#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
- GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
- GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
+ int i;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- 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);
- }
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
- 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
- );
- }
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
- 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);
- }
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
}
#endif
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;
/* User requested a 2.0 draw */
fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
else
-#endif
fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
+#endif
}
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;
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- 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);
- }
+ 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);
- 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);
- }
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
}
#endif
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;
fghDrawGeometrySolid20(vertices, normals, vertIdxs,
numVertices, numVertIdxs,
attribute_v_coord, attribute_v_normal);
+#ifndef GL_ES_VERSION_2_0
else
-#endif
fghDrawGeometrySolid11(vertices, normals, vertIdxs,
numVertices, numVertIdxs);
+#endif
}
/* Shape decomposition to triangles