X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=9489a3bc005a6a72e934b60aaed51c52d69b848e;hb=93284cce995c8be6950de7858c5200013e63afa0;hp=de1cbadae2e27c1d4e847042e8146c6c06fc7052;hpb=1b5ee849ba61b667aeba474a7e03406196478bee;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index de1cbad..9489a3b 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -27,92 +27,746 @@ #include #include "fg_internal.h" +#include "fg_gl2.h" +#include /* - * TODO BEFORE THE STABLE RELEASE: - * - * Following functions have been contributed by Andreas Umbach. - * - * glutWireCube() -- looks OK - * glutSolidCube() -- OK - * - * Those functions have been implemented by John Fay. - * - * glutWireTorus() -- looks OK - * glutSolidTorus() -- looks OK - * glutWireDodecahedron() -- looks OK - * glutSolidDodecahedron() -- looks OK - * glutWireOctahedron() -- looks OK - * glutSolidOctahedron() -- looks OK - * glutWireTetrahedron() -- looks OK - * glutSolidTetrahedron() -- looks OK - * glutWireIcosahedron() -- looks OK - * glutSolidIcosahedron() -- looks OK - * - * The Following functions have been updated by Nigel Stewart, based - * on FreeGLUT 2.0.0 implementations: + * Need more types of polyhedra? See CPolyhedron in MRPT + */ + + +/* 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 + * decomposed into triangles (some vertices are repeated in that case). + * WireFrame drawing will have to be done per face, using GL_LINE_LOOP and + * issuing one draw call per face. Always use glDrawArrays as no triangle + * decomposition needed. We use the "first" parameter in glDrawArrays to go + * from face to face. + */ + +/* 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; + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + + glVertexPointer(3, GL_FLOAT, 0, vertices); + glNormalPointer(GL_FLOAT, 0, normals); + + /* 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) +{ + 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 * - * glutWireSphere() -- looks OK - * glutSolidSphere() -- looks OK - * glutWireCone() -- looks OK - * glutSolidCone() -- looks OK + * - 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 (vertIdxs == NULL) + glDrawArrays(GL_TRIANGLES, 0, numVertices); + else + 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); + } -/* -- INTERFACE FUNCTIONS -------------------------------------------------- */ + /* 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); + 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); +} -/* - * Draws a wireframed cube. Code contributed by Andreas Umbach +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 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... */ -void FGAPIENTRY glutWireCube( GLdouble dSize ) +static GLubyte vert4Decomp[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */ +static GLubyte vert5Decomp[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */ + +static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLubyte *vertIdxOut) { - double size = dSize * 0.5; + int i,j,numEdgeIdxPerFace; + GLubyte *vertSamps = NULL; + switch (numEdgePerFace) + { + case 3: + /* nothing to do here, we'll draw with glDrawArrays */ + break; + case 4: + vertSamps = vert4Decomp; + numEdgeIdxPerFace = 6; /* 6 output vertices for each face */ + break; + case 5: + vertSamps = vert5Decomp; + numEdgeIdxPerFace = 9; /* 9 output vertices for each face */ + break; + } + /* + * Build array with vertices using vertex coordinates and vertex indices + * Do same for normals. + * Need to do this because of different normals at shared vertices. + */ + for (i=0; i + +/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */ +/* -- stuff that can be cached -- */ +/* Cache of input to glDrawArrays or glDrawElements + * In general, we build arrays with all vertices or normals. + * We cant compress this and use glDrawElements as all combinations of + * vertices and normals are unique. */ -void FGAPIENTRY glutSolidCube( GLdouble dSize ) +#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\ + static GLboolean name##Cached = FALSE;\ + static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\ + static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\ + static void fgh##nameICaps##Generate()\ + {\ + fghGenerateGeometry(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\ + name##_v, name##_vi, name##_n,\ + name##_verts, name##_norms);\ + } +#define DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(name,nameICaps,nameCaps)\ + static GLboolean name##Cached = FALSE;\ + static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\ + static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\ + static GLubyte name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\ + static void fgh##nameICaps##Generate()\ + {\ + fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\ + name##_v, name##_vi, name##_n,\ + name##_verts, name##_norms, name##_vertIdxs);\ + } + +/* -- Cube -- */ +#define CUBE_NUM_VERT 8 +#define CUBE_NUM_FACES 6 +#define CUBE_NUM_EDGE_PER_FACE 4 +#define CUBE_VERT_PER_OBJ (CUBE_NUM_FACES*CUBE_NUM_EDGE_PER_FACE) +#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ*3) +#define CUBE_VERT_PER_OBJ_TRI (CUBE_VERT_PER_OBJ+CUBE_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */ +/* Vertex Coordinates */ +static GLfloat cube_v[CUBE_NUM_VERT*3] = +{ + .5f, .5f, .5f, + -.5f, .5f, .5f, + -.5f,-.5f, .5f, + .5f,-.5f, .5f, + .5f,-.5f,-.5f, + .5f, .5f,-.5f, + -.5f, .5f,-.5f, + -.5f,-.5f,-.5f +}; +/* Normal Vectors */ +static GLfloat cube_n[CUBE_NUM_FACES*3] = { - double size = dSize * 0.5; + 0.0f, 0.0f, 1.0f, + 1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + -1.0f, 0.0f, 0.0f, + 0.0f,-1.0f, 0.0f, + 0.0f, 0.0f,-1.0f +}; - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" ); +/* Vertex indices, as quads, before triangulation */ +static GLubyte cube_vi[CUBE_VERT_PER_OBJ] = +{ + 0,1,2,3, + 0,3,4,5, + 0,5,6,1, + 1,6,7,2, + 7,4,3,2, + 4,7,6,5 +}; +DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE) + +/* -- Dodecahedron -- */ +/* Magic Numbers: It is possible to create a dodecahedron by attaching two + * pentagons to each face of of a cube. The coordinates of the points are: + * (+-x,0, z); (+-1, 1, 1); (0, z, x ) + * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or + * x = 0.61803398875 and z = 1.61803398875. + */ +#define DODECAHEDRON_NUM_VERT 20 +#define DODECAHEDRON_NUM_FACES 12 +#define DODECAHEDRON_NUM_EDGE_PER_FACE 5 +#define DODECAHEDRON_VERT_PER_OBJ (DODECAHEDRON_NUM_FACES*DODECAHEDRON_NUM_EDGE_PER_FACE) +#define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ*3) +#define DODECAHEDRON_VERT_PER_OBJ_TRI (DODECAHEDRON_VERT_PER_OBJ+DODECAHEDRON_NUM_FACES*4) /* 4 extra edges per face when drawing pentagons as triangles */ +/* Vertex Coordinates */ +static GLfloat dodecahedron_v[DODECAHEDRON_NUM_VERT*3] = +{ + 0.0f, 1.61803398875f, 0.61803398875f, + - 1.0f, 1.0f, 1.0f, + -0.61803398875f, 0.0f, 1.61803398875f, + 0.61803398875f, 0.0f, 1.61803398875f, + 1.0f, 1.0f, 1.0f, + 0.0f, 1.61803398875f, -0.61803398875f, + 1.0f, 1.0f, - 1.0f, + 0.61803398875f, 0.0f, -1.61803398875f, + -0.61803398875f, 0.0f, -1.61803398875f, + - 1.0f, 1.0f, - 1.0f, + 0.0f, -1.61803398875f, 0.61803398875f, + 1.0f, - 1.0f, 1.0f, + - 