graphicstest/uibench/s60/src/geometrystructs.cpp
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     1 // Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     2 // All rights reserved.
       
     3 // This component and the accompanying materials are made available
       
     4 // under the terms of "Eclipse Public License v1.0"
       
     5 // which accompanies this distribution, and is available
       
     6 // at the URL "http://www.eclipse.org/legal/epl-v10.html".
       
     7 //
       
     8 // Initial Contributors:
       
     9 // Nokia Corporation - initial contribution.
       
    10 //
       
    11 // Contributors:
       
    12 //
       
    13 // Description:
       
    14 //
       
    15 
       
    16 /*
       
    17  * Portions of this code, in particular the fghCircleTable function and the code to 
       
    18  * calculate the vertices for the solid sphere, is ported from freeglut_geometry.cpp 
       
    19  * which is distributed under the following terms:
       
    20  * 
       
    21  ****************************************************************** 
       
    22  * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
       
    23  * Written by Pawel W. Olszta, <olszta@sourceforge.net>
       
    24  * Creation date: Fri Dec 3 1999
       
    25  *
       
    26  * Permission is hereby granted, free of charge, to any person obtaining a
       
    27  * copy of this software and associated documentation files (the "Software"),
       
    28  * to deal in the Software without restriction, including without limitation
       
    29  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
       
    30  * and/or sell copies of the Software, and to permit persons to whom the
       
    31  * Software is furnished to do so, subject to the following conditions:
       
    32  *
       
    33  * The above copyright notice and this permission notice shall be included
       
    34  * in all copies or substantial portions of the Software.
       
    35  *********************************************************************
       
    36  * Apart from porting to use Open GL ES instead of Open GL the other major change is 
       
    37  * to separate out the code that calculates vertices from the code that draws the shape.   
       
    38  */
       
    39 
       
    40 
       
    41 #include "geometrystructs.h"
       
    42 
       
    43 #include <GLES/gl.h>
       
    44 #include <e32math.h>
       
    45 
       
    46 
       
    47 float sin(float x)
       
    48 	{
       
    49 	double t = x;
       
    50 	double r;
       
    51 	TInt error = Math::Sin(r,t);
       
    52 	ASSERT(error==KErrNone);
       
    53 	return r;
       
    54 	}
       
    55 
       
    56 float cos(float x)
       
    57 	{
       
    58 	double t = x;
       
    59 	double r;
       
    60 	TInt error = Math::Cos(r,t);
       
    61 	ASSERT(error==KErrNone);
       
    62 	return r;
       
    63 	}
       
    64 
       
    65 int abs(int x)
       
    66 	{
       
    67 	return Abs(x);
       
    68 	}
       
    69 
       
    70 Vertex3F::Vertex3F(float x, float y, float z)
       
    71 	:iX(x), iY(y), iZ(z)
       
    72 	{
       
    73 	}
       
    74 
       
    75 Vertex3F::Vertex3F()
       
    76 :iX(0), iY(0), iZ(0)
       
    77 	{
       
    78 	}
       
    79 
       
    80 int fghCircleTable(float **sint,float **cost,const int n)
       
    81 {
       
    82     int i;
       
    83 
       
    84     /* Table size, the sign of n flips the circle direction */
       
    85     const int size = abs(n);
       
    86 
       
    87     /* Determine the angle between samples */
       
    88     const float angle = 2*KPi/(float)( ( n == 0 ) ? 1 : n );
       
    89 
       
    90     /* Allocate memory for n samples, plus duplicate of first entry at the end */
       
    91     *sint = new float[sizeof(float) * size+1];
       
    92     
       
    93     if(*sint==NULL)
       
    94 		{
       
    95 		return KErrNoMemory;
       
    96 		}
       
    97 		
       
    98     *cost = new float[sizeof(float) * size+1];
       
    99     
       
   100     if(*cost==NULL)
       
   101 		{
       
   102 		delete[] sint;
       
   103 		return KErrNoMemory;
       
