fg_geometry: add OpenGL 2.0 version fghDrawGeometryWire/fghDrawGeometrySolid, and...
authorSylvain Beucler <beuc@beuc.net>
Sat, 31 Mar 2012 21:24:45 +0000 (21:24 +0000)
committerSylvain Beucler <beuc@beuc.net>
Sat, 31 Mar 2012 21:24:45 +0000 (21:24 +0000)
git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@1222 7f0cb862-5218-0410-a997-914c9d46530a

src/fg_geometry.c

index 4dbee68..874e9bd 100644 (file)
 
 #include <GL/freeglut.h>
 #include "fg_internal.h"
+#include "fg_gl2.h"
 
 /*
  * 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
  * 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;
+    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)) {
+       GLuint vbo_coords, vbo_normals;
+       GLuint numVertices = numFaces * numEdgePerFace;
+       
+       
+       if (numVertices > 0 && attribute_v_coord != -1) {
+           fghGenBuffers(1, &vbo_coords);
+           fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
+           fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+                         vertices, GL_STATIC_DRAW);
+       }
+       
+       if (numVertices > 0 && attribute_v_normal != -1) {
+           fghGenBuffers(1, &vbo_normals);
+           fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
+           fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+                         normals, GL_STATIC_DRAW);
+       }
+
+        if (vbo_coords) {
+            fghEnableVertexAttribArray(attribute_v_coord);
+            fghBindBuffer(GL_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(GL_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
+            );
+       }
+    
+    
+       int i;
+    
+       /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+       for (i=0; i<numFaces; i++)
+           glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+       
+       
+       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);
+    }
+}
+#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;
+    
+    if (numVertices > 0 && attribute_v_coord != -1) {
+           fghGenBuffers(1, &vbo_coords);
+           fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
+           fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+                         vertices, GL_STATIC_DRAW);
+    }
+    
+    if (numVertices > 0 && attribute_v_normal != -1) {
+       fghGenBuffers(1, &vbo_normals);
+       fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
+       fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+                     normals, GL_STATIC_DRAW);
+    }
     
-    glEnableClientState(GL_VERTEX_ARRAY);
-    glEnableClientState(GL_NORMAL_ARRAY);
+    if (vbo_coords) {
+        fghEnableVertexAttribArray(attribute_v_coord);
+        fghBindBuffer(GL_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(GL_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
+        );
+    }
 
-    glVertexPointer(3, GL_FLOAT, 0, vertices);
-    glNormalPointer(GL_FLOAT, 0, normals);
 
+    int i;
+    
     /* Draw per face (TODO: could use glMultiDrawArrays if available) */
     for (i=0; i<numFaces; i++)
-        glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+       glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
+    
+    
+    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);
+}
 
-    glDisableClientState(GL_VERTEX_ARRAY);
-    glDisableClientState(GL_NORMAL_ARRAY);
+static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
+{
+#ifndef GL_ES_VERSION_2_0
+    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 */
+       fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
+                             attribute_v_coord, attribute_v_normal);
+    else
+#endif
+       fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
 }
 
+
 /* Draw the geometric shape with filled triangles
  *
  * - If the shape is naturally triangulated (numEdgePerFace==3), each
@@ -69,24 +207,178 @@ 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)
-{
-    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);
+/* 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)
+{
+    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)) {
+       GLuint vbo_coords, vbo_normals, ibo_elements;
+
+       if (numVertices > 0 && attribute_v_coord != -1) {
+           fghGenBuffers(1, &vbo_coords);
+           fghBindBuffer(GL_ARRAY_BUFFER, vbo_coords);
+           fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+                         vertices, GL_STATIC_DRAW);
+       }
+       
+       if (numVertices > 0 && attribute_v_normal != -1) {
+           fghGenBuffers(1, &vbo_normals);
+           fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
+           fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+                         normals, GL_STATIC_DRAW);
+       }
+       
+       if (vertIdxs != NULL) {
+           fghGenBuffers(1, &ibo_elements);
+           fghBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
+           fghBufferData(GL_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
+                         vertIdxs, GL_STATIC_DRAW);
+       }
+       
+        if (vbo_coords) {
+            fghEnableVertexAttribArray(attribute_v_coord);
+            fghBindBuffer(GL_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(GL_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(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
+            glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+        }
 
-    glDisableClientState(GL_VERTEX_ARRAY);
-    glDisableClientState(GL_NORMAL_ARRAY);
+        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);
+    }
 }
+#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(GL_ARRAY_BUFFER, vbo_coords);
+       fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+                     vertices, GL_STATIC_DRAW);
+       }
+    
+    if (numVertices > 0 && attribute_v_normal != -1) {
+       fghGenBuffers(1, &vbo_normals);
+       fghBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
+       fghBufferData(GL_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+                     normals, GL_STATIC_DRAW);
+    }
+    
+    if (vertIdxs != NULL) {
+       fghGenBuffers(1, &ibo_elements);
+       fghBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_elements);
+       fghBufferData(GL_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
+                     vertIdxs, GL_STATIC_DRAW);
+    }
+    
+    if (vbo_coords) {
+       fghEnableVertexAttribArray(attribute_v_coord);
+       fghBindBuffer(GL_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(GL_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(GL_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)
+{
+#ifndef GL_ES_VERSION_2_0
+    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);
+    else
+#endif
+       fghDrawGeometrySolid11(vertices, normals, vertIdxs,
+                              numVertices, numVertIdxs);
+}
 
 /* Shape decomposition to triangles
  * We'll use glDrawElements to draw all shapes that are not naturally
@@ -818,6 +1110,7 @@ static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale
 }
 
 
+#ifndef GL_ES_VERSION_2_0
 static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
 {
     int i,j,idx, nVert;