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:
beuc 2012-03-31 21:24:45 +00:00
parent ba5e48ebcb
commit 6d98aacd0d

View File

@ -27,13 +27,13 @@
#include <GL/freeglut.h>
#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)
{
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<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);
}
}
#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;
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) */
for (i=0; i<numFaces; i++)
glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
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
*
* - If the shape is naturally triangulated (numEdgePerFace==3), each
@ -69,25 +207,179 @@ 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.
*/
/* 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,
GLsizei numVertices, GLsizei numVertIdxs)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
#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;
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
if (vertIdxs == NULL)
glDrawArrays(GL_TRIANGLES, 0, numVertices);
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
glDrawElements(GL_TRIANGLES, numVertIdxs, GL_UNSIGNED_BYTE, vertIdxs);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
#endif
fghDrawGeometrySolid11(vertices, normals, vertIdxs,
numVertices, numVertIdxs);
}
/* Shape decomposition to triangles
* We'll use glDrawElements to draw all shapes that are not naturally
* 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 )
{
int i,j,idx, nVert;