X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=ccbe5d7e4d6bc54dc1c1c4e46e6d7d8dc26f35c8;hb=816262dfb4e1a332e54c715768798cf76ec1577e;hp=49164327b39dc66273b1c5c28a33f8bc55112033;hpb=4bccc79f4b895ec88fec28c49471d04a025804fe;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 4916432..ccbe5d7 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -29,142 +29,104 @@ #include "fg_internal.h" /* - * * Need more types of polyhedra? See CPolyhedron in MRPT - * - * TODO BEFORE THE STABLE RELEASE: - * - * See fghTetrahedron - * - * 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: - * - * glutWireSphere() -- looks OK - * glutSolidSphere() -- looks OK - * glutWireCone() -- looks OK - * glutSolidCone() -- looks OK */ -/* General function for drawing geometry. As for all geometry we have no - * redundancy (or hardly any in the case of cones and cylinders) in terms - * of the vertex/normal combinations, we just use glDrawArrays. - * useWireMode controls the drawing of solids (false) or wire frame - * versions (TRUE) of the geometry you pass +#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 + * 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. */ -static void fghDrawGeometry(GLenum vertexMode, GLdouble *vertices, GLdouble *normals, GLboolean *edgeFlags, GLsizei numVertices, GLboolean useWireMode) +static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace) { - if (useWireMode) - { - glPushAttrib(GL_POLYGON_BIT); - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } + int i; + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); - if (1) - { - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_NORMAL_ARRAY); - if (edgeFlags) - glEnableClientState(GL_EDGE_FLAG_ARRAY); - - glVertexPointer(3, GL_DOUBLE, 0, vertices); - glNormalPointer(GL_DOUBLE, 0, normals); - if (edgeFlags) - glEdgeFlagPointer(0,edgeFlags); - glDrawArrays(vertexMode, 0, numVertices); - - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_NORMAL_ARRAY); - if (edgeFlags) - glDisableClientState(GL_EDGE_FLAG_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 0 ) { - GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */ + 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++ ) @@ -536,7 +577,8 @@ static void fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLd /* -- 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 @@ -544,25 +586,21 @@ static void fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLd * 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); @@ -571,25 +609,32 @@ 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; + r0 = 0; r1 = sint2[(stacks>0)?1:0]; glBegin(GL_TRIANGLE_FAN); - glNormal3d(0,0,1); - glVertex3d(0,0,radius); + glNormal3f(0,0,1); + glVertex3f(0,0,radf); 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); + glNormal3f(cost1[j]*r1, sint1[j]*r1, z1 ); + glVertex3f(cost1[j]*r1*radf, sint1[j]*r1*radf, z1*radf); } glEnd(); @@ -710,10 +799,10 @@ void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks) for(j=0; j<=slices; j++) { - glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 ); - glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius); - glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 ); - glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius); + glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 ); + glVertex3d(cost1[j]*r1*radf, sint1[j]*r1*radf, z1*radf); + glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 ); + glVertex3d(cost1[j]*r0*radf, sint1[j]*r0*radf, z0*radf); } glEnd(); @@ -731,8 +820,8 @@ void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks) for (j=0; j<=slices; j++) { - glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 ); - glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius); + glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 ); + glVertex3d(cost1[j]*r0*radf, sint1[j]*r0*radf, z0*radf); } glEnd(); @@ -748,24 +837,24 @@ void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks) /* * Draws a wire sphere */ -void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks) +void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks) { int i,j; /* Adjust z and radius as stacks and slices are drawn. */ - - double r; - double x,y,z; + GLfloat radf = (GLfloat)radius; + GLfloat r; + GLfloat x,y,z; /* Pre-computed circle */ - double *sint1,*cost1; - double *sint2,*cost2; + GLfloat *sint1,*cost1; + GLfloat *sint2,*cost2; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" ); - fghCircleTable(&sint1,&cost1,-slices ); - fghCircleTable(&sint2,&cost2, stacks*2); + fghCircleTable(&sint1,&cost1,-slices,FALSE); + fghCircleTable(&sint2,&cost2, stacks,TRUE); /* Draw a line loop for each stack */ @@ -781,8 +870,8 @@ void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks) x = cost1[j]; y = sint1[j]; - glNormal3d(x,y,z); - glVertex3d(x*r*radius,y*r*radius,z*radius); + glNormal3f(x,y,z); + glVertex3f(x*r*radf,y*r*radf,z*radf); } glEnd(); @@ -800,8 +889,8 @@ void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks) y = sint1[i]*sint2[j]; z = cost2[j]; - glNormal3d(x,y,z); - glVertex3d(x*radius,y*radius,z*radius); + glNormal3f(x,y,z); + glVertex3f(x*radf,y*radf,z*radf); } glEnd(); @@ -818,46 +907,46 @@ void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks) /* * Draws a solid cone */ -void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks ) +void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks ) { int i,j; /* Step in z and radius as stacks are drawn. */ - double z0,z1; - double r0,r1; + GLfloat z0,z1; + GLfloat r0,r1; - const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 ); - const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); /* Scaling factors for vertex normals */ - const double cosn = ( height / sqrt ( height * height + base * base )); - const double sinn = ( base / sqrt ( height * height + base * base )); + const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); + const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); /* Pre-computed circle */ - double *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" ); - fghCircleTable(&sint,&cost,-slices); + fghCircleTable(&sint,&cost,-slices,FALSE); /* Cover the circular base with a triangle fan... */ - z0 = 0.0; + z0 = 0; z1 = zStep; - r0 = base; + r0 = (GLfloat)base; r1 = r0 - rStep; glBegin(GL_TRIANGLE_FAN); - glNormal3d(0.0,0.0,-1.0); - glVertex3d(0.0,0.0, z0 ); + glNormal3f(0,0,-1); + glVertex3f(0,0, z0 ); for (j=0; j<=slices; j++) - glVertex3d(cost[j]*r0, sint[j]*r0, z0); + glVertex3f(cost[j]*r0, sint[j]*r0, z0); glEnd(); @@ -869,9 +958,9 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi for(j=0; j<=slices; j++) { - glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn); - glVertex3d(cost[j]*r0, sint[j]*r0, z0 ); - glVertex3d(cost[j]*r1, sint[j]*r1, z1 ); + glNormal3f(cost[j]*cosn, sint[j]*cosn, sinn); + glVertex3f(cost[j]*r0, sint[j]*r0, z0 ); + glVertex3f(cost[j]*r1, sint[j]*r1, z1 ); } z0 = z1; z1 += zStep; @@ -884,14 +973,14 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi glBegin(GL_TRIANGLES); - glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn); + glNormal3f(cost[0]*sinn, sint[0]*sinn, cosn); for (j=0; j 0 ) ? stacks : 1 ); - const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); + const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 ); /* Scaling factors for vertex normals */ - const double cosn = ( height / sqrt ( height * height + base * base )); - const double sinn = ( base / sqrt ( height * height + base * base )); + const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base )); + const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base )); /* Pre-computed circle */ - double *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" ); - fghCircleTable(&sint,&cost,-slices); + fghCircleTable(&sint,&cost,-slices,FALSE); /* Draw the stacks... */ @@ -938,8 +1027,8 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin for( j=0; j 0 ) ? stacks : 1 ); + GLfloat radf = (GLfloat)radius; + GLfloat z0,z1; + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); /* Pre-computed circle */ - double *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" ); - fghCircleTable(&sint,&cost,-slices); + fghCircleTable(&sint,&cost,-slices,FALSE); /* Cover the base and top */ glBegin(GL_TRIANGLE_FAN); - glNormal3d(0.0, 0.0, -1.0 ); - glVertex3d(0.0, 0.0, 0.0 ); + glNormal3f(0, 0, -1 ); + glVertex3f(0, 0, 0 ); for (j=0; j<=slices; j++) - glVertex3d(cost[j]*radius, sint[j]*radius, 0.0); + glVertex3f(cost[j]*radf, sint[j]*radf, 0); glEnd(); glBegin(GL_TRIANGLE_FAN); - glNormal3d(0.0, 0.0, 1.0 ); - glVertex3d(0.0, 0.0, height); + glNormal3f(0, 0, 1 ); + glVertex3f(0, 0, (GLfloat)height); for (j=slices; j>=0; j--) - glVertex3d(cost[j]*radius, sint[j]*radius, height); + glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height); glEnd(); /* Do the stacks */ - z0 = 0.0; + z0 = 0; z1 = zStep; for (i=1; i<=stacks; i++) { if (i==stacks) - z1 = height; + z1 = (GLfloat)height; glBegin(GL_QUAD_STRIP); for (j=0; j<=slices; j++ ) { - glNormal3d(cost[j], sint[j], 0.0 ); - glVertex3d(cost[j]*radius, sint[j]*radius, z0 ); - glVertex3d(cost[j]*radius, sint[j]*radius, z1 ); + glNormal3f(cost[j], sint[j], 0 ); + glVertex3f(cost[j]*radf, sint[j]*radf, z0 ); + glVertex3f(cost[j]*radf, sint[j]*radf, z1 ); } glEnd(); @@ -1037,36 +1126,36 @@ void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices /* * Draws a wire cylinder */ -void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks) +void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks) { int i,j; /* Step in z and radius as stacks are drawn. */ - - double z = 0.0; - const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 ); + GLfloat radf = (GLfloat)radius; + GLfloat z = 0; + const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 ); /* Pre-computed circle */ - double *sint,*cost; + GLfloat *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" ); - fghCircleTable(&sint,&cost,-slices); + fghCircleTable(&sint,&cost,-slices,FALSE); /* Draw the stacks... */ for (i=0; i<=stacks; i++) { if (i==stacks) - z = height; + z = (GLfloat)height; glBegin(GL_LINE_LOOP); for( j=0; j