/*
* TODO BEFORE THE STABLE RELEASE:
*
+ * See fghTetrahedron
+ *
* Following functions have been contributed by Andreas Umbach.
*
* glutWireCube() -- looks OK
*/
-/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
-
/*
- * Draws a wireframed cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
+ * General function for drawing geometry. As for all geometry we have no
+ * redundancy (or hardly any in the case of cones and cylinders) in terms
+ * of the vertex/normal combinations, we just use glDrawArrays.
+ * useWireMode controls the drawing of solids (false) or wire frame
+ * versions (TRUE) of the geometry you pass
*/
-void FGAPIENTRY glutWireCube( GLdouble dSize )
+static void fghDrawGeometry(GLenum vertexMode, double* vertices, double* normals, GLsizei numVertices, GLboolean useWireMode)
{
- double size = dSize * 0.5;
+ if (useWireMode)
+ {
+ glPushAttrib(GL_POLYGON_BIT);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ }
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
-# define V(a,b,c) glVertex3d( a size, b size, c size );
-# define N(a,b,c) glNormal3d( a, b, c );
+ glVertexPointer(3, GL_DOUBLE, 0, vertices);
+ glNormalPointer(GL_DOUBLE, 0, normals);
+ glDrawArrays(vertexMode,0,numVertices);
- /* PWO: I dared to convert the code to use macros... */
- glBegin( GL_LINE_LOOP ); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd();
- glBegin( GL_LINE_LOOP ); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
-# undef V
-# undef N
+ if (useWireMode)
+ {
+ glPopAttrib();
+ }
}
-/*
- * Draws a solid cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
- */
-void FGAPIENTRY glutSolidCube( GLdouble dSize )
-{
- double size = dSize * 0.5;
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
+/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
+/* -- first the cachable ones -- */
-# define V(a,b,c) glVertex3d( a size, b size, c size );
-# define N(a,b,c) glNormal3d( a, b, c );
+/* Magic Numbers: r0 = ( 1, 0, 0 )
+ * r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
+ * r2 = ( -1/3, - sqrt(2) / 3, sqrt(6) / 3 )
+ * r3 = ( -1/3, - sqrt(2) / 3, -sqrt(6) / 3 )
+ * |r0| = |r1| = |r2| = |r3| = 1
+ * Distance between any two points is 2 sqrt(6) / 3
+ *
+ * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
+*/
- /* PWO: Again, I dared to convert the code to use macros... */
- glBegin( GL_QUADS );
- N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);
- N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);
- N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);
- N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);
- N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);
- N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-);
- glEnd();
+/* -- TetraHedron -- */
+#define TETR_NUM_FACES 4
+#define TETR_NUM_VERT_PER_FACE 3
-# undef V
-# undef N
+/* Vertex Coordinates */
+static GLdouble tet_r[TETR_NUM_FACES][TETR_NUM_VERT_PER_FACE] =
+{
+ { 1.0, 0.0, 0.0 },
+ { -0.333333333333, 0.942809041582, 0.0 },
+ { -0.333333333333, -0.471404520791, 0.816496580928 },
+ { -0.333333333333, -0.471404520791, -0.816496580928 }
+};
+
+/* Vertex indices */
+static GLubyte tet_i[TETR_NUM_FACES][TETR_NUM_VERT_PER_FACE] =
+{
+ { 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }
+};
+/* Normal indices */
+static GLubyte tet_n[TETR_NUM_FACES] =
+{
+ 0, 1, 2, 3
+};
+
+/* Cache of input to glDrawArrays */
+static GLboolean tetrCached = FALSE;
+static double tetr_verts[TETR_NUM_FACES * TETR_NUM_VERT_PER_FACE * 3];
+static double tetr_norms[TETR_NUM_FACES * TETR_NUM_VERT_PER_FACE * 3];
+
+static void fghTetrahedronCache()
+{
+ int p,q;
+ /*
+ * Build array with vertices from vertex coordinates and vertex indices
+ * Do same for normals.
+ * Need to do this because of different normals at shared vertices
+ * (and because normals' coordinates need to be negated).