1.0f, - 1.0f, 1.0f, + 0.0f, -1.61803398875f, -0.61803398875f, + - 1.0f, - 1.0f, - 1.0f, + 1.0f, - 1.0f, - 1.0f, + 1.61803398875f, -0.61803398875f, 0.0f, + 1.61803398875f, 0.61803398875f, 0.0f, + -1.61803398875f, 0.61803398875f, 0.0f, + -1.61803398875f, -0.61803398875f, 0.0f +}; +/* Normal Vectors */ +static GLfloat dodecahedron_n[DODECAHEDRON_NUM_FACES*3] = +{ + 0.0f, 0.525731112119f, 0.850650808354f, + 0.0f, 0.525731112119f, -0.850650808354f, + 0.0f, -0.525731112119f, 0.850650808354f, + 0.0f, -0.525731112119f, -0.850650808354f, + + 0.850650808354f, 0.0f, 0.525731112119f, + -0.850650808354f, 0.0f, 0.525731112119f, + 0.850650808354f, 0.0f, -0.525731112119f, + -0.850650808354f, 0.0f, -0.525731112119f, + + 0.525731112119f, 0.850650808354f, 0.0f, + 0.525731112119f, -0.850650808354f, 0.0f, + -0.525731112119f, 0.850650808354f, 0.0f, + -0.525731112119f, -0.850650808354f, 0.0f, +}; -# define V(a,b,c) glVertex3d( a size, b size, c size ); -# define N(a,b,c) glNormal3d( a, b, c ); +/* Vertex indices */ +static GLubyte dodecahedron_vi[DODECAHEDRON_VERT_PER_OBJ] = +{ + 0, 1, 2, 3, 4, + 5, 6, 7, 8, 9, + 10, 11, 3, 2, 12, + 13, 14, 8, 7, 15, + + 3, 11, 16, 17, 4, + 2, 1, 18, 19, 12, + 7, 6, 17, 16, 15, + 8, 14, 19, 18, 9, + + 17, 6, 5, 0, 4, + 16, 11, 10, 13, 15, + 18, 1, 0, 5, 9, + 19, 14, 13, 10, 12 +}; +DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON) + + +/* -- Icosahedron -- */ +#define ICOSAHEDRON_NUM_VERT 12 +#define ICOSAHEDRON_NUM_FACES 20 +#define ICOSAHEDRON_NUM_EDGE_PER_FACE 3 +#define ICOSAHEDRON_VERT_PER_OBJ (ICOSAHEDRON_NUM_FACES*ICOSAHEDRON_NUM_EDGE_PER_FACE) +#define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ*3) +#define ICOSAHEDRON_VERT_PER_OBJ_TRI ICOSAHEDRON_VERT_PER_OBJ +/* Vertex Coordinates */ +static GLfloat icosahedron_v[ICOSAHEDRON_NUM_VERT*3] = +{ + 1.0f, 0.0f, 0.0f, + 0.447213595500f, 0.894427191000f, 0.0f, + 0.447213595500f, 0.276393202252f, 0.850650808354f, + 0.447213595500f, -0.723606797748f, 0.525731112119f, + 0.447213595500f, -0.723606797748f, -0.525731112119f, + 0.447213595500f, 0.276393202252f, -0.850650808354f, + -0.447213595500f, -0.894427191000f, 0.0f, + -0.447213595500f, -0.276393202252f, 0.850650808354f, + -0.447213595500f, 0.723606797748f, 0.525731112119f, + -0.447213595500f, 0.723606797748f, -0.525731112119f, + -0.447213595500f, -0.276393202252f, -0.850650808354f, + - 1.0f, 0.0f, 0.0f +}; +/* Normal Vectors: + * icosahedron_n[i][0] = ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) - ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) ; + * icosahedron_n[i][1] = ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) - ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) ; + * icosahedron_n[i][2] = ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) - ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) ; +*/ +static GLfloat icosahedron_n[ICOSAHEDRON_NUM_FACES*3] = +{ + 0.760845213037948f, 0.470228201835026f, 0.341640786498800f, + 0.760845213036861f, -0.179611190632978f, 0.552786404500000f, + 0.760845213033849f, -0.581234022404097f, 0.0f, + 0.760845213036861f, -0.179611190632978f, -0.552786404500000f, + 0.760845213037948f, 0.470228201835026f, -0.341640786498800f, + 0.179611190628666f, 0.760845213037948f, 0.552786404498399f, + 0.179611190634277f, -0.290617011204044f, 0.894427191000000f, + 0.179611190633958f, -0.940456403667806f, 0.0f, + 0.179611190634278f, -0.290617011204044f, -0.894427191000000f, + 0.179611190628666f, 0.760845213037948f, -0.552786404498399f, + -0.179611190633958f, 0.940456403667806f, 0.0f, + -0.179611190634277f, 0.290617011204044f, 