docs and cosmetics in fg_geometry, should be a finished product now,

except for more testing of the OGL2+ path


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1306 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
dcnieho 2012-05-05 03:12:43 +00:00
parent edd278df3c
commit c9c45b04a1

View File

@ -30,10 +30,6 @@
#include "fg_gl2.h"
#include <math.h>
/*
* Need more types of polyhedra? See CPolyhedron in MRPT
*/
/* VC++6 in C mode doesn't have C99's sinf/cos/sqrtf */
#ifndef HAVE_SINF
#define sinf(x) (float)sin((double)(x))
@ -45,17 +41,158 @@
#define sqrtf(x) (float)sqrt((double)(x))
#endif
/* 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
* decomposed into triangles (some vertices are repeated in that case).
* WireFrame drawing will have to be done per face, using GL_LINE_LOOP and
* issuing one draw call per face. Always use glDrawArrays as no triangle
* decomposition needed. We use the "first" parameter in glDrawArrays to go
* from face to face.
/* declare for drawing using the different OpenGL versions here so we can
have a nice code order below */
#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
);
static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart);
#endif
static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2,
GLint attribute_v_coord, GLint attribute_v_normal
);
static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart,
GLint attribute_v_coord, GLint attribute_v_normal);
/* Drawing geometry:
* Explanation of the functions has to be separate for the polyhedra and
* the non-polyhedra (objects with a circular cross-section).
* Polyhedra:
* - We have only implemented the five platonic solids and the rhomboid
* dodecahedron. If you need more types of polyhedra, please see
* CPolyhedron in MRPT
* - Solids are drawn by glDrawArrays if composed of triangular faces
* (the tetrahedron, octahedron, and icosahedron), or are first
* decomposed into triangles and then drawn by glDrawElements if its
* faces are squares or pentagons (cube, dodecahedron and rhombic
* dodecahedron) as some vertices are repeated in that case.
* - WireFrame drawing is done using a GL_LINE_LOOP per face, and thus
* issuing one draw call per face. glDrawArrays is always used as no
* triangle decomposition is needed to draw faces. We use the "first"
* parameter in glDrawArrays to go from face to face.
*
* Non-polyhedra:
* - We have implemented the sphere, cylinder, cone and torus.
* - All shapes are characterized by two parameters: the number of
* subdivisions along two axes used to construct the shape's vertices
* (e.g. stacks and slices for the sphere).
* As different subdivisions are most suitable for different shapes,
* and are thus also named differently, I wont provide general comments
* on them here.
* - Solids are drawn using glDrawArrays and GL_TRIANGLE_STRIP. Each
* strip covers one revolution around one of the two subdivision axes
* of the shape.
* - WireFrame drawing is done for the subdivisions along the two axes
* separately, usually using GL_LINE_LOOP. Vertex index arrays are
* built containing the vertices to be drawn for each loop, which are
* then drawn using multiple calls to glDrawElements. As the number of
* subdivisions along the two axes is not guaranteed to be equal, the
* vertex indices for e.g. stacks and slices are stored in separate
* arrays, which makes the input to the drawing function a bit clunky,
* but allows for the same drawing function to be used for all shapes.
*/
/** See comment for fghDrawGeometryWire **/
/**
* Draw geometric shape in wire mode (only edges)
*
* Arguments:
* GLfloat *vertices, GLfloat *normals, GLsizei numVertices
* The vertex coordinate and normal buffers, and the number of entries in
* those
* GLushort *vertIdxs
* a vertex indices buffer, optional (never passed for the polyhedra)
* GLsizei numParts, GLsizei numVertPerPart
* polyhedra: number of faces, and the number of vertices for drawing
* each face
* non-polyhedra: number of edges to draw for first subdivision (not
* necessarily equal to number of subdivisions requested by user, e.g.
* as each subdivision is enclosed by two edges), and number of
* vertices for drawing each
* numParts * numVertPerPart gives the number of entries in the vertex
* array vertIdxs
* GLenum vertexMode
* vertex drawing mode (e.g. always GL_LINE_LOOP for polyhedra, varies
* for others)
* GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
* non-polyhedra only: same as the above, but now for subdivisions along
* the other axis. Always drawn as GL_LINE_LOOP.
