can now visualize normals of GLUT geometry in GL2 mode as well
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1406 7f0cb862-5218-0410-a997-914c9d46530a
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@ -612,6 +612,8 @@ static void display(void)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glutSetOption(GLUT_OBJECTS_VISUALIZE_NORMALS,visNormals); /* Normals visualized or not? */
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if (useShader && !shaderReady)
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initShader();
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@ -662,7 +664,6 @@ static void display(void)
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else
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{
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/* fixed function pipeline */
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glutSetOption(GLUT_OBJECTS_VISUALIZE_NORMALS,visNormals); /* Normals visualized or not? */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (persProject)
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@ -713,8 +714,7 @@ static void display(void)
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shapesPrintf (9, 1, "2D rotation (r)");
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else
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shapesPrintf (9, 1, "1D rotation (r)");
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if (!useShader)
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shapesPrintf (10, 1, "visualizing normals: %i (n)",visNormals);
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shapesPrintf (10, 1, "visualizing normals: %i (n)",visNormals);
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} else {
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/* print to command line instead */
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printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
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@ -51,7 +51,10 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLsizei
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/* declare function for generating visualization of normals */
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static void fghGenerateNormalVisualization(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
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GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart);
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static void fghDrawNormalVisualization();
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#ifndef GL_ES_VERSION_2_0
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static void fghDrawNormalVisualization11();
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#endif
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static void fghDrawNormalVisualization20(GLint attribute_v_coord);
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/* Drawing geometry:
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* Explanation of the functions has to be separate for the polyhedra and
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@ -173,11 +176,22 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLsizei nu
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GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
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GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
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if (fgStructure.CurrentWindow->State.VisualizeNormals)
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/* generate normals for each vertex to be drawn as well */
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fghGenerateNormalVisualization(vertices, normals, numVertices,
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vertIdxs, numParts, numVertIdxsPerPart);
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if (fgState.HasOpenGL20 && (attribute_v_coord != -1 || attribute_v_normal != -1))
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{
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/* User requested a 2.0 draw */
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fghDrawGeometrySolid20(vertices, normals, numVertices,
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vertIdxs, numParts, numVertIdxsPerPart,
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attribute_v_coord, attribute_v_normal);
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if (fgStructure.CurrentWindow->State.VisualizeNormals)
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/* draw normals for each vertex as well */
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fghDrawNormalVisualization20(attribute_v_coord);
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}
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#ifndef GL_ES_VERSION_2_0
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else
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{
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@ -185,13 +199,8 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLsizei nu
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vertIdxs, numParts, numVertIdxsPerPart);
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if (fgStructure.CurrentWindow->State.VisualizeNormals)
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{
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/* generate normals for each vertex to be drawn as well */
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fghGenerateNormalVisualization(vertices, normals, numVertices,
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vertIdxs, numParts, numVertIdxsPerPart);
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/* draw normals for each vertex as well */
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fghDrawNormalVisualization();
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}
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fghDrawNormalVisualization11();
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}
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#endif
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}
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@ -506,7 +515,9 @@ static void fghGenerateNormalVisualization(GLfloat *vertices, GLfloat *normals,
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}
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}
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static void fghDrawNormalVisualization()
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/* Version for OpenGL (ES) 1.1 */
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#ifndef GL_ES_VERSION_2_0
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static void fghDrawNormalVisualization11()
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{
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GLfloat currentColor[4];
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/* Setup draw color: (1,1,1)-shape's color */
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@ -524,6 +535,46 @@ static void fghDrawNormalVisualization()
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free(verticesForNormalVisualization);
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glColor4fv(currentColor);
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}
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#endif
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/* Version for OpenGL (ES) >= 2.0 */
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static void fghDrawNormalVisualization20(GLint attribute_v_coord)
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{
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GLuint vbo_coords = 0;
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if (attribute_v_coord != -1) {
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fghGenBuffers(1, &vbo_coords);
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fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
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fghBufferData(FGH_ARRAY_BUFFER, numNormalVertices * 3 * sizeof(verticesForNormalVisualization[0]),
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verticesForNormalVisualization, FGH_STATIC_DRAW);
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}
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if (vbo_coords) {
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fghEnableVertexAttribArray(attribute_v_coord);
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fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
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fghVertexAttribPointer(
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attribute_v_coord, /* attribute */
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3, /* number of elements per vertex, here (x,y,z) */
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GL_FLOAT, /* the type of each element */
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GL_FALSE, /* take our values as-is */
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0, /* no extra data between each position */
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0 /* offset of first element */
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);
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fghBindBuffer(FGH_ARRAY_BUFFER, 0);
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}
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glDrawArrays(GL_LINES, 0, numNormalVertices);
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if (vbo_coords != 0)
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fghDisableVertexAttribArray(attribute_v_coord);
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if (vbo_coords != 0)
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fghDeleteBuffers(1, &vbo_coords);
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/* Done, free memory */
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free(verticesForNormalVisualization);
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}
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/**
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* Generate all combinations of vertices and normals needed to draw object.
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