os/graphics/graphicstest/uibench/s60/src/geometrystructs.cpp
changeset 0 bde4ae8d615e
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/os/graphics/graphicstest/uibench/s60/src/geometrystructs.cpp	Fri Jun 15 03:10:57 2012 +0200
     1.3 @@ -0,0 +1,251 @@
     1.4 +// Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
     1.5 +// All rights reserved.
     1.6 +// This component and the accompanying materials are made available
     1.7 +// under the terms of "Eclipse Public License v1.0"
     1.8 +// which accompanies this distribution, and is available
     1.9 +// at the URL "http://www.eclipse.org/legal/epl-v10.html".
    1.10 +//
    1.11 +// Initial Contributors:
    1.12 +// Nokia Corporation - initial contribution.
    1.13 +//
    1.14 +// Contributors:
    1.15 +//
    1.16 +// Description:
    1.17 +//
    1.18 +
    1.19 +/*
    1.20 + * Portions of this code, in particular the fghCircleTable function and the code to 
    1.21 + * calculate the vertices for the solid sphere, is ported from freeglut_geometry.cpp 
    1.22 + * which is distributed under the following terms:
    1.23 + * 
    1.24 + ****************************************************************** 
    1.25 + * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
    1.26 + * Written by Pawel W. Olszta, <olszta@sourceforge.net>
    1.27 + * Creation date: Fri Dec 3 1999
    1.28 + *
    1.29 + * Permission is hereby granted, free of charge, to any person obtaining a
    1.30 + * copy of this software and associated documentation files (the "Software"),
    1.31 + * to deal in the Software without restriction, including without limitation
    1.32 + * the rights to use, copy, modify, merge, publish, distribute, sublicense,
    1.33 + * and/or sell copies of the Software, and to permit persons to whom the
    1.34 + * Software is furnished to do so, subject to the following conditions:
    1.35 + *
    1.36 + * The above copyright notice and this permission notice shall be included
    1.37 + * in all copies or substantial portions of the Software.
    1.38 + *********************************************************************
    1.39 + * Apart from porting to use Open GL ES instead of Open GL the other major change is 
    1.40 + * to separate out the code that calculates vertices from the code that draws the shape.   
    1.41 + */
    1.42 +
    1.43 +
    1.44 +#include "geometrystructs.h"
    1.45 +
    1.46 +#include <GLES/gl.h>
    1.47 +#include <e32math.h>
    1.48 +
    1.49 +
    1.50 +float sin(float x)
    1.51 +	{
    1.52 +	double t = x;
    1.53 +	double r;
    1.54 +	TInt error = Math::Sin(r,t);
    1.55 +	ASSERT(error==KErrNone);
    1.56 +	return r;
    1.57 +	}
    1.58 +
    1.59 +float cos(float x)
    1.60 +	{
    1.61 +	double t = x;
    1.62 +	double r;
    1.63 +	TInt error = Math::Cos(r,t);
    1.64 +	ASSERT(error==KErrNone);
    1.65 +	return r;
    1.66 +	}
    1.67 +
    1.68 +int abs(int x)
    1.69 +	{
    1.70 +	return Abs(x);
    1.71 +	}
    1.72 +
    1.73 +Vertex3F::Vertex3F(float x, float y, float z)
    1.74 +	:iX(x), iY(y), iZ(z)
    1.75 +	{
    1.76 +	}
    1.77 +
    1.78 +Vertex3F::Vertex3F()
    1.79 +:iX(0), iY(0), iZ(0)
    1.80 +	{
    1.81 +	}
    1.82 +
    1.83 +int fghCircleTable(float **sint,float **cost,const int n)
    1.84 +{
    1.85 +    int i;
    1.86 +
    1.87 +    /* Table size, the sign of n flips the circle direction */