0.894427191000000f, + -0.179611190628666f, -0.760845213037948f, 0.552786404498399f, + -0.179611190628666f, -0.760845213037948f, -0.552786404498399f, + -0.179611190634277f, 0.290617011204044f, -0.894427191000000f, + -0.760845213036861f, 0.179611190632978f, -0.552786404500000f, + -0.760845213033849f, 0.581234022404097f, 0.0f, + -0.760845213036861f, 0.179611190632978f, 0.552786404500000f, + -0.760845213037948f, -0.470228201835026f, 0.341640786498800f, + -0.760845213037948f, -0.470228201835026f, -0.341640786498800f, +}; - /* PWO: Again, I dared to convert the code to use macros... */ - glBegin( GL_QUADS ); - N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); - N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); - N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); - N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); - N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); - N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); - glEnd(); +/* Vertex indices */ +static GLubyte icosahedron_vi[ICOSAHEDRON_VERT_PER_OBJ] = +{ + 0, 1, 2 , + 0, 2, 3 , + 0, 3, 4 , + 0, 4, 5 , + 0, 5, 1 , + 1, 8, 2 , + 2, 7, 3 , + 3, 6, 4 , + 4, 10, 5 , + 5, 9, 1 , + 1, 9, 8 , + 2, 8, 7 , + 3, 7, 6 , + 4, 6, 10 , + 5, 10, 9 , + 11, 9, 10 , + 11, 8, 9 , + 11, 7, 8 , + 11, 6, 7 , + 11, 10, 6 +}; +DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON) + +/* -- Octahedron -- */ +#define OCTAHEDRON_NUM_VERT 6 +#define OCTAHEDRON_NUM_FACES 8 +#define OCTAHEDRON_NUM_EDGE_PER_FACE 3 +#define OCTAHEDRON_VERT_PER_OBJ (OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_EDGE_PER_FACE) +#define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ*3) +#define OCTAHEDRON_VERT_PER_OBJ_TRI OCTAHEDRON_VERT_PER_OBJ + +/* Vertex Coordinates */ +static GLfloat octahedron_v[OCTAHEDRON_NUM_VERT*3] = +{ + 1.f, 0.f, 0.f, + 0.f, 1.f, 0.f, + 0.f, 0.f, 1.f, + -1.f, 0.f, 0.f, + 0.f, -1.f, 0.f, + 0.f, 0.f, -1.f, + +}; +/* Normal Vectors */ +static GLfloat octahedron_n[OCTAHEDRON_NUM_FACES*3] = +{ + 0.577350269189f, 0.577350269189f, 0.577350269189f, /* sqrt(1/3) */ + 0.577350269189f, 0.577350269189f,-0.577350269189f, + 0.577350269189f,-0.577350269189f, 0.577350269189f, + 0.577350269189f,-0.577350269189f,-0.577350269189f, + -0.577350269189f, 0.577350269189f, 0.577350269189f, + -0.577350269189f, 0.577350269189f,-0.577350269189f, + -0.577350269189f,-0.577350269189f, 0.577350269189f, + -0.577350269189f,-0.577350269189f,-0.577350269189f -# undef V -# undef N +}; + +/* Vertex indices */ +static GLubyte octahedron_vi[OCTAHEDRON_VERT_PER_OBJ] = +{ + 0, 1, 2, + 0, 5, 1, + 0, 2, 4, + 0, 4, 5, + 3, 2, 1, + 3, 1, 5, + 3, 4, 2, + 3, 5, 4 +}; +DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON) + +/* -- RhombicDodecahedron -- */ +#define RHOMBICDODECAHEDRON_NUM_VERT 14 +#define RHOMBICDODECAHEDRON_NUM_FACES 12 +#define RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE 4 +#define RHOMBICDODECAHEDRON_VERT_PER_OBJ (RHOMBICDODECAHEDRON_NUM_FACES*RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE) +#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ*3) +#define RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI (RHOMBICDODECAHEDRON_VERT_PER_OBJ+RHOMBICDODECAHEDRON_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */ + +/* Vertex Coordinates */ +static GLfloat rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] = +{ + 0.0f, 0.0f, 1.0f, + 0.707106781187f, 0.0f, 0.5f, + 0.0f, 0.707106781187f, 0.5f, + -0.707106781187f, 0.0f, 0.5f, + 0.0f, -0.707106781187f, 0.5f, + 0.707106781187f, 0.707106781187f, 0.0f, + -0.707106781187f, 0.707106781187f, 0.0f, + -0.707106781187f, -0.707106781187f, 