glutCones now refreshed too

little edits on glutSphere too, nothign affecting functionality


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1257 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
dcnieho 2012-04-21 18:05:56 +00:00
parent c0fceb37bb
commit 49922f9a8a

View File

@ -894,6 +894,88 @@ static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloa
free(sint2);
free(cost2);
}
void fghGenerateCone(
GLfloat base, GLfloat height, GLint slices, GLint stacks, /* input */
GLfloat **vertices, GLfloat **normals, int* nVert /* output */
)
{
int i,j;
int idx = 0; /* idx into vertex/normal buffer */
/* Pre-computed circle */
GLfloat *sint,*cost;
/* Step in z and radius as stacks are drawn. */
GLfloat z = 0;
GLfloat r = (GLfloat)base;
const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
#ifdef __cplusplus
const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
#else
const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
#endif /* __cplusplus */
/* number of unique vertices */
if (slices==0 || stacks<1)
{
/* nothing to generate */
*nVert = 0;
return;
}
*nVert = slices*(stacks+1)+1;
/* Pre-computed circle */
fghCircleTable(&sint,&cost,-slices,FALSE);
/* Allocate vertex and normal buffers, bail out if memory allocation fails */
*vertices = malloc((*nVert)*3*sizeof(GLfloat));
*normals = malloc((*nVert)*3*sizeof(GLfloat));
if (!(vertices) || !(normals))
{
free(*vertices);
free(*normals);
fgError("Failed to allocate memory in fghGenerateSphere");
}
/* bottom */
(*vertices)[0] = 0.f;
(*vertices)[1] = 0.f;
(*vertices)[2] = z;
(*normals )[0] = 0.f;
(*normals )[1] = 0.f;
(*normals )[2] = -1.f;
idx = 3;
/* each stack */
for (i=0; i<stacks+1; i++ )
{
for (j=0; j<slices; j++, idx+=3)
{
(*vertices)[idx ] = cost[j]*r;
(*vertices)[idx+1] = sint[j]*r;
(*vertices)[idx+2] = z;
(*normals )[idx ] = cost[j]*sinn;
(*normals )[idx+1] = sint[j]*sinn;
(*normals )[idx+2] = cosn;
}
z += zStep;
r -= rStep;
}
/* Release sin and cos tables */
free(sint);
free(cost);
}
#endif
/* -- INTERNAL DRAWING functions --------------------------------------- */
@ -1030,17 +1112,11 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW
sliceIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
stackIdx = malloc(slices*(stacks-1)*sizeof(GLushort));
/* generate for each stack */
for (i=0,idx=0; i<slices; i++)
if (!(stackIdx) || !(sliceIdx))
{
GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
sliceIdx[idx++] = 0; /* vertex on top */
for (j=0; j<stacks-1; j++, idx++)
{
sliceIdx[idx] = offset+j*slices;
}
sliceIdx[idx++] = nVert-1; /* zero based index, last element in array... */
free(stackIdx);
free(sliceIdx);
fgError("Failed to allocate memory in fghGenerateSphere");
}
/* generate for each stack */
@ -1053,6 +1129,18 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW
}
}
/* generate for each slice */
for (i=0,idx=0; i<slices; i++)
{
GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
sliceIdx[idx++] = 0; /* vertex on top */
for (j=0; j<stacks-1; j++, idx++)
{
sliceIdx[idx] = offset+j*slices;
}
sliceIdx[idx++] = nVert-1; /* zero based index, last element in array... */
}
/* draw */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
@ -1148,6 +1236,138 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW
free(normals);
}
static void fghCone( double base, double height, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
if (slices * stacks > 65535)
fgWarning("fghCone: too many slices or stacks requested, indices will wrap");
/* Generate vertices and normals */
fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
return;
if (useWireMode)
{
GLushort *sliceIdx, *stackIdx;
/* First, generate vertex index arrays for drawing with glDrawElements
* We have a bunch of line_loops to draw for each stack, and a
* bunch for each slice.
*/
stackIdx = malloc(slices*(stacks+1)*sizeof(GLushort));
sliceIdx = malloc(slices*2 *sizeof(GLushort));
if (!(stackIdx) || !(sliceIdx))
{
free(stackIdx);
free(sliceIdx);
fgError("Failed to allocate memory in fghGenerateCone");
}
/* generate for each stack */
for (i=0,idx=0; i<stacks+1; i++)
{
GLushort offset = 1+i*slices; /* start at 1 (0 is top vertex), and we advance one stack down as we go along */
for (j=0; j<slices; j++, idx++)
{
stackIdx[idx] = offset+j;
}
}
/* generate for each slice */
for (i=0,idx=0; i<slices; i++)
{
GLushort offset = 1+i; /* start at 1 (0 is top vertex), and we advance one slice as we go along */