*
* Feel free to contribute better naming ;)
*/
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
)
{
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, numVertices,
vertIdxs, numParts, numVertPerPart, vertexMode,
vertIdxs2, numParts2, numVertPerPart2,
attribute_v_coord, attribute_v_normal);
#ifndef GL_ES_VERSION_2_0
else
fghDrawGeometryWire11(vertices, normals,
vertIdxs, numParts, numVertPerPart, vertexMode,
vertIdxs2, numParts2, numVertPerPart2);
#endif
}
/* Draw the geometric shape with filled triangles
*
* Arguments:
* GLfloat *vertices, GLfloat *normals, GLsizei numVertices
* The vertex coordinate and normal buffers, and the number of entries in
* those
* GLushort *vertIdxs
* a vertex indices buffer, optional (not passed for the polyhedra with
* triangular faces)
* GLsizei numParts, GLsizei numVertPerPart
* polyhedra: not used for polyhedra with triangular faces
(numEdgePerFace==3), as each vertex+normal pair is drawn only once,
so no vertex indices are used.
Else, the shape was triangulated (DECOMPOSE_TO_TRIANGLE), leading to
reuse of some vertex+normal pairs, and thus the need to draw with
glDrawElements. numParts is always 1 in this case (we can draw the
whole object with one call to glDrawElements as the vertex index
array contains separate triangles), and numVertPerPart indicates
the number of vertex indices in the vertex array.
* non-polyhedra: number of parts (GL_TRIANGLE_STRIPs) to be drawn
separately (numParts calls to glDrawElements) to create the object.
numVertPerPart indicates the number of vertex indices to be
processed at each draw call.
* numParts * numVertPerPart gives the number of entries in the vertex
* array vertIdxs
*/
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart)
{
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 */
fghDrawGeometrySolid20(vertices, normals, numVertices,
vertIdxs, numParts, numVertIdxsPerPart,
attribute_v_coord, attribute_v_normal);
#ifndef GL_ES_VERSION_2_0
else
fghDrawGeometrySolid11(vertices, normals, numVertices,
vertIdxs, numParts, numVertIdxsPerPart);
#endif
}
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
@ -88,6 +225,31 @@ static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart)
{
int i;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
if (!vertIdxs)
glDrawArrays(GL_TRIANGLES, 0, numVertices);
else
if (numParts>1)
for (i=0; i<numParts; i++)
glDrawElements(GL_TRIANGLE_STRIP, numVertIdxsPerPart, GL_UNSIGNED_SHORT, vertIdxs+i*numVertIdxsPerPart);
else
glDrawElements(GL_TRIANGLES, numVertIdxsPerPart, GL_UNSIGNED_SHORT, vertIdxs);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
#endif
/* Version for OpenGL (ES) >= 2.0 */
@ -200,72 +362,12 @@ 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
)
{
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, numVertices,
vertIdxs, numParts, numVertPerPart, vertexMode,
vertIdxs2, numParts2, numVertPerPart2,
attribute_v_coord, attribute_v_normal);
#ifndef GL_ES_VERSION_2_0
else
fghDrawGeometryWire11(vertices, normals,
vertIdxs, numParts, numVertPerPart, vertexMode,
vertIdxs2, numParts2, numVertPerPart2);
#endif
}
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart)
{
int i;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
if (vertIdxs == NULL)
glDrawArrays(GL_TRIANGLES, 0, numVertices);
else
if (numParts>1)
for (i=0; i<numParts; i++)
glDrawElements(GL_TRIANGLE_STRIP, numVertIdxsPerPart, GL_UNSIGNED_SHORT, vertIdxs+i*numVertIdxsPerPart);
else
glDrawElements(GL_TRIANGLES, numVertIdxsPerPart, GL_UNSIGNED_SHORT, vertIdxs);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
#endif
/* Version for OpenGL (ES) >= 2.0 */
static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart,
static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertIdxsPerPart,
GLint attribute_v_coord, GLint attribute_v_normal)
{
GLuint vbo_coords = 0, vbo_normals = 0, ibo_elements = 0;
@ -353,35 +455,11 @@ 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)
{
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 */
fghDrawGeometrySolid20(vertices, normals, vertIdxs,
numVertices, numParts, numVertIdxsPerPart,
attribute_v_coord, attribute_v_normal);
#ifndef GL_ES_VERSION_2_0
else
fghDrawGeometrySolid11(vertices, normals, vertIdxs,
numVertices, numParts, numVertIdxsPerPart);
#endif
}
/* Shape decomposition to triangles
/**
* Generate all combinations of vertices and normals needed to draw object.
* Optional 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
* below sampling scheme.