+ */
+ for (p=0; p<TETR_NUM_FACES; p++)
+ {
+ for (q=0; q<TETR_NUM_VERT_PER_FACE; q++)
+ {
+ int idx = p*TETR_NUM_VERT_PER_FACE*3+q*3;
+ tetr_verts[idx ] = tet_r[tet_i[p][q]][0];
+ tetr_verts[idx+1] = tet_r[tet_i[p][q]][1];
+ tetr_verts[idx+2] = tet_r[tet_i[p][q]][2];
+
+ tetr_norms[idx ] = -tet_r[tet_n[p]][0];
+ tetr_norms[idx+1] = -tet_r[tet_n[p]][1];
+ tetr_norms[idx+2] = -tet_r[tet_n[p]][2];
+ }
+ }
}
+/* -- Now the various shapes involving circles -- */
/*
* Compute lookup table of cos and sin values forming a cirle
*
* The last entry is exactly the same as the first
* The sign of n can be flipped to get the reverse loop
*/
-
static void fghCircleTable(double **sint,double **cost,const int n)
{
int i;
(*cost)[size] = (*cost)[0];
}
+
+/* -- INTERNAL DRAWING functions to avoid code duplication ------------- */
+
+static void fghTetrahedron( GLboolean useWireMode )
+{
+ if (!tetrCached)
+ fghTetrahedronCache();
+
+ fghDrawGeometry(GL_TRIANGLES,tetr_verts,tetr_norms,TETR_NUM_FACES*TETR_NUM_VERT_PER_FACE,useWireMode);
+}
+
+
+/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
+
+/*
+ * Draws a wireframed cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
+ */
+void FGAPIENTRY glutWireCube( GLdouble dSize )
+{
+ double size = dSize * 0.5;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
+
+# define V(a,b,c) glVertex3d( a size, b size, c size );
+# define N(a,b,c) glNormal3d( a, b, c );
+
+ /* PWO: I dared to convert the code to use macros... */
+ glBegin( GL_LINE_LOOP ); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd();
+ glBegin( GL_LINE_LOOP ); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd();
+ glBegin( GL_LINE_LOOP ); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd();
+ glBegin( GL_LINE_LOOP ); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd();
+ glBegin( GL_LINE_LOOP ); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd();
+ glBegin( GL_LINE_LOOP ); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();
+
+# undef V
+# undef N
+}
+
+/*
+ * Draws a solid cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
+ */
+void FGAPIENTRY glutSolidCube( GLdouble dSize )
+{
+ double size = dSize * 0.5;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
+
+# define V(a,b,c) glVertex3d( a size, b size, c size );
+# define N(a,b,c) glNormal3d( a, b, c );
+
+ /* PWO: Again, I dared to convert the code to use macros... */
+ glBegin( GL_QUADS );
+ N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);
+ N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);
+ N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);
+ N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);
+ N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);
+ N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-);
+ glEnd();
+
+# undef V
+# undef N
+}
+
+
/*
* Draws a solid sphere
*/
#undef RADIUS
}
-/* Magic Numbers: r0 = ( 1, 0, 0 )
- * r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
- * r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 )
- * r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 )
- * |r0| = |r1| = |r2| = |r3| = 1
- * Distance between any two points is 2 sqrt(6) / 3
- *
- * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
- */
-
-#define NUM_TETR_FACES 4
-
-static GLdouble tet_r[4][3] = { { 1.0, 0.0, 0.0 },
- { -0.333333333333, 0.942809041582, 0.0 },
- { -0.333333333333, -0.471404520791, 0.816496580928 },
- { -0.333333333333, -0.471404520791, -0.816496580928 } } ;
-
-static GLint tet_i[4][3] = /* Vertex indices */
-{
- { 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }
-} ;
-
-/*
- *
- */
-void FGAPIENTRY glutWireTetrahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTetrahedron" );
-
- glBegin( GL_LINE_LOOP ) ;
- glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
- glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
- glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
- glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
- glEnd() ;
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidTetrahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTetrahedron" );
-
- glBegin( GL_TRIANGLES ) ;
- glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
- glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
- glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
- glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
- glEnd() ;
-}
-
/*
*
*/
if ( num_levels == 0 )
{
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
{
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
num_levels -- ;
scale /= 2.0 ;
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
{
local_offset[0] = offset[0] + scale * tet_r[i][0] ;
local_offset[1] = offset[1] + scale * tet_r[i][1] ;
{
glBegin ( GL_TRIANGLES ) ;
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
{
glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
for ( j = 0; j < 3; j++ )
GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
num_levels -- ;
scale /= 2.0 ;
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
{
local_offset[0] = offset[0] + scale * tet_r[i][0] ;
local_offset[1] = offset[1] + scale * tet_r[i][1] ;
}
}
+
+
+/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
+
+
+void FGAPIENTRY glutWireTetrahedron( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTetrahedron" );
+
+ fghTetrahedron( TRUE );
+}
+void FGAPIENTRY glutSolidTetrahedron( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTetrahedron" );
+
+ fghTetrahedron( FALSE );
+}
+
+
/*** END OF FILE ***/