0.0f, + 0.707106781187f, -0.707106781187f, 0.0f, + 0.707106781187f, 0.0f, -0.5f, + 0.0f, 0.707106781187f, -0.5f, + -0.707106781187f, 0.0f, -0.5f, + 0.0f, -0.707106781187f, -0.5f, + 0.0f, 0.0f, -1.0f +}; +/* Normal Vectors */ +static GLfloat rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*3] = +{ + 0.353553390594f, 0.353553390594f, 0.5f, + -0.353553390594f, 0.353553390594f, 0.5f, + -0.353553390594f, -0.353553390594f, 0.5f, + 0.353553390594f, -0.353553390594f, 0.5f, + 0.0f, 1.0f, 0.0f, + - 1.0f, 0.0f, 0.0f, + 0.0f, - 1.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + 0.353553390594f, 0.353553390594f, -0.5f, + -0.353553390594f, 0.353553390594f, -0.5f, + -0.353553390594f, -0.353553390594f, -0.5f, + 0.353553390594f, -0.353553390594f, -0.5f +}; + +/* Vertex indices */ +static GLubyte rhombicdodecahedron_vi[RHOMBICDODECAHEDRON_VERT_PER_OBJ] = +{ + 0, 1, 5, 2, + 0, 2, 6, 3, + 0, 3, 7, 4, + 0, 4, 8, 1, + 5, 10, 6, 2, + 6, 11, 7, 3, + 7, 12, 8, 4, + 8, 9, 5, 1, + 5, 9, 13, 10, + 6, 10, 13, 11, + 7, 11, 13, 12, + 8, 12, 13, 9 +}; +DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON) + +/* -- Tetrahedron -- */ +/* Magic Numbers: r0 = ( 1, 0, 0 ) + * r1 = ( -1/3, 2 sqrt(2) / 3, 0 ) + * r2 = ( -1/3, - sqrt(2) / 3, sqrt(6) / 3 ) + * r3 = ( -1/3, - sqrt(2) / 3, -sqrt(6) / 3 ) + * |r0| = |r1| = |r2| = |r3| = 1 + * Distance between any two points is 2 sqrt(6) / 3 + * + * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface. + */ +#define TETRAHEDRON_NUM_VERT 4 +#define TETRAHEDRON_NUM_FACES 4 +#define TETRAHEDRON_NUM_EDGE_PER_FACE 3 +#define TETRAHEDRON_VERT_PER_OBJ (TETRAHEDRON_NUM_FACES*TETRAHEDRON_NUM_EDGE_PER_FACE) +#define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ*3) +#define TETRAHEDRON_VERT_PER_OBJ_TRI TETRAHEDRON_VERT_PER_OBJ + +/* Vertex Coordinates */ +static GLfloat tetrahedron_v[TETRAHEDRON_NUM_VERT*3] = +{ + 1.0f, 0.0f, 0.0f, + -0.333333333333f, 0.942809041582f, 0.0f, + -0.333333333333f, -0.471404520791f, 0.816496580928f, + -0.333333333333f, -0.471404520791f, -0.816496580928f +}; +/* Normal Vectors */ +static GLfloat tetrahedron_n[TETRAHEDRON_NUM_FACES*3] = +{ + - 1.0f, 0.0f, 0.0f, + 0.333333333333f, -0.942809041582f, 0.0f, + 0.333333333333f, 0.471404520791f, -0.816496580928f, + 0.333333333333f, 0.471404520791f, 0.816496580928f +}; + +/* Vertex indices */ +static GLubyte tetrahedron_vi[TETRAHEDRON_VERT_PER_OBJ] = +{ + 1, 3, 2, + 0, 2, 3, + 0, 3, 1, + 0, 1, 2 +}; +DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON) + +/* -- Sierpinski Sponge -- */ +static unsigned int ipow (int x, unsigned int y) +{ + return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2); } +static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLfloat scale, GLfloat* vertices, GLfloat* normals ) +{ + int i, j; + if ( numLevels == 0 ) + { + for (i=0; i 0 ) + { + 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++ ) + { + int idx = i*3; + local_offset[0] = offset[0] + scale * tetrahedron_v[idx ]; + local_offset[1] = offset[1] + scale * tetrahedron_v[idx+1]; + local_offset[2] = offset[2] + scale * tetrahedron_v[idx+2]; + fghSierpinskiSpongeGenerate ( numLevels, local_offset, scale, vertices+i*stride, normals+i*stride ); + } + } +} + +#ifndef GL_ES_VERSION_2_0 +/* -- Now the various shapes involving circles -- */ /* - * Compute lookup table of cos and sin values forming a cirle + * Compute lookup table of cos and sin values forming a circle + * (or half circle if halfCircle==TRUE) * * Notes: * It is the responsibility of the caller to free these tables @@ -120,26 +774,21 @@ void FGAPIENTRY glutSolidCube( GLdouble