   104 		}
       
   105     
       
   106     /* Compute cos and sin around the circle */
       
   107     (*sint)[0] = 0.0;
       
   108     (*cost)[0] = 1.0;
       
   109 
       
   110     for (i=1; i<size; i++)
       
   111     {
       
   112     (*sint)[i] = sin(angle*i);
       
   113     (*cost)[i] = cos(angle*i);
       
   114     }
       
   115 
       
   116     /* Last sample is duplicate of the first */
       
   117 
       
   118     (*sint)[size] = (*sint)[0];
       
   119     (*cost)[size] = (*cost)[0];
       
   120     return KErrNone;
       
   121 }
       
   122 
       
   123 CSolidSphere* CSolidSphere::NewLC(TReal aRadius, TInt aSlices, TInt aStacks)
       
   124 	{
       
   125 	CSolidSphere* self = new(ELeave) CSolidSphere(aSlices, aStacks);
       
   126 	CleanupStack::PushL(self);
       
   127 	self->ConstructL(aRadius);
       
   128 	return self;
       
   129 	}
       
   130 
       
   131 CSolidSphere::~CSolidSphere()
       
   132 	{
       
   133 	delete[] iTopVertices;
       
   134 	delete[] iTopNormals;
       
   135 	delete[] iBottomVertices;
       
   136 	delete[] iBottomNormals;
       
   137 	delete[] iStackVertices;
       
   138 	delete[] iStackNormals;
       
   139 	}
       
   140 
       
   141 void CSolidSphere::Draw() const
       
   142 	{
       
   143 //top fan
       
   144 	glVertexPointer(3, GL_FLOAT, 0, iTopVertices);
       
   145 	glNormalPointer(GL_FLOAT, 0, iTopNormals);
       
   146 	glDrawArrays(GL_TRIANGLE_FAN, 0, iSlices+2);
       
   147 //stacks, one at a time	
       
   148 	glVertexPointer(3, GL_FLOAT, 0, iStackVertices);
       
   149 	glNormalPointer(GL_FLOAT, 0, iStackNormals);
       
   150 	TInt offset = 0;
       
   151 	TInt verticesPerStack = (iSlices+1)*2;
       
   152 	for(TInt i=1; i<iStacks-1; i++ )
       
   153 		{
       
   154 		glDrawArrays(GL_TRIANGLE_STRIP, offset, verticesPerStack);
       
   155 		offset+=verticesPerStack;
       
   156 		}
       
   157 //bottom fan
       
   158 	glVertexPointer(3, GL_FLOAT, 0, iBottomVertices);
       
   159 	glNormalPointer(GL_FLOAT, 0, iBottomNormals);
       
   160 	glDrawArrays(GL_TRIANGLE_FAN, 0, iSlices+2);
       
   161 	}
       
   162 
       
   163 CSolidSphere::CSolidSphere(TInt aSlices, TInt aStacks)
       
   164 	:iSlices(aSlices), iStacks(aStacks)
       
   165 	{
       
   166 	}
       
   167 
       
   168 void CSolidSphere::ConstructL(TReal aRadius)
       
   169 	{
       
   170 	//* Pre-computed circle 
       
   171 	float* sint1 = NULL;
       
   172 	float* cost1 = NULL;
       
   173 	float* sint2 = NULL;
       
   174 	float* cost2 = NULL;
       
   175 	
       
   176 	
       
   177 	fghCircleTable(&sint1,&cost1,-iSlices);
       
   178 	CleanupArrayDeletePushL(sint1);
       
   179 	CleanupArrayDeletePushL(cost1);
       
   180 		
       
   181 	fghCircleTable(&sint2,&cost2,iStacks*2);
       
   182 	CleanupArrayDeletePushL(sint2);
       
   183 	CleanupArrayDeletePushL(cost2);
       
   184 
       
   185 	//* The top stack is covered with a triangle fan 
       
   186 	int i,j;
       
   187 	//* Adjust z and radius as stacks are drawn. 
       
