/* 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)
+ GLint attribute_v_coord, GLint attribute_v_normal)
{
GLuint vbo_coords, vbo_normals;
GLuint numVertices = numFaces * numEdgePerFace;
int i;
if (numVertices > 0 && attribute_v_coord != -1) {
- fghGenBuffers(1, &vbo_coords);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
- fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, FGH_STATIC_DRAW);
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
}
if (numVertices > 0 && attribute_v_normal != -1) {
- fghGenBuffers(1, &vbo_normals);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
- fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, FGH_STATIC_DRAW);
+ fghGenBuffers(1, &vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
}
if (vbo_coords) {
/* 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);
+ fghDisableVertexAttribArray(attribute_v_coord);
if (vbo_normals != 0)
- fghDisableVertexAttribArray(attribute_v_normal);
+ fghDisableVertexAttribArray(attribute_v_normal);
if (vbo_coords != 0)
- fghDeleteBuffers(1, &vbo_coords);
+ fghDeleteBuffers(1, &vbo_coords);
if (vbo_normals != 0)
- fghDeleteBuffers(1, &vbo_normals);
+ fghDeleteBuffers(1, &vbo_normals);
}
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
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);
+ fghDrawGeometryWire20(vertices, normals, numFaces, numEdgePerFace,
+ attribute_v_coord, attribute_v_normal);
#ifndef GL_ES_VERSION_2_0
else
- fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
+ fghDrawGeometryWire11(vertices, normals, numFaces, numEdgePerFace);
#endif
}
/* 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)
+ GLsizei numVertices, GLsizei numVertIdxs)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
/* 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)
+ 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(FGH_ARRAY_BUFFER, vbo_coords);
- fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
- vertices, FGH_STATIC_DRAW);
- }
+ fghGenBuffers(1, &vbo_coords);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(vertices[0]),
+ vertices, FGH_STATIC_DRAW);
+ }
if (numVertices > 0 && attribute_v_normal != -1) {
- fghGenBuffers(1, &vbo_normals);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
- fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
- normals, FGH_STATIC_DRAW);
+ fghGenBuffers(1, &vbo_normals);
+ fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
+ fghBufferData(FGH_ARRAY_BUFFER, numVertices * 3 * sizeof(normals[0]),
+ normals, FGH_STATIC_DRAW);
}
if (vertIdxs != NULL) {
- fghGenBuffers(1, &ibo_elements);
- fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
- fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
- vertIdxs, FGH_STATIC_DRAW);
+ fghGenBuffers(1, &ibo_elements);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ fghBufferData(FGH_ELEMENT_ARRAY_BUFFER, numVertIdxs * sizeof(vertIdxs[0]),
+ vertIdxs, FGH_STATIC_DRAW);
}
if (vbo_coords) {
- fghEnableVertexAttribArray(attribute_v_coord);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
- fghVertexAttribPointer(
+ fghEnableVertexAttribArray(attribute_v_coord);
+ fghBindBuffer(FGH_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
};
if (vbo_normals) {
- fghEnableVertexAttribArray(attribute_v_normal);
- fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals);
- fghVertexAttribPointer(
+ fghEnableVertexAttribArray(attribute_v_normal);
+ fghBindBuffer(FGH_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
};
if (vertIdxs == NULL) {
- glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
} else {
- fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
- glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
+ fghBindBuffer(FGH_ELEMENT_ARRAY_BUFFER, ibo_elements);
+ glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, 0);
}
if (vbo_coords != 0)
- fghDisableVertexAttribArray(attribute_v_coord);
+ fghDisableVertexAttribArray(attribute_v_coord);
if (vbo_normals != 0)
- fghDisableVertexAttribArray(attribute_v_normal);
+ fghDisableVertexAttribArray(attribute_v_normal);
if (vbo_coords != 0)
- fghDeleteBuffers(1, &vbo_coords);
+ fghDeleteBuffers(1, &vbo_coords);
if (vbo_normals != 0)
- fghDeleteBuffers(1, &vbo_normals);
+ fghDeleteBuffers(1, &vbo_normals);
if (ibo_elements != 0)
- fghDeleteBuffers(1, &ibo_elements);
+ fghDeleteBuffers(1, &ibo_elements);
}
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
- GLsizei numVertices, GLsizei numVertIdxs)
+ 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))
/* User requested a 2.0 draw */
- fghDrawGeometrySolid20(vertices, normals, vertIdxs,
- numVertices, numVertIdxs,
- attribute_v_coord, attribute_v_normal);
+ fghDrawGeometrySolid20(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs,
+ attribute_v_coord, attribute_v_normal);
#ifndef GL_ES_VERSION_2_0
else
- fghDrawGeometrySolid11(vertices, normals, vertIdxs,
- numVertices, numVertIdxs);
+ fghDrawGeometrySolid11(vertices, normals, vertIdxs,
+ numVertices, numVertIdxs);
#endif
}
if (useWireMode)
fghDrawGeometryWire (vertices, cube_norms,
- CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE);
+ CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE);
else
fghDrawGeometrySolid(vertices, cube_norms, cube_vertIdxs,
- CUBE_VERT_PER_OBJ, CUBE_VERT_PER_OBJ_TRI);
+ CUBE_VERT_PER_OBJ, CUBE_VERT_PER_OBJ_TRI);
if (dSize!=1.f)
/* cleanup allocated memory */
GLfloat *vertices, *normals;
if (slices * stacks > 65535)
- fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
+ fgWarning("fghSphere: too many slices or stacks requested, indices will wrap");
/* Generate vertices and normals */
fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);