dSize ) * 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(double **sint,double **cost,const int n) +static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GLboolean halfCircle) { int i; - + /* Table size, the sign of n flips the circle direction */ - const int size = abs(n); /* Determine the angle between samples */ - - const double angle = 2*M_PI/(double)( ( 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 = (double *) calloc(sizeof(double), size+1); - *cost = (double *) calloc(sizeof(double), 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)) { free(*sint); @@ -148,467 +797,914 @@ static void fghCircleTable(double **sint,double **cost,const int n) } /* Compute cos and sin around the circle */ - (*sint)[0] = 0.0; (*cost)[0] = 1.0; for (i=1; i0)?1:0]; - r0 = 0.0; - r1 = sint2[(stacks>0)?1:0]; - - glBegin(GL_TRIANGLE_FAN); - - glNormal3d(0,0,1); - glVertex3d(0,0,radius); - - for (j=slices; j>=0; j--) - { - glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 ); - glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius); - } - - glEnd(); - - /* Cover each stack with a quad strip, except the top and bottom stacks */ - - for( i=1; 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); + fghCircleTable(&sint2,&cost2, stacks,TRUE); + + /* 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"); } - /* The bottom stack is covered with a triangle fan */ - - z0 = z1; - r0 = r1; - - glBegin(GL_TRIANGLE_FAN); - - glNormal3d(0,0,-1); - glVertex3d(0,0,-radius); - - for (j=0; j<=slices; j++) + /* top */ + (*vertices)[0] = 0.f; + (*vertices)[1] = 0.f; + (*vertices)[2] = radius; + (*normals )[0] = 0.f; + (*normals )[1] = 0.f; + (*normals )[2] = 1.f; + idx = 3; + + /* each stack */ + for( i=1; i 0 ) ? stacks : 1 ); + const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); - fghCircleTable(&sint1,&cost1,-slices ); - fghCircleTable(&sint2,&cost2, stacks*2); + /* 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 */ - /* Draw a line loop for each stack */ - for (i=1; i 65535) + fgWarning("fghGenerateCone: too many slices or stacks requested, indices will wrap"); - glNormal3d(x,y,z); - glVertex3d(x*r*radius,y*r*radius,z*radius); - } + /* Pre-computed circle */ + fghCircleTable(&sint,&cost,-slices,FALSE); - glEnd(); + /* 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"); } - /* Draw a line loop for each slice */ - - for (i=0; i 0 ) ? stacks : 1 ); - const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 ); - const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 ); + /* Pre-computed circle */ + GLfloat *sint,*cost; - /* Scaling factors for vertex normals */ + /* 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 */ - const double cosn = ( height / sqrt ( height * height + base * base )); - const double sinn = ( base / sqrt ( height * height + base * base )); + if ((*nVert) > 65535) + fgWarning("fghGenerateCylinder: too many slices or stacks requested, indices will wrap"); /* Pre-computed circle */ + fghCircleTable(&sint,&cost,-slices,FALSE); - double *sint,*cost; + /* 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"); + } - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" ); + 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 0 ) ? stacks : 1 ); - const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 ); - /* Scaling factors for vertex normals */ + /* draw */ + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); - const double cosn = ( height / sqrt ( height * height + base * base )); - const double sinn = ( base / sqrt ( height * height + base * base )); + glVertexPointer(3, GL_FLOAT, 