    1.88 +    const int size = abs(n);
    1.89 +
    1.90 +    /* Determine the angle between samples */
    1.91 +    const float angle = 2*KPi/(float)( ( n == 0 ) ? 1 : n );
    1.92 +
    1.93 +    /* Allocate memory for n samples, plus duplicate of first entry at the end */
    1.94 +    *sint = new float[sizeof(float) * size+1];
    1.95 +    
    1.96 +    if(*sint==NULL)
    1.97 +		{
    1.98 +		return KErrNoMemory;
    1.99 +		}
   1.100 +		
   1.101 +    *cost = new float[sizeof(float) * size+1];
   1.102 +    
   1.103 +    if(*cost==NULL)
   1.104 +		{
   1.105 +		delete[] sint;
   1.106 +		return KErrNoMemory;
   1.107 +		}
   1.108 +    
   1.109 +    /* Compute cos and sin around the circle */
   1.110 +    (*sint)[0] = 0.0;
   1.111 +    (*cost)[0] = 1.0;
   1.112 +
   1.113 +    for (i=1; i<size; i++)
   1.114 +    {
   1.115 +    (*sint)[i] = sin(angle*i);
   1.116 +    (*cost)[i] = cos(angle*i);
   1.117 +    }
   1.118 +
   1.119 +    /* Last sample is duplicate of the first */
   1.120 +
   1.121 +    (*sint)[size] = (*sint)[0];
   1.122 +    (*cost)[size] = (*cost)[0];
   1.123 +    return KErrNone;
   1.124 +}
   1.125 +
   1.126 +CSolidSphere* CSolidSphere::NewLC(TReal aRadius, TInt aSlices, TInt aStacks)
   1.127 +	{
   1.128 +	CSolidSphere* self = new(ELeave) CSolidSphere(aSlices, aStacks);
   1.129 +	CleanupStack::PushL(self);
   1.130 +	self->ConstructL(aRadius);
   1.131 +	return self;
   1.132 +	}
   1.133 +
   1.134 +CSolidSphere::~CSolidSphere()
   1.135 +	{
   1.136 +	delete[] iTopVertices;
   1.137 +	delete[] iTopNormals;
   1.138 +	delete[] iBottomVertices;
   1.139 +	delete[] iBottomNormals;
   1.140 +	delete[] iStackVertices;
   1.141 +	delete[] iStackNormals;
   1.142 +	}
   1.143 +
   1.144 +void CSolidSphere::Draw() const
   1.145 +	{
   1.146 +//top fan
   1.147 +	glVertexPointer(3, GL_FLOAT, 0, iTopVertices);
   1.148 +	glNormalPointer(GL_FLOAT, 0, iTopNormals);
   1.149 +	glDrawArrays(GL_TRIANGLE_FAN, 0, iSlices+2);
   1.150 +//stacks, one at a time	
   1.151 +	glVertexPointer(3, GL_FLOAT, 0, iStackVertices);
   1.152 +	glNormalPointer(GL_FLOAT, 0, iStackNormals);
   1.153 +	TInt offset = 0;
   1.154 +	TInt verticesPerStack = (iSlices+1)*2;
   1.155 +	for(TInt i=1; i<iStacks-1; i++ )
   1.156 +		{
   1.157 +		glDrawArrays(GL_TRIANGLE_STRIP, offset, verticesPerStack);
   1.158 +		offset+=verticesPerStack;
   1.159 +		}
   1.160 +//bottom fan
   1.161 +	glVertexPointer(3, GL_FLOAT, 0, iBottomVertices);
   1.162 +	glNormalPointer(GL_FLOAT, 0, iBottomNormals);
   1.163 +	glDrawArrays(GL_TRIANGLE_FAN, 0, iSlices+2);
   1.164 +	}
   1.165 +
   1.166 +CSolidSphere::CSolidSphere(TInt aSlices, TInt aStacks)
   1.167 +	:iSlices(aSlices), iStacks(aStacks)
   1.168 +	{
   1.169 +	}
   1.170 +
   1.171 +void CSolidSphere::ConstructL(TReal aRadius)
   1.172 +	{
   1.173 +	//* Pre-computed circle 
   1.174 +	float* sint1 = NULL;
   1.175 +	float* cost1 = NULL;
   1.176 +	float* sint2 = NULL;
   1.177 +	float* cost2 = NULL;
   1.178 +	
   1.179 +	
   1.180 +	fghCircleTable(&sint1,&cost1,-iSlices);
   1.181 +	CleanupArrayDeletePushL(sint1);
   1.182 +	CleanupArrayDeletePushL(cost1);
   1.183 +		
   1.184 +	fghCircleTable(&sint2,&cost2,iStacks*2);
   1.185 +	CleanupArrayDeletePushL(sint2);
   1.186 +	CleanupArrayDeletePushL(cost2);
   1.187 +
   1.188 +	//* The top stack is covered with a triangle fan 
   1.189 +	int i,j;
   1.190 +	//* Adjust z and radius as stacks are drawn. 
