--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/graphicstest/uibench/s60/src/geometrystructs.cpp Tue Feb 02 01:47:50 2010 +0200
@@ -0,0 +1,251 @@
+// Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
+// All rights reserved.
+// This component and the accompanying materials are made available
+// under the terms of "Eclipse Public License v1.0"
+// which accompanies this distribution, and is available
+// at the URL "http://www.eclipse.org/legal/epl-v10.html".
+//
+// Initial Contributors:
+// Nokia Corporation - initial contribution.
+//
+// Contributors:
+//
+// Description:
+//
+
+/*
+ * Portions of this code, in particular the fghCircleTable function and the code to
+ * calculate the vertices for the solid sphere, is ported from freeglut_geometry.cpp
+ * which is distributed under the following terms:
+ *
+ ******************************************************************
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Fri Dec 3 1999
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *********************************************************************
+ * Apart from porting to use Open GL ES instead of Open GL the other major change is
+ * to separate out the code that calculates vertices from the code that draws the shape.
+ */
+
+
+#include "geometrystructs.h"
+
+#include <GLES/gl.h>
+#include <e32math.h>
+
+
+float sin(float x)
+ {
+ double t = x;
+ double r;
+ TInt error = Math::Sin(r,t);
+ ASSERT(error==KErrNone);
+ return r;
+ }
+
+float cos(float x)
+ {
+ double t = x;
+ double r;
+ TInt error = Math::Cos(r,t);
+ ASSERT(error==KErrNone);
+ return r;
+ }
+
+int abs(int x)
+ {
+ return Abs(x);
+ }
+
+Vertex3F::Vertex3F(float x, float y, float z)
+ :iX(x), iY(y), iZ(z)
+ {
+ }
+
+Vertex3F::Vertex3F()
+:iX(0), iY(0), iZ(0)
+ {
+ }
+
+int fghCircleTable(float **sint,float **cost,const int n)
+{
+ int i;
+
+ /* Table size, the sign of n flips the circle direction */
+ const int size = abs(n);
+
+ /* Determine the angle between samples */
+ const float angle = 2*KPi/(float)( ( n == 0 ) ? 1 : n );
+
+ /* Allocate memory for n samples, plus duplicate of first entry at the end */
+ *sint = new float[sizeof(float) * size+1];
+
+ if(*sint==NULL)
+ {
+ return KErrNoMemory;
+ }
+
+ *cost = new float[sizeof(float) * size+1];
+
+ if(*cost==NULL)
+ {
+ delete[] sint;
+ return KErrNoMemory;
+ }
+
+ /* Compute cos and sin around the circle */
+ (*sint)[0] = 0.0;
+ (*cost)[0] = 1.0;
+
+ for (i=1; i<size; i++)
+ {
+ (*sint)[i] = sin(angle*i);
+ (*cost)[i] = cos(angle*i);
+ }
+
+ /* Last sample is duplicate of the first */
+
+ (*sint)[size] = (*sint)[0];
+ (*cost)[size] = (*cost)[0];
+ return KErrNone;
+}
+
+CSolidSphere* CSolidSphere::NewLC(TReal aRadius, TInt aSlices, TInt aStacks)
+ {
+ CSolidSphere* self = new(ELeave) CSolidSphere(aSlices, aStacks);
+ CleanupStack::PushL(self);
+ self->ConstructL(aRadius);
+ return self;
+ }
+
+CSolidSphere::~CSolidSphere()
+ {
+ delete[] iTopVertices;
+ delete[] iTopNormals;
+ delete[] iBottomVertices;
+ delete[] iBottomNormals;
+ delete[] iStackVertices;
+ delete[] iStackNormals;
+ }
+
+void CSolidSphere::Draw() const
+ {
+//top fan
+ glVertexPointer(3, GL_FLOAT, 0, iTopVertices);
+ glNormalPointer(GL_FLOAT, 0, iTopNormals);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, iSlices+2);
+//stacks, one at a time
+ glVertexPointer(3, GL_FLOAT, 0, iStackVertices);
+ glNormalPointer(GL_FLOAT, 0, iStackNormals);
+ TInt offset = 0;
+ TInt verticesPerStack = (iSlices+1)*2;
+ for(TInt i=1; i<iStacks-1; i++ )
+ {
+ glDrawArrays(GL_TRIANGLE_STRIP, offset, verticesPerStack);
+ offset+=verticesPerStack;
+ }
+//bottom fan
+ glVertexPointer(3, GL_FLOAT, 0, iBottomVertices);
+ glNormalPointer(GL_FLOAT, 0, iBottomNormals);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, iSlices+2);
+ }
+
+CSolidSphere::CSolidSphere(TInt aSlices, TInt aStacks)
+ :iSlices(aSlices), iStacks(aStacks)
+ {
+ }
+
+void CSolidSphere::ConstructL(TReal aRadius)
+ {
+ //* Pre-computed circle
+ float* sint1 = NULL;
+ float* cost1 = NULL;
+ float* sint2 = NULL;
+ float* cost2 = NULL;
+
+
+ fghCircleTable(&sint1,&cost1,-iSlices);
+ CleanupArrayDeletePushL(sint1);
+ CleanupArrayDeletePushL(cost1);
+
+ fghCircleTable(&sint2,&cost2,iStacks*2);
+ CleanupArrayDeletePushL(sint2);
+ CleanupArrayDeletePushL(cost2);
+
+ //* The top stack is covered with a triangle fan
+ int i,j;
+ //* Adjust z and radius as stacks are drawn.
