X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=a19e41d287e2850388ab7a404f1fcc265a2a3904;hb=12cda72ce5d2c2ee7c6aea68c68eee5baf946fb2;hp=427a099bcb8ea349f6788de4d16df9dbf435cd39;hpb=bc861a62269504a0f7001548d33626be17b77339;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 427a099..a19e41d 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -34,6 +34,16 @@ * Need more types of polyhedra? See CPolyhedron in MRPT */ +/* VC++6 in C mode doesn't have C99's sinf/cos/sqrtf */ +#ifndef HAVE_SINF +#define sinf(x) (float)sin((double)(x)) +#endif +#ifndef HAVE_COSF +#define cosf(x) (float)cos((double)(x)) +#endif +#ifndef HAVE_SQRTF +#define sqrtf(x) (float)sqrt((double)(x)) +#endif /* General functions for drawing geometry * Solids are drawn by glDrawArrays if composed of triangles, or by @@ -47,7 +57,10 @@ /* Version for OpenGL (ES) 1.1 */ #ifndef GL_ES_VERSION_2_0 -static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace) +static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, + GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode, + GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2 + ) { int i; @@ -57,9 +70,18 @@ static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei n 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) +static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices, + GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode, + GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2, + GLint attribute_v_coord, GLint attribute_v_normal + ) { - GLuint vbo_coords, vbo_normals; - GLuint numVertices = numFaces * numEdgePerFace; - + GLuint vbo_coords = 0, vbo_normals = 0, + ibo_elements = 0, ibo_elements2 = 0; + GLsizei numVertIdxs = numParts * numVertPerPart; + GLsizei numVertIdxs2 = numParts2 * numVertPerPart2; + 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); + 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); + 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); + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0); + } + + if (vertIdxs2 != NULL) { + fghGenBuffers(1, &ibo_elements2); + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements2); + fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs2 * sizeof(vertIdxs2[0]), + vertIdxs2, FGH_STATIC_DRAW); + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0); + } + 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 + 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 */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); } 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 + 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 */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); } + if (!vertIdxs) { + /* Draw per face (TODO: could use glMultiDrawArrays if available) */ + for (i=0; i= numParts2) + t2 = 0; + 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, numVertices, + vertIdxs, numParts, numVertPerPart, vertexMode, + vertIdxs2, numParts2, numVertPerPart2, + attribute_v_coord, attribute_v_normal); #ifndef GL_ES_VERSION_2_0 else - fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace); + fghDrawGeometryWire11(vertices, normals, + vertIdxs, numParts, numVertPerPart, vertexMode, + vertIdxs2, numParts2, numVertPerPart2); #endif } @@ -159,9 +236,11 @@ 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) +static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs, + GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart) { + int i; + glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); @@ -170,7 +249,11 @@ static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte if (vertIdxs == NULL) glDrawArrays(GL_TRIANGLES, 0, numVertices); else - glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs); + if (numParts>1) + for (i=0; i= 2.0 */ -static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, - GLsizei numVertices, GLsizei numVertIdxs, - GLint attribute_v_coord, GLint attribute_v_normal) +static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs, + GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart, + 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; + GLsizei numVertIdxs = numParts * numVertIdxsPerPart; + 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); - } + fghGenBuffers(1, &vbo_coords); + fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords); + fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]), + vertices, FGH_STATIC_DRAW); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); + } 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); + fghGenBuffers(1, &vbo_normals); + fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals); + fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]), + normals, FGH_STATIC_DRAW); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); } 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); + fghGenBuffers(1, &ibo_elements); + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements); + fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]), + vertIdxs, FGH_STATIC_DRAW); + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, 0); } 