}
}
-static void fghGenerateGeometryWithEdgeFlag(int numFaces, int numEdgePerFace, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLboolean *edgeFlags, GLdouble *vertOut, GLdouble *normOut, GLboolean *edgeFlagsOut)
+/* triangle decomposition and associated edgeFlags
+ * be careful to keep winding of all triangles counter-clockwise,
+ * assuming that input has correct winding...
+ */
+static GLubyte vertSamp3[3] = {0,1,2};
+static GLubyte vertSamp4[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
+static GLubyte vertSamp5[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */
+static GLboolean edgeFlag3[3] = {1,1,1}; /* triangles remain triangles, all edges are external */
+static GLboolean edgeFlag4[6] = {1,1,0, 0,1,1};
+static GLboolean edgeFlag5[9] = {1,1,0, 0,0,1, 0,1,1};
+
+static void fghGenerateGeometryWithEdgeFlag(int numFaces, int numEdgePerFaceIn, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut, GLboolean *edgeFlagsOut)
{
- int i,j;
+ int i,j,numEdgePerFaceOut;
+ GLubyte *vertSamps = NULL;
+ GLboolean *edgeFlags = NULL;
+ switch (numEdgePerFaceIn)
+ {
+ case 3:
+ vertSamps = vertSamp3;
+ edgeFlags = edgeFlag3;
+ numEdgePerFaceOut = 3; /* 3 output vertices for each face */
+ break;
+ case 4:
+ vertSamps = vertSamp4;
+ edgeFlags = edgeFlag4;
+ numEdgePerFaceOut = 6; /* 6 output vertices for each face */
+ break;
+ case 5:
+ vertSamps = vertSamp5;
+ edgeFlags = edgeFlag5;
+ numEdgePerFaceOut = 9; /* 9 output vertices for each face */
+ break;
+ }
/*
* Build array with vertices from vertex coordinates and vertex indices
* Do same for normals.
for (i=0; i<numFaces; i++)
{
int normIdx = i*3;
- int faceIdxVertIdx = i*numEdgePerFace; // index to first element of "row" in vertex indices
- for (j=0; j<numEdgePerFace; j++)
+ int faceIdxVertIdx = i*numEdgePerFaceIn; // index to first element of "row" in vertex indices
+ for (j=0; j<numEdgePerFaceOut; j++)
{
- int outIdx = i*numEdgePerFace*3+j*3;
- int vertIdx = vertIndices[faceIdxVertIdx+j]*3;
+ int outIdx = i*numEdgePerFaceOut*3+j*3;
+ int vertIdx = vertIndices[faceIdxVertIdx+vertSamps[j]]*3;
+ printf("%i,",outIdx);
vertOut[outIdx ] = vertices[vertIdx ];
vertOut[outIdx+1] = vertices[vertIdx+1];
normOut[outIdx+2] = normals [normIdx+2];
if (edgeFlagsOut)
- edgeFlagsOut[faceIdxVertIdx+j] = edgeFlags[j];
+ edgeFlagsOut[i*numEdgePerFaceOut+j] = edgeFlags[j];
}
+ printf("\n");
}
+ printf("\n");
}
static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut)
{
- fghGenerateGeometryWithEdgeFlag(numFaces, numEdgePerFace, vertices, vertIndices, normals, NULL, vertOut, normOut, NULL);
+ fghGenerateGeometryWithEdgeFlag(numFaces, numEdgePerFace, vertices, vertIndices, normals, vertOut, normOut, NULL);
}
name##_v, name##_vi, name##_n,\
name##_verts, name##_norms);\
}
-#define DECLARE_SHAPE_CACHE_WITH_EDGE_FLAG(name,nameICaps,nameCaps)\
+#define DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(name,nameICaps,nameCaps)\
static GLboolean name##Cached = FALSE;\
static GLdouble name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
static GLdouble name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
- static GLboolean name##_edgeFlags[nameCaps##_VERT_PER_OBJ];\
+ static GLboolean name##_edgeFlags[nameCaps##_VERT_PER_OBJ_TRI];\
static void fgh##nameICaps##Generate()\
{\
fghGenerateGeometryWithEdgeFlag(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
- name##_v, name##_vi, name##_n, name##_ef,\
+ name##_v, name##_vi, name##_n,\
name##_verts, name##_norms, name##_edgeFlags);\
}
/*
/* -- Cube -- */
#define CUBE_NUM_VERT 8
#define CUBE_NUM_FACES 6
-#define CUBE_NUM_EDGE_PER_FACE 4+2 /* 1.5 is overhead factor when drawing quads as triangles */
-#define CUBE_VERT_PER_OBJ (CUBE_NUM_FACES)*(CUBE_NUM_EDGE_PER_FACE)
-#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ)*3
+#define CUBE_NUM_EDGE_PER_FACE 4
+#define CUBE_VERT_PER_OBJ (CUBE_NUM_FACES*CUBE_NUM_EDGE_PER_FACE)
+#define CUBE_VERT_PER_OBJ_TRI (CUBE_VERT_PER_OBJ+CUBE_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
+#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
