Add documentation for geometry (ML rip-off) and Android corner-cases

git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1300 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
beuc 2012-05-04 14:52:52 +00:00
parent c95a18eaa0
commit 7e1671c700
2 changed files with 39 additions and 16 deletions

View File

@ -185,10 +185,13 @@ int32_t handle_input(struct android_app* app, AInputEvent* event) {
if (window == NULL)
return EVENT_NOT_HANDLED;
/* FIXME: in Android, when key is repeated, down and up events
happen most often at the exact same time. This makes it
impossible to animate based on key press time. */
/* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
/* FIXME: in Android, when a key is repeated, down
and up events happen most often at the exact same time. This
makes it impossible to animate based on key press time. */
/* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
/* This looks like a bug in the virtual keyboard system :/ Real
buttons such as the Back button appear to work correctly (series
of down events with proper getRepeatCount value */
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
/* LOGI("action: %d", AKeyEvent_getAction(event)); */
@ -317,10 +320,10 @@ void handle_cmd(struct android_app* app, int32_t cmd) {
break;
case APP_CMD_INIT_WINDOW: /* surfaceCreated */
/* The window is being shown, get it ready. */
LOGI("handle_cmd: APP_CMD_INIT_WINDOW");
LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window);
fgDisplay.pDisplay.single_native_window = app->window;
/* glPlatformOpenWindow was waiting for Handle to be defined and
will now return from fgPlatformProcessSingleEvent() */
/* start|resume: glPlatformOpenWindow was waiting for Handle to be
defined and will now continue processing */
break;
case APP_CMD_GAINED_FOCUS:
LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
@ -450,6 +453,9 @@ void fgPlatformProcessSingleEvent ( void )
if (app->destroyRequested != 1) {
/* Android is full-screen only, simplified call.. */
/* Ideally we'd have a fgPlatformReopenWindow() */
/* If we're hidden by a non-fullscreen or translucent activity,
we'll be paused but not stopped, and keep the current
surface; in which case fgPlatformOpenWindow will no-op. */
fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE);
/* TODO: INVOKE_WCB(*window, Pause?); */
/* TODO: INVOKE_WCB(*window, LoadResources/ContextLost/...?); */

View File

@ -55,6 +55,8 @@
* from face to face.
*/
/** See comment for fghDrawGeometryWire **/
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
@ -198,6 +200,20 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n
fghDeleteBuffers(1, &ibo_elements2);
}
/**
* Draw geometric shape in wire mode (only edges)
*
* Arguments: the sphere, in wire mode, consists of multiple line
* loops for the stacks, and for the slices. The vertex indices for
* all slices are thrown together. numParts is how many separate loops
* are in the array, numVertIdxsPerPart is how many vertices there are
* per loop. For those suffixed with 2, its exactly the same
* principle, the number of stacks and slices is not the same.
*
* Feel free to contribute better naming ;)
*
* See comment for fghDrawGeometrySolid
*/
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
@ -221,15 +237,6 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num
}
/* Draw the geometric shape with filled triangles
*
* - If the shape is naturally triangulated (numEdgePerFace==3), each
* vertex+normal pair is used only once, so no vertex indices.
*
* - 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, GLushort *vertIdxs,
@ -346,6 +353,14 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLushort
fghDeleteBuffers(1, &ibo_elements);
}
/* Draw the geometric shape with filled triangles
*
* - If the shape is naturally triangulated (numEdgePerFace==3), each
* vertex+normal pair is used only once, so no vertex indices.
*
* - 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, GLushort *vertIdxs,
GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart)
{
@ -364,6 +379,8 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *
#endif
}
/* 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