+ float z0,z1;
+ float r0,r1;
+
+ z0 = 1.0;
+ z1 = cost2[(iStacks>0)?1:0];
+ r0 = 0.0;
+ r1 = sint2[(iStacks>0)?1:0];
+
+ iTopVertices = new (ELeave) Vertex3F[iSlices+2];
+ iTopNormals = new (ELeave) Vertex3F[iSlices+2];
+ TInt topVerticesIndex = 0;
+ iTopVertices[topVerticesIndex] = Vertex3F(0,0,aRadius);
+ iTopNormals[topVerticesIndex] = Vertex3F(0,0,1);
+ for(j=iSlices; j>=0; j--)
+ {
+ topVerticesIndex++;
+ Vertex3F vertex(cost1[j]*r1*aRadius, sint1[j]*r1*aRadius, z1*aRadius);
+ iTopVertices[topVerticesIndex] = vertex;
+ Vertex3F normal(cost1[j]*r1, sint1[j]*r1, z1 );
+ iTopNormals[topVerticesIndex] = normal;
+ }
+
+ //*calculate the vertices for each stack
+ TInt stackVertexCount = ((iSlices+1)*2) *iStacks;
+ iStackVertices = new (ELeave) Vertex3F[stackVertexCount];
+ iStackNormals = new (ELeave) Vertex3F[stackVertexCount];
+ TInt stackIndex = 0;
+ for( i=1; i<iStacks-1; i++ )
+ {
+ z0 = z1; z1 = cost2[i+1];
+ r0 = r1; r1 = sint2[i+1];
+ for(j=0; j<=iSlices; j++)
+ {
+ Vertex3F v1(cost1[j]*r1*aRadius, sint1[j]*r1*aRadius, z1*aRadius);
+ Vertex3F v2(cost1[j]*r0*aRadius, sint1[j]*r0*aRadius, z0*aRadius);
+ iStackVertices[stackIndex*2] = v1;
+ iStackVertices[(stackIndex*2)+1] = v2;
+ Vertex3F n1(cost1[j]*r1, sint1[j]*r1, z1);
+ Vertex3F n2(cost1[j]*r0, sint1[j]*r0, z0);
+ iStackNormals[stackIndex*2] = n1;
+ iStackNormals[(stackIndex*2)+1] = n2;
+ stackIndex++;
+ }
+ }
+ //* The bottom stack is covered with a triangle fan
+ z0 = z1;
+ r0 = r1;
+
+ iBottomVertices = new (ELeave) Vertex3F[iSlices+2];
+ iBottomNormals = new (ELeave) Vertex3F[iSlices+2];
+
+ iBottomVertices[0] = Vertex3F(0,0,-aRadius);
+ iBottomNormals[0] = Vertex3F(0,0,-1);
+ for(j=0; j<=iSlices; j++)
+ {
+ Vertex3F vertex(cost1[j]*r0*aRadius, sint1[j]*r0*aRadius, z0*aRadius);
+ iBottomVertices[j+1] = vertex;
+ Vertex3F normal(cost1[j]*r0, sint1[j]*r0, z0);
+ iBottomNormals[j+1] = normal;
+ }
+ //* Release sin and cos tables
+ CleanupStack::PopAndDestroy(4);
+ }
+