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: https://svn.code.sf.net/p/freeglut/code/trunk@1222 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
parent
ba5e48ebcb
commit
6d98aacd0d
@ -27,13 +27,13 @@
|
|||||||
|
|
||||||
#include <GL/freeglut.h>
|
#include <GL/freeglut.h>
|
||||||
#include "fg_internal.h"
|
#include "fg_internal.h"
|
||||||
|
#include "fg_gl2.h"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Need more types of polyhedra? See CPolyhedron in MRPT
|
* Need more types of polyhedra? See CPolyhedron in MRPT
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
|
||||||
#ifndef GL_ES_VERSION_2_0
|
|
||||||
/* General functions for drawing geometry
|
/* General functions for drawing geometry
|
||||||
* Solids are drawn by glDrawArrays if composed of triangles, or by
|
* Solids are drawn by glDrawArrays if composed of triangles, or by
|
||||||
* glDrawElements if consisting of squares or pentagons that were
|
* glDrawElements if consisting of squares or pentagons that were
|
||||||
@ -43,23 +43,161 @@
|
|||||||
* decomposition needed. We use the "first" parameter in glDrawArrays to go
|
* decomposition needed. We use the "first" parameter in glDrawArrays to go
|
||||||
* from face to face.
|
* 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)
|
||||||
{
|
{
|
||||||
|
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;
|
int i;
|
||||||
|
|
||||||
glEnableClientState(GL_VERTEX_ARRAY);
|
|
||||||
glEnableClientState(GL_NORMAL_ARRAY);
|
|
||||||
|
|
||||||
glVertexPointer(3, GL_FLOAT, 0, vertices);
|
|
||||||
glNormalPointer(GL_FLOAT, 0, normals);
|
|
||||||
|
|
||||||
/* Draw per face (TODO: could use glMultiDrawArrays if available) */
|
/* Draw per face (TODO: could use glMultiDrawArrays if available) */
|
||||||
for (i=0; i<numFaces; i++)
|
for (i=0; i<numFaces; i++)
|
||||||
glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
|
glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
|
||||||
|
|
||||||
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* 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)
|
||||||
|
{
|
||||||
|
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<numFaces; i++)
|
||||||
|
glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
|
||||||
|
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
|
||||||
|
{
|
||||||
|
#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 */
|
||||||
|
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
|
/* Draw the geometric shape with filled triangles
|
||||||
*
|
*
|
||||||
@ -69,25 +207,179 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num
|
|||||||
* - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
|
* - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
|
||||||
* vertex+normal pairs are reused, so use vertex indices.
|
* vertex+normal pairs are reused, so use vertex indices.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
/* 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
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,
|
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs,
|
||||||
GLsizei numVertices, GLsizei numVertIdxs)
|
GLsizei numVertices, GLsizei numVertIdxs)
|
||||||
{
|
{
|
||||||
glEnableClientState(GL_VERTEX_ARRAY);
|
#ifndef GL_ES_VERSION_2_0
|
||||||
glEnableClientState(GL_NORMAL_ARRAY);
|
GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
|
||||||
|
GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
|
||||||
|
|
||||||
glVertexPointer(3, GL_FLOAT, 0, vertices);
|
if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
|
||||||
glNormalPointer(GL_FLOAT, 0, normals);
|
/* User requested a 2.0 draw */
|
||||||
if (vertIdxs == NULL)
|
fghDrawGeometrySolid20(vertices, normals, vertIdxs,
|
||||||
glDrawArrays(GL_TRIANGLES, 0, numVertices);
|
numVertices, numVertIdxs,
|
||||||
|
attribute_v_coord, attribute_v_normal);
|
||||||
else
|
else
|
||||||
glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs);
|
#endif
|
||||||
|
fghDrawGeometrySolid11(vertices, normals, vertIdxs,
|
||||||
glDisableClientState(GL_VERTEX_ARRAY);
|
numVertices, numVertIdxs);
|
||||||
glDisableClientState(GL_NORMAL_ARRAY);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/* Shape decomposition to triangles
|
/* Shape decomposition to triangles
|
||||||
* We'll use glDrawElements to draw all shapes that are not naturally
|
* We'll use glDrawElements to draw all shapes that are not naturally
|
||||||
* composed of triangles, so generate an index vector here, using the
|
* composed of triangles, so generate an index vector here, using the
|
||||||
@ -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 )
|
static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
|
||||||
{
|
{
|
||||||
int i,j,idx, nVert;
|
int i,j,idx, nVert;
|
||||||
|
Reference in New Issue
Block a user