@ -870,7 +948,7 @@ static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLflo
}
}
/* -- Now the various shapes involving circles -- */
/* -- Now the various non-polyhedra (shapes involving circles) -- */
/*
* Compute lookup table of cos and sin values forming a circle
* (or half circle if halfCircle==TRUE)
@ -945,7 +1023,12 @@ static void fghGenerateSphere(GLfloat radius, GLint slices, GLint stacks, GLfloa
return;
}
*nVert = slices*(stacks-1)+2;
if ((*nVert) > 65535) /* TODO: must have a better solution than this low limit, at least for architectures where gluint is available */
if ((*nVert) > 65535)
/*
* limit of glushort, thats 256*256 subdivisions, should be enough in practice.
* But still:
* TODO: must have a better solution than this low limit, at least for architectures where gluint is available
*/
fgWarning("fghGenerateSphere: too many slices or stacks requested, indices will wrap");
/* precompute values on unit circle */
@ -1038,6 +1121,11 @@ void fghGenerateCone(
*nVert = slices*(stacks+2)+1; /* need an extra stack for closing off bottom with correct normals */
if ((*nVert) > 65535)
/*
* limit of glushort, thats 256*256 subdivisions, should be enough in practice.
* But still:
* TODO: must have a better solution than this low limit, at least for architectures where gluint is available
*/
fgWarning("fghGenerateCone: too many slices or stacks requested, indices will wrap");
/* Pre-computed circle */
@ -1050,7 +1138,7 @@ void fghGenerateCone(
{
free(*vertices);
free(*normals);
fgError("Failed to allocate memory in fghGenerateSphere");
fgError("Failed to allocate memory in fghGenerateCone");
}
/* bottom */
@ -1120,6 +1208,11 @@ void fghGenerateCylinder(
*nVert = slices*(stacks+3)+2; /* need two extra stacks for closing off top and bottom with correct normals */
if ((*nVert) > 65535)
/*
* limit of glushort, thats 256*256 subdivisions, should be enough in practice.
* But still:
* TODO: must have a better solution than this low limit, at least for architectures where gluint is available
*/
fgWarning("fghGenerateCylinder: too many slices or stacks requested, indices will wrap");
/* Pre-computed circle */
@ -1219,6 +1312,11 @@ void fghGenerateTorus(
*nVert = nSides * nRings;
if ((*nVert) > 65535)
/*
* limit of glushort, thats 256*256 subdivisions, should be enough in practice.
* But still:
* TODO: must have a better solution than this low limit, at least for architectures where gluint is available
*/
fgWarning("fghGenerateTorus: too many slices or stacks requested, indices will wrap");
/* precompute values on unit circle */
@ -1275,8 +1373,8 @@ void fghGenerateTorus(
}\
else\
{\
fghDrawGeometrySolid(name##_verts,name##_norms,vertIdxs,\
nameCaps##_VERT_PER_OBJ, 1, nameCaps##_VERT_PER_OBJ_TRI); \
fghDrawGeometrySolid(name##_verts,name##_norms,nameCaps##_VERT_PER_OBJ,\
vertIdxs, 1, nameCaps##_VERT_PER_OBJ_TRI); \
}\
}
#define DECLARE_INTERNAL_DRAW(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,NULL)
@ -1317,8 +1415,8 @@ static void fghCube( GLfloat dSize, GLboolean useWireMode )
NULL,CUBE_NUM_FACES, CUBE_NUM_EDGE_PER_FACE,GL_LINE_LOOP,
NULL,0,0);
else
fghDrawGeometrySolid(vertices, cube_norms, cube_vertIdxs,
CUBE_VERT_PER_OBJ, 1, CUBE_VERT_PER_OBJ_TRI);
fghDrawGeometrySolid(vertices, cube_norms, CUBE_VERT_PER_OBJ,
cube_vertIdxs, 1, CUBE_VERT_PER_OBJ_TRI);
if (dSize!=1.f)
/* cleanup allocated memory */
@ -1361,7 +1459,7 @@ static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale
NULL,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE,GL_LINE_LOOP,
NULL,0,0);
else
fghDrawGeometrySolid(vertices,normals,NULL,numVert,1,0);
fghDrawGeometrySolid(vertices,normals,numVert,NULL,1,0);
free(vertices);
free(normals );
@ -1369,13 +1467,13 @@ static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale
}
static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useWireMode )
static void fghSphere( GLfloat radius, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
/* Generate vertices and normals */
fghGenerateSphere((GLfloat)radius,slices,stacks,&vertices,&normals,&nVert);
fghGenerateSphere(radius,slices,stacks,&vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
@ -1483,7 +1581,7 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW
/* draw */
fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,stacks,(slices+1)*2);
fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks,(slices+1)*2);
/* cleanup allocated memory */
free(stripIdx);
@ -1494,14 +1592,14 @@ static void fghSphere( double radius, GLint slices, GLint stacks, GLboolean useW
free(normals);
}
static void fghCone( double base, double height, GLint slices, GLint stacks, GLboolean useWireMode )