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 + 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 */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); }; 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 + 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 */ ); + fghBindBuffer(FGH_ARRAY_BUFFER, 0); }; if (vertIdxs == NULL) { - glDrawArrays(GL_TRIANGLES, 0, numVertices); + glDrawArrays(GL_TRIANGLES, 0, numVertices); } else { - fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements); - glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0); + fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements); + if (numParts>1) { + 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 */ - fghDrawGeometrySolid20(vertices, normals, vertIdxs, - numVertices, numVertIdxs, - attribute_v_coord, attribute_v_normal); + fghDrawGeometrySolid20(vertices, normals, vertIdxs, + numVertices, numParts, numVertIdxsPerPart, + attribute_v_coord, attribute_v_normal); #ifndef GL_ES_VERSION_2_0 else - fghDrawGeometrySolid11(vertices, normals, vertIdxs, - numVertices, numVertIdxs); + fghDrawGeometrySolid11(vertices, normals, vertIdxs, + numVertices, numParts, numVertIdxsPerPart); #endif } @@ -279,7 +378,7 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *v 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) +static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLushort *vertIdxOut) { int i,j,numEdgeIdxPerFace; GLubyte *vertSamps = NULL; @@ -305,7 +404,7 @@ 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); @@ -841,7 +942,7 @@ static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloa /* 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)) + if (!(*vertices) || !(*normals)) { free(*vertices); free(*normals); @@ -890,6 +991,258 @@ 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 */ + const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); + const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); + + + + /* 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("fghGenerateTorus: too many slices or stacks requested, indices will wrap"); + + /* precompute values on unit circle */ + fghCircleTable(&spsi,&cpsi, nRings,FALSE); + fghCircleTable(&sphi,&cphi,-nSides,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 fghGenerateTorus"); + } + + 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); @@ -1025,17 +1378,11 @@ 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 0 ) ? stacks : 1 ); - const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); + /* Allocate buffers for indices, bail out if memory allocation fails */ + stripIdx = malloc((slices+1)*2*(stacks+1)*sizeof(GLushort)); /*stacks +1 because of closing off bottom */ + if (!(stripIdx)) + { + free(stripIdx); + fgError("Failed to allocate memory in fghCone"); + } - /* Scaling factors for vertex normals */ + /* top stack */ + for (j=0, idx=0; j 0 ) ? stacks : 1 ); - const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); + /* Generate vertices and normals */ + fghGenerateTorus((GLfloat)dInnerRadius,(GLfloat)dOuterRadius,nSides,nRings, &vertices,&normals,&nVert); - /* Scaling factors for vertex normals */ + if (nVert==0) + /* nothing to draw */ + return; - const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); - const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); + if (useWireMode) + { + GLushort *sideIdx, *ringIdx; + /* First, generate vertex index arrays for drawing with glDrawElements + * We have a bunch of line_loops to draw each side, and a + * bunch for each ring. + */ - /* Pre-computed circle */ + ringIdx = malloc(nRings*nSides*sizeof(GLushort)); + sideIdx = malloc(nSides*nRings*sizeof(GLushort)); + if (!(ringIdx) || !(sideIdx)) + { + free(ringIdx); + free(sideIdx); + fgError("Failed to allocate memory in fghTorus"); + } - GLfloat *sint,*cost; + /* generate for each ring */ + 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(); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" ); - 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(); + fghSphere( radius, slices, stacks, TRUE ); + +} - /* Do the stacks */ +/* + * Draws a solid cone + */ +void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks ) +{ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" ); - z0 = 0; - z1 = zStep; + fghCone( base, height, slices, stacks, FALSE ); +} - for (i=1; i<=stacks; i++) - { - if (i==stacks) - z1 = (GLfloat)height; +/* + * Draws a wire cone + */ +void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks) +{ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" ); - 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(); + fghCone( base, height, slices, stacks, TRUE ); +} - z0 = z1; z1 += zStep; - } - /* Release sin and cos tables */ +/* + * Draws a solid cylinder + */ +void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks) +{ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" ); - free(sint); - free(cost); + fghCylinder( radius, height, slices, stacks, FALSE ); } /* @@ -1383,58 +1868,9 @@ 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