#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
* - 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
}
+#ifndef GL_ES_VERSION_2_0
static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;