sliceIdx[idx++] = offset;
sliceIdx[idx++] = offset+stacks*slices;
}
/* draw */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
/*draw slices*/
glDrawElements(GL_LINES,slices*2,GL_UNSIGNED_SHORT,sliceIdx);
/*draw stacks*/
for (i=0; i<stacks; i++)
glDrawElements(GL_LINE_LOOP, slices,GL_UNSIGNED_SHORT,stackIdx+i*slices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
/* cleanup allocated memory */
free(sliceIdx);
free(stackIdx);
}
else
{
/* First, generate vertex index arrays for drawing with glDrawElements
* All stacks, including top and bottom are covered with a triangle
* strip.
*/
GLushort *stripIdx;
/* Create index vector */
GLushort offset;
/* Allocate buffers for indices, bail out if memory allocation fails */
stripIdx = malloc((slices+1)*2*(stacks+1)*sizeof(GLushort));
if (!(stripIdx))
{
free(stripIdx);
fgError("Failed to allocate memory in fghGenerateCone");
}
/* top stack */
for (j=0, idx=0; j<slices; j++, idx+=2)
{
stripIdx[idx ] = 0;
stripIdx[idx+1] = j+1; /* 0 is top vertex, 1 is first for first stack */
}
stripIdx[idx ] = 0; /* repeat first slice's idx for closing off shape */
stripIdx[idx+1] = 1;
idx+=2;
/* middle stacks: */
/* Strip indices are relative to first index belonging to strip, NOT relative to first vertex/normal pair in array */
for (i=0; i<stacks; i++, idx+=2)
{
offset = 1+i*slices; /* triangle_strip indices start at 1 (0 is top vertex), and we advance one stack down as we go along */
for (j=0; j<slices; j++, idx+=2)
{
stripIdx[idx ] = offset+j;
stripIdx[idx+1] = offset+j+slices;
}
stripIdx[idx ] = offset; /* repeat first slice's idx for closing off shape */
stripIdx[idx+1] = offset+slices;
}
/* 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+1; 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 ---------------------------------------------- */
@ -1181,74 +1401,9 @@ void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
*/
void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
{
int i,j;
/* Step in z and radius as stacks are drawn. */
GLfloat z0,z1;
GLfloat r0,r1;
const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
#ifdef __cplusplus
const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
#else
const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
#endif /* __cplusplus */
/* Pre-computed circle */
GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
fghCircleTable(&sint,&cost,-slices,FALSE);
/* Cover the circular base with a triangle fan... */
z0 = 0;
z1 = zStep;
r0 = (GLfloat)base;
r1 = r0 - rStep;
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0,0,-1);
glVertex3f(0,0, z0 );
for (j=0; j<=slices; j++)
glVertex3f(cost[j]*r0, sint[j]*r0, z0);
glEnd();
/* Cover each stack with a triangle strip */
for( i=0; i<stacks; i++ )
{
glBegin(GL_TRIANGLE_STRIP);
for(j=0; j<=slices; j++)
{
glNormal3f(cost[j]*cosn, sint[j]*cosn, sinn);
glVertex3f(cost[j]*r0, sint[j]*r0, z0 );
glVertex3f(cost[j]*r1, sint[j]*r1, z1 );
}
z0 = z1; z1 += zStep;
r0 = r1; r1 -= rStep;
glEnd();
}
/* Release sin and cos tables */
free(sint);
free(cost);
fghCone( base, height, slices, stacks, FALSE );
}
/*
@ -1256,71 +1411,9 @@ void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint s
*/
void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
{
int i,j;
/* Step in z and radius as stacks are drawn. */
GLfloat z = 0;
GLfloat r = (GLfloat)base;
const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
#ifdef __cplusplus
const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
#else
const GLfloat cosn = ( (GLfloat)height / (GLfloat)sqrt( (double)(height * height + base * base) ));
const GLfloat sinn = ( (GLfloat)base / (GLfloat)sqrt( (double)(height * height + base * base) ));
#endif /* __cplusplus */
/* Pre-computed circle */
GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
fghCircleTable(&sint,&cost,-slices,FALSE);
/* Draw the stacks... */
for (i=0; i<stacks; i++)
{
glBegin(GL_LINE_LOOP);
for( j=0; j<slices; j++ )
{
glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn);
glVertex3f(cost[j]*r, sint[j]*r, z );
}
glEnd();
z += zStep;
r -= rStep;
}
/* Draw the slices */
r = (GLfloat)base;
glBegin(GL_LINES);
for (j=0; j<slices; j++)
{
glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn );
glVertex3f(cost[j]*r, sint[j]*r, 0 );
glVertex3f(0, 0, (GLfloat)height);
}
glEnd();
/* Release sin and cos tables */
free(sint);
free(cost);
fghCone( base, height, slices, stacks, TRUE );
}