals); + /*draw slices*/ + glDrawElements(GL_LINES,slices*2,GL_UNSIGNED_SHORT,sliceIdx); + /*draw stacks*/ + for (i=0; i 0 ) ? stacks : 1 ); - const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); + /* top stack */ + for (j=0, idx=0; j 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 ); } /* @@ -1392,58 +1690,9 @@ 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