static void fghCone( GLfloat base, GLfloat height, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
/* Generate vertices and normals */
/* Note, (stacks+1)*slices vertices for side of object, slices+1 for top and bottom closures */
fghGenerateCone((GLfloat)base,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
fghGenerateCone(base,height,slices,stacks,&vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
@ -1594,7 +1692,7 @@ static void fghCone( double base, double height, GLint slices, GLint stacks, GLb
}
/* draw */
fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,stacks+1,(slices+1)*2);
fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+1,(slices+1)*2);
/* cleanup allocated memory */
free(stripIdx);
@ -1605,14 +1703,14 @@ static void fghCone( double base, double height, GLint slices, GLint stacks, GLb
free(normals);
}
static void fghCylinder( double radius, double height, GLint slices, GLint stacks, GLboolean useWireMode )
static void fghCylinder( GLfloat radius, GLfloat height, GLint slices, GLint stacks, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
/* Generate vertices and normals */
/* Note, (stacks+1)*slices vertices for side of object, 2*slices+2 for top and bottom closures */
fghGenerateCylinder((GLfloat)radius,(GLfloat)height,slices,stacks,&vertices,&normals,&nVert);
fghGenerateCylinder(radius,height,slices,stacks,&vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
@ -1715,7 +1813,7 @@ static void fghCylinder( double radius, double height, GLint slices, GLint stack
stripIdx[idx+1] = nVert-1; /* repeat first slice's idx for closing off shape */
/* draw */
fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,stacks+2,(slices+1)*2);
fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,stacks+2,(slices+1)*2);
/* cleanup allocated memory */
free(stripIdx);
@ -1726,13 +1824,13 @@ static void fghCylinder( double radius, double height, GLint slices, GLint stack
free(normals);
}
static void fghTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
static void fghTorus( GLfloat dInnerRadius, GLfloat dOuterRadius, GLint nSides, GLint nRings, GLboolean useWireMode )
{
int i,j,idx, nVert;
GLfloat *vertices, *normals;
/* Generate vertices and normals */
fghGenerateTorus((GLfloat)dInnerRadius,(GLfloat)dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
fghGenerateTorus(dInnerRadius,dOuterRadius,nSides,nRings, &vertices,&normals,&nVert);
if (nVert==0)
/* nothing to draw */
@ -1809,7 +1907,7 @@ static void fghTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GL
}
/* draw */
fghDrawGeometrySolid(vertices,normals,stripIdx,nVert,nSides,(nRings+1)*2);
fghDrawGeometrySolid(vertices,normals,nVert,stripIdx,nSides,(nRings+1)*2);
/* cleanup allocated memory */
free(stripIdx);
@ -1830,8 +1928,7 @@ static void fghTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GL
void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
fghSphere( radius, slices, stacks, FALSE );
fghSphere((GLfloat)radius, slices, stacks, FALSE );
}
/*
@ -1840,8 +1937,7 @@ void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
fghSphere( radius, slices, stacks, TRUE );
fghSphere((GLfloat)radius, slices, stacks, TRUE );
}
@ -1851,8 +1947,7 @@ void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
fghCone( base, height, slices, stacks, FALSE );
fghCone((GLfloat)base, (GLfloat)height, slices, stacks, FALSE );
}
/*
@ -1861,8 +1956,7 @@ void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint s
void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
fghCone( base, height, slices, stacks, TRUE );
fghCone((GLfloat)base, (GLfloat)height, slices, stacks, TRUE );
}
@ -1872,8 +1966,7 @@ void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint st
void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
fghCylinder( radius, height, slices, stacks, FALSE );
fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, FALSE );
}
/*
@ -1882,8 +1975,7 @@ void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GL
void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
fghCylinder( radius, height, slices, stacks, TRUE );
fghCylinder((GLfloat)radius, (GLfloat)height, slices, stacks, TRUE );
}
/*
@ -1892,8 +1984,7 @@ void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLi
void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
fghTorus(dInnerRadius, dOuterRadius, nSides, nRings, TRUE);
fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, TRUE);
}
/*
@ -1902,8 +1993,7 @@ void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint n
void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
fghTorus(dInnerRadius, dOuterRadius, nSides, nRings, FALSE);
fghTorus((GLfloat)dInnerRadius, (GLfloat)dOuterRadius, nSides, nRings, FALSE);
}