static GLdouble cube_v[CUBE_NUM_VERT*3] =
{
/* Vertex indices */
static GLubyte cube_vi[CUBE_VERT_PER_OBJ] =
{
- 0,1,2,0,2,3,
- 0,3,4,0,4,5,
- 0,5,6,0,6,1,
- 1,6,7,1,7,2,
- 7,4,3,7,3,2,
- 4,7,6,4,6,5
-};
-/* edge flags */
-static GLboolean cube_ef[CUBE_NUM_EDGE_PER_FACE] =
-{
- 1,1,0,0,1,1
+ 0,1,2,3,
+ 0,3,4,5,
+ 0,5,6,1,
+ 1,6,7,2,
+ 7,4,3,2,
+ 4,7,6,5
};
-DECLARE_SHAPE_CACHE_WITH_EDGE_FLAG(cube,Cube,CUBE);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE);
/* Icosahedron */
#define ICOSAHEDRON_NUM_VERT 12
#define ICOSAHEDRON_NUM_FACES 20
#define ICOSAHEDRON_NUM_EDGE_PER_FACE 3
-#define ICOSAHEDRON_VERT_PER_OBJ ICOSAHEDRON_NUM_FACES*ICOSAHEDRON_NUM_EDGE_PER_FACE
-#define ICOSAHEDRON_VERT_ELEM_PER_OBJ ICOSAHEDRON_VERT_PER_OBJ*3
+#define ICOSAHEDRON_VERT_PER_OBJ (ICOSAHEDRON_NUM_FACES*ICOSAHEDRON_NUM_EDGE_PER_FACE)
+#define ICOSAHEDRON_VERT_PER_OBJ_TRI ICOSAHEDRON_VERT_PER_OBJ
+#define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
static GLdouble icosahedron_v[ICOSAHEDRON_NUM_VERT*3] =
{
#define OCTAHEDRON_NUM_VERT 6
#define OCTAHEDRON_NUM_FACES 8
#define OCTAHEDRON_NUM_EDGE_PER_FACE 3
-#define OCTAHEDRON_VERT_PER_OBJ OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_EDGE_PER_FACE
-#define OCTAHEDRON_VERT_ELEM_PER_OBJ OCTAHEDRON_VERT_PER_OBJ*3
+#define OCTAHEDRON_VERT_PER_OBJ (OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_EDGE_PER_FACE)
+#define OCTAHEDRON_VERT_PER_OBJ_TRI OCTAHEDRON_VERT_PER_OBJ
+#define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
static GLdouble octahedron_v[OCTAHEDRON_NUM_VERT*3] =
#define RHOMBICDODECAHEDRON_NUM_VERT 14
#define RHOMBICDODECAHEDRON_NUM_FACES 12
#define RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE 4
-#define RHOMBICDODECAHEDRON_VERT_PER_OBJ RHOMBICDODECAHEDRON_NUM_FACES*RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE
-#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ RHOMBICDODECAHEDRON_VERT_PER_OBJ*3
+#define RHOMBICDODECAHEDRON_VERT_PER_OBJ (RHOMBICDODECAHEDRON_NUM_FACES*RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE)
+#define RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI (RHOMBICDODECAHEDRON_VERT_PER_OBJ+RHOMBICDODECAHEDRON_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
+#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
static GLdouble rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
7, 11, 13, 12,
8, 12, 13, 9
};
-DECLARE_SHAPE_CACHE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
/* -- Tetrahedron -- */
/* Magic Numbers: r0 = ( 1, 0, 0 )
#define TETRAHEDRON_NUM_VERT 4
#define TETRAHEDRON_NUM_FACES 4
#define TETRAHEDRON_NUM_EDGE_PER_FACE 3
-#define TETRAHEDRON_VERT_PER_OBJ TETRAHEDRON_NUM_FACES*TETRAHEDRON_NUM_EDGE_PER_FACE
-#define TETRAHEDRON_VERT_ELEM_PER_OBJ TETRAHEDRON_VERT_PER_OBJ*3
+#define TETRAHEDRON_VERT_PER_OBJ (TETRAHEDRON_NUM_FACES*TETRAHEDRON_NUM_EDGE_PER_FACE)
+#define TETRAHEDRON_VERT_PER_OBJ_TRI TETRAHEDRON_VERT_PER_OBJ
+#define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ_TRI*3)
/* Vertex Coordinates */
static GLdouble tetrahedron_v[TETRAHEDRON_NUM_VERT*3] =
fgh##nameICaps##Generate();\
name##Cached = GL_TRUE;\
}\
- fghDrawGeometry(vertexMode,name##_verts,name##_norms,NULL,nameCaps##_VERT_PER_OBJ,useWireMode);\
+ fghDrawGeometry(vertexMode,name##_verts,name##_norms,NULL,nameCaps##_VERT_PER_OBJ_TRI,useWireMode);\
}
static void fghCube( GLdouble dSize, GLboolean useWireMode )
for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
vertices[i] = dSize*cube_verts[i];
- fghDrawGeometry(GL_TRIANGLES,vertices ,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ,useWireMode);
+ fghDrawGeometry(GL_TRIANGLES,vertices ,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,useWireMode);
}
else
- fghDrawGeometry(GL_TRIANGLES,cube_verts,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ,useWireMode);
+ fghDrawGeometry(GL_TRIANGLES,cube_verts,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,useWireMode);
}
DECLARE_INTERNAL_DRAW(GL_TRIANGLES,icosahedron,Icosahedron,ICOSAHEDRON);