0, vertices); + glNormalPointer(GL_FLOAT, 0, normals); + /*draw stacks*/ + for (i=0; i 0 ) ? stacks : 1 ); + /* cleanup allocated memory */ + free(vertices); + free(normals); +} - /* Pre-computed circle */ +static void fghCylinder( double radius, double height, GLint slices, GLint stacks, GLboolean useWireMode ) +{ + int i,j,idx, nVert; + GLfloat *vertices, *normals; - double *sint,*cost; + /* Generate vertices and normals */ + /* Note, (stacks+1)*slices vertices for side of object, 2*slices+2 for top and bottom closures */ + fghGenerateCylinder((GLfloat)radius,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert); - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" ); + if (nVert==0) + /* nothing to draw */ + return; - fghCircleTable(&sint,&cost,-slices); + 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 fghGenerateCylinder"); + } - /* Cover the base and top */ + /* generate for each stack */ + for (i=0,idx=0; i=0; j--) - glVertex3d(cost[j]*radius, sint[j]*radius, height); - glEnd(); + /* draw */ + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); - /* Do the stacks */ + 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 ); + /* cleanup allocated memory */ + free(vertices); + free(normals); +} - /* Pre-computed circle */ - double *sint,*cost; +/* -- INTERFACE FUNCTIONS ---------------------------------------------- */ - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" ); - fghCircleTable(&sint,&cost,-slices); +/* + * Draws a solid sphere + */ +void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks) +{ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" ); - /* Draw the stacks... */ + fghSphere( radius, slices, stacks, FALSE ); +} - for (i=0; i<=stacks; i++) - { - if (i==stacks) - z = height; +/* + * Draws a wire sphere + */ +void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks) +{ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" ); - glBegin(GL_LINE_LOOP); + fghSphere( radius, slices, stacks, TRUE ); + +} +#endif /* GL_ES_VERSION_2_0 */ - for( j=0; j 0 ) - { - GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */ - num_levels -- ; - scale /= 2.0 ; - for ( i = 0 ; i < NUM_TETR_FACES ; i++ ) - { - local_offset[0] = offset[0] + scale * tet_r[i][0] ; - local_offset[1] = offset[1] + scale * tet_r[i][1] ; - local_offset[2] = offset[2] + scale * tet_r[i][2] ; - glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ; - } - } + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" ); + fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE ); } -void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale ) -{ - int i, j ; - - FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" ); - - if ( num_levels == 0 ) - { - glBegin ( GL_TRIANGLES ) ; - - for ( i = 0 ; i < NUM_TETR_FACES ; i++ ) - { - glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ; - for ( j = 0; j < 3; j++ ) - { - double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ; - double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ; - double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ; - glVertex3d ( x, y, z ) ; - } - } +DECLARE_SHAPE_INTERFACE(Tetrahedron) - glEnd () ; - } - else if ( num_levels > 0 ) - { - GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */ - num_levels -- ; - scale /= 2.0 ; - for ( i = 0 ; i < NUM_TETR_FACES ; i++ ) - { - local_offset[0] = offset[0] + scale * tet_r[i][0] ; - local_offset[1] = offset[1] + scale * tet_r[i][1] ; - local_offset[2] = offset[2] + scale * tet_r[i][2] ; - glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ; - } - } -} /*** END OF FILE ***/