From 07fb27edf3f8aa111279c4a9e94b5cf4c2c4f68b Mon Sep 17 00:00:00 2001 From: Sylvain Beucler Date: Sat, 31 Mar 2012 21:24:45 +0000 Subject: [PATCH] fg_geometry: add OpenGL 2.0 version fghDrawGeometryWire/fghDrawGeometrySolid, and a wrapper to go choose 1.1 or 2.0 version. Common code (glDrawElements) is very small and is copy/pasted in both functions. git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@1222 7f0cb862-5218-0410-a997-914c9d46530a --- src/fg_geometry.c | 339 +++++++++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 316 insertions(+), 23 deletions(-) diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 4dbee68..874e9bd 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -27,13 +27,13 @@ #include #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 @@ -43,24 +43,162 @@ * 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= 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; iWindow.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 @@ -69,24 +207,178 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num * - 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 @@ -818,6 +1110,7 @@ static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale } +#ifndef GL_ES_VERSION_2_0 static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode ) { int i,j,idx, nVert; -- 1.7.10.4