   188 	float z0,z1;
       
   189 	float r0,r1;
       
   190 	
       
   191 	z0 = 1.0;
       
   192 	z1 = cost2[(iStacks>0)?1:0];
       
   193 	r0 = 0.0;
       
   194 	r1 = sint2[(iStacks>0)?1:0];
       
   195 	
       
   196 	iTopVertices = new (ELeave) Vertex3F[iSlices+2];
       
   197 	iTopNormals = new (ELeave) Vertex3F[iSlices+2];
       
   198 	TInt topVerticesIndex = 0;
       
   199 	iTopVertices[topVerticesIndex] = Vertex3F(0,0,aRadius);
       
   200 	iTopNormals[topVerticesIndex] = Vertex3F(0,0,1);
       
   201 	for(j=iSlices; j>=0; j--)
       
   202 	  	{
       
   203 	  	topVerticesIndex++;
       
   204 	    Vertex3F vertex(cost1[j]*r1*aRadius, sint1[j]*r1*aRadius, z1*aRadius);
       
   205 	    iTopVertices[topVerticesIndex] = vertex;
       
   206 	    Vertex3F normal(cost1[j]*r1,        sint1[j]*r1,        z1       );
       
   207 	    iTopNormals[topVerticesIndex] = normal;
       
   208 	    }
       
   209 	
       
   210 	//*calculate the vertices for each stack
       
   211 	TInt stackVertexCount = ((iSlices+1)*2) *iStacks; 
       
   212 	iStackVertices = new (ELeave) Vertex3F[stackVertexCount];
       
   213 	iStackNormals = new (ELeave) Vertex3F[stackVertexCount];	
       
   214 	TInt stackIndex = 0;
       
   215 	for( i=1; i<iStacks-1; i++ )
       
   216 	    {
       
   217 	    z0 = z1; z1 = cost2[i+1];
       
   218 	    r0 = r1; r1 = sint2[i+1];
       
   219 	    for(j=0; j<=iSlices; j++)
       
   220 	       {
       
   221 	       Vertex3F v1(cost1[j]*r1*aRadius, sint1[j]*r1*aRadius, z1*aRadius);
       
   222 	       Vertex3F v2(cost1[j]*r0*aRadius, sint1[j]*r0*aRadius, z0*aRadius);
       
   223 	       iStackVertices[stackIndex*2] = v1;
       
   224 	       iStackVertices[(stackIndex*2)+1] = v2;	                 
       
   225 		   Vertex3F n1(cost1[j]*r1,        sint1[j]*r1,        z1);
       
   226 		   Vertex3F n2(cost1[j]*r0,        sint1[j]*r0,        z0);
       
   227 		   iStackNormals[stackIndex*2] = n1;
       
   228 		   iStackNormals[(stackIndex*2)+1] = n2;
       
   229 		   stackIndex++;
       
   230 		   }
       
   231 	    }
       
   232 	//* The bottom stack is covered with a triangle fan 
       
   233 	z0 = z1;
       
   234 	r0 = r1;
       
   235 
       
   236 	iBottomVertices = new (ELeave) Vertex3F[iSlices+2];
       
   237 	iBottomNormals = new (ELeave) Vertex3F[iSlices+2];
       
   238 	
       
   239 	iBottomVertices[0] = Vertex3F(0,0,-aRadius);
       
   240 	iBottomNormals[0] = Vertex3F(0,0,-1);
       
   241     for(j=0; j<=iSlices; j++)
       
   242     	{
       
   243 	    Vertex3F vertex(cost1[j]*r0*aRadius, sint1[j]*r0*aRadius, z0*aRadius);
       
   244 	    iBottomVertices[j+1] = vertex;
       
   245 	    Vertex3F normal(cost1[j]*r0, sint1[j]*r0, z0);
       
   246 	    iBottomNormals[j+1] = normal;
       
   247 	    }
       
   248     //* Release sin and cos tables 
       
   249     CleanupStack::PopAndDestroy(4);
       
   250 	}
       
   251