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:
parent
c95a18eaa0
commit
7e1671c700
@ -185,10 +185,13 @@ int32_t handle_input(struct android_app* app, AInputEvent* event) {
|
|||||||
if (window == NULL)
|
if (window == NULL)
|
||||||
return EVENT_NOT_HANDLED;
|
return EVENT_NOT_HANDLED;
|
||||||
|
|
||||||
/* FIXME: in Android, when key is repeated, down and up events
|
/* FIXME: in Android, when a key is repeated, down
|
||||||
happen most often at the exact same time. This makes it
|
and up events happen most often at the exact same time. This
|
||||||
impossible to animate based on key press time. */
|
makes it impossible to animate based on key press time. */
|
||||||
/* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
|
/* 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) {
|
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
|
||||||
/* LOGI("action: %d", AKeyEvent_getAction(event)); */
|
/* LOGI("action: %d", AKeyEvent_getAction(event)); */
|
||||||
@ -317,10 +320,10 @@ void handle_cmd(struct android_app* app, int32_t cmd) {
|
|||||||
break;
|
break;
|
||||||
case APP_CMD_INIT_WINDOW: /* surfaceCreated */
|
case APP_CMD_INIT_WINDOW: /* surfaceCreated */
|
||||||
/* The window is being shown, get it ready. */
|
/* 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;
|
fgDisplay.pDisplay.single_native_window = app->window;
|
||||||
/* glPlatformOpenWindow was waiting for Handle to be defined and
|
/* start|resume: glPlatformOpenWindow was waiting for Handle to be
|
||||||
will now return from fgPlatformProcessSingleEvent() */
|
defined and will now continue processing */
|
||||||
break;
|
break;
|
||||||
case APP_CMD_GAINED_FOCUS:
|
case APP_CMD_GAINED_FOCUS:
|
||||||
LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
|
LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
|
||||||
@ -450,6 +453,9 @@ void fgPlatformProcessSingleEvent ( void )
|
|||||||
if (app->destroyRequested != 1) {
|
if (app->destroyRequested != 1) {
|
||||||
/* Android is full-screen only, simplified call.. */
|
/* Android is full-screen only, simplified call.. */
|
||||||
/* Ideally we'd have a fgPlatformReopenWindow() */
|
/* 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);
|
fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE);
|
||||||
/* TODO: INVOKE_WCB(*window, Pause?); */
|
/* TODO: INVOKE_WCB(*window, Pause?); */
|
||||||
/* TODO: INVOKE_WCB(*window, LoadResources/ContextLost/...?); */
|
/* TODO: INVOKE_WCB(*window, LoadResources/ContextLost/...?); */
|
||||||
|
@ -55,6 +55,8 @@
|
|||||||
* from face to face.
|
* from face to face.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
/** See comment for fghDrawGeometryWire **/
|
||||||
|
|
||||||
/* Version for OpenGL (ES) 1.1 */
|
/* Version for OpenGL (ES) 1.1 */
|
||||||
#ifndef GL_ES_VERSION_2_0
|
#ifndef GL_ES_VERSION_2_0
|
||||||
static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
|
static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
|
||||||
@ -198,6 +200,20 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n
|
|||||||
fghDeleteBuffers(1, &ibo_elements2);
|
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,
|
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
|
||||||
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
|
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
|
||||||
GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
|
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 */
|
/* Version for OpenGL (ES) 1.1 */
|
||||||
#ifndef GL_ES_VERSION_2_0
|
#ifndef GL_ES_VERSION_2_0
|
||||||
static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
|
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);
|
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,
|
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
|
||||||
GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart)
|
GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart)
|
||||||
{
|
{
|
||||||
@ -364,6 +379,8 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/* 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
|
||||||
|
Reference in New Issue
Block a user