Wire Torus now ported

solid torus now as triangle strips, but still need to finish port


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1267 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
dcnieho 2012-04-28 13:29:49 +00:00
parent fe89b94fc4
commit 21268d0831

View File

@ -1296,7 +1296,7 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW
{
free(stackIdx);
free(sliceIdx);
fgError("Failed to allocate memory in fghGenerateSphere");
fgError("Failed to allocate memory in fghSphere");
}
/* generate for each stack */
@ -1356,7 +1356,7 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW
if (!(stripIdx))
{
free(stripIdx);
fgError("Failed to allocate memory in fghGenerateSphere");
fgError("Failed to allocate memory in fghSphere");
}
/* top stack */
@ -1443,7 +1443,7 @@ static void fghCone( double base, double height, GLint slices, GLint stacks, GLb
{
free(stackIdx);
free(sliceIdx);
fgError("Failed to allocate memory in fghGenerateCone");
fgError("Failed to allocate memory in fghCone");
}
/* generate for each stack */
@ -1498,7 +1498,7 @@ static void fghCone( double base, double height, GLint slices, GLint stacks, GLb
if (!(stripIdx))
{
free(stripIdx);
fgError("Failed to allocate memory in fghGenerateCone");
fgError("Failed to allocate memory in fghCone");
}
/* top stack */
@ -1574,7 +1574,7 @@ static void fghCylinder( double radius, double height, GLint slices, GLint stack
{
free(stackIdx);
free(sliceIdx);
fgError("Failed to allocate memory in fghGenerateCylinder");
fgError("Failed to allocate memory in fghCylinder");
}
/* generate for each stack */
@ -1629,7 +1629,7 @@ static void fghCylinder( double radius, double height, GLint slices, GLint stack
if (!(stripIdx))
{
free(stripIdx);
fgError("Failed to allocate memory in fghGenerateCylinder");
fgError("Failed to allocate memory in fghCylinder");
}
/* top stack */
@ -1688,6 +1688,104 @@ static void fghCylinder( double radius, double height, GLint slices, GLint stack
free(normals);
}
static void fghTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
/* Generate vertices and normals */
fghGenerateTorus((GLfloat)dInnerRadius,(GLfloat)dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
return;
if (useWireMode)
{
GLushort *sideIdx, *ringIdx;
/* First, generate vertex index arrays for drawing with glDrawElements
* We have a bunch of line_loops to draw each side, and a
* bunch for each ring.
*/
ringIdx = malloc(nRings*nSides*sizeof(GLushort));
sideIdx = malloc(nSides*nRings*sizeof(GLushort));
if (!(ringIdx) || !(sideIdx))
{
free(ringIdx);
free(sideIdx);
fgError("Failed to allocate memory in fghTorus");
}
/* generate for each ring */
for( j=0,idx=0; j<nRings; j++ )
for( i=0; i<nSides; i++, idx++ )
ringIdx[idx] = j * nSides + i;
/* generate for each side */
for( i=0,idx=0; i<nSides; i++ )
for( j=0; j<nRings; j++, idx++ )
sideIdx[idx] = j * nSides + i;
/* draw */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
/*draw rings*/
for( i=0; i<nSides; i++ )
glDrawElements(GL_LINE_LOOP,nRings,GL_UNSIGNED_SHORT,ringIdx+i*nRings);
/*draw sides*/
for (i=0; i<nRings; i++)
glDrawElements(GL_LINE_LOOP,nSides,GL_UNSIGNED_SHORT,sideIdx+i*nSides);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
/* cleanup allocated memory */
free(sideIdx);
free(ringIdx);
}
else
{
/* clearly, this branch is TODO */
/* First, generate vertex index arrays for drawing with glDrawElements
* All stacks, including top and bottom are covered with a triangle
* strip.
*/
GLushort *stripIdx;
/* Allocate buffers for indices, bail out if memory allocation fails */
//stripIdx = malloc((slices+1)*2*(stacks+2)*sizeof(GLushort));
if (!(stripIdx))
{
free(stripIdx);
fgError("Failed to allocate memory in fghTorus");
}
/* draw */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
/*draw stacks*/
//for (i=0; i<stacks+2; i++)
// glDrawElements(GL_TRIANGLE_STRIP,(slices+1)*2,GL_UNSIGNED_SHORT,stripIdx+i*(slices+1)*2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
/* cleanup allocated memory */
free(stripIdx);
}
/* cleanup allocated memory */
free(vertices);
free(normals);
}
/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
@ -1761,47 +1859,9 @@ void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLi
*/
void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
GLfloat *vertex, *normal;
int i, j, nVert;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
fghGenerateTorus(
dInnerRadius, dOuterRadius, nSides, nRings, /* input */
&vertex, &normal, &nVert /* output */
);
for( i=0; i<nSides; i++ )
{
glBegin( GL_LINE_LOOP );
for( j=0; j<nRings; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
glNormal3fv( normal + offset );
glVertex3fv( vertex + offset );
}
glEnd();
}
for( j=0; j<nRings; j++ )
{
glBegin(GL_LINE_LOOP);
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
glNormal3fv( normal + offset );
glVertex3fv( vertex + offset );
}
glEnd();
}
free ( vertex ) ;
free ( normal ) ;
fghTorus(dInnerRadius, dOuterRadius, nSides, nRings, TRUE);
}
/*
@ -1821,12 +1881,12 @@ void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint
);
glBegin( GL_QUADS );
for( i=0; i<nSides; i++ )
{
int ioff = 3;
if (i==nSides-1)
ioff = -i*3;
glBegin( GL_TRIANGLE_STRIP );
for( j=0; j<nRings; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
@ -1836,14 +1896,14 @@ void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint
glVertex3fv( vertex + offset + ioff );
offset = 3 * ( ((j+1)%nRings) * nSides + i) ;
glNormal3fv( normal + offset + ioff );
glVertex3fv( vertex + offset + ioff );
glNormal3fv( normal + offset );
glVertex3fv( vertex + offset );
glNormal3fv( normal + offset + ioff );
glVertex3fv( vertex + offset + ioff );
}
glEnd();
}
glEnd();
free ( vertex ) ;
free ( normal ) ;