X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=d50c93cd951ed34390a1175c8eaef7e3a745ad11;hb=a0188f0c9f746bbb5859681f14eae9654be8c04d;hp=a40ec7beec78008549d019467d14f3cf621814d5;hpb=94b0f8e8b9577de862e420b69548351a223693a7;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index a40ec7b..d50c93c 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; @@ -60,6 +64,88 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } +#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, vbo_normals; + 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 * @@ -69,8 +155,11 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some * vertex+normal pairs are reused, so use vertex indices. */ -static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, - GLsizei numVertices, GLsizei numVertIdxs) + +/* 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); @@ -85,8 +174,99 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *v 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, vbo_normals, ibo_elements; + + 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 naturally @@ -616,8 +796,13 @@ static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GL for (i=1; i 65535) + fgWarning("fghSphere: too many slices or stacks requested, indices will wrap"); + /* Generate vertices and normals */ fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert); @@ -832,19 +1021,19 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW if (useWireMode) { - GLuint *sliceIdx, *stackIdx; + 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(GLuint)); - stackIdx = malloc(slices*(stacks-1)*sizeof(GLuint)); + 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