   1.191 +	float z0,z1;
   1.192 +	float r0,r1;
   1.193 +	
   1.194 +	z0 = 1.0;
   1.195 +	z1 = cost2[(iStacks>0)?1:0];
   1.196 +	r0 = 0.0;
   1.197 +	r1 = sint2[(iStacks>0)?1:0];
   1.198 +	
   1.199 +	iTopVertices = new (ELeave) Vertex3F[iSlices+2];
   1.200 +	iTopNormals = new (ELeave) Vertex3F[iSlices+2];
   1.201 +	TInt topVerticesIndex = 0;
   1.202 +	iTopVertices[topVerticesIndex] = Vertex3F(0,0,aRadius);
   1.203 +	iTopNormals[topVerticesIndex] = Vertex3F(0,0,1);
   1.204 +	for(j=iSlices; j>=0; j--)
   1.205 +	  	{
   1.206 +	  	topVerticesIndex++;
   1.207 +	    Vertex3F vertex(cost1[j]*r1*aRadius, sint1[j]*r1*aRadius, z1*aRadius);
   1.208 +	    iTopVertices[topVerticesIndex] = vertex;
   1.209 +	    Vertex3F normal(cost1[j]*r1,        sint1[j]*r1,        z1       );
   1.210 +	    iTopNormals[topVerticesIndex] = normal;
   1.211 +	    }
   1.212 +	
   1.213 +	//*calculate the vertices for each stack
   1.214 +	TInt stackVertexCount = ((iSlices+1)*2) *iStacks; 
   1.215 +	iStackVertices = new (ELeave) Vertex3F[stackVertexCount];
   1.216 +	iStackNormals = new (ELeave) Vertex3F[stackVertexCount];	
   1.217 +	TInt stackIndex = 0;
   1.218 +	for( i=1; i<iStacks-1; i++ )
   1.219 +	    {
   1.220 +	    z0 = z1; z1 = cost2[i+1];
   1.221 +	    r0 = r1; r1 = sint2[i+1];
   1.222 +	    for(j=0; j<=iSlices; j++)
   1.223 +	       {
   1.224 +	       Vertex3F v1(cost1[j]*r1*aRadius, sint1[j]*r1*aRadius, z1*aRadius);
   1.225 +	       Vertex3F v2(cost1[j]*r0*aRadius, sint1[j]*r0*aRadius, z0*aRadius);
   1.226 +	       iStackVertices[stackIndex*2] = v1;
   1.227 +	       iStackVertices[(stackIndex*2)+1] = v2;	                 
   1.228 +		   Vertex3F n1(cost1[j]*r1,        sint1[j]*r1,        z1);
   1.229 +		   Vertex3F n2(cost1[j]*r0,        sint1[j]*r0,        z0);
   1.230 +		   iStackNormals[stackIndex*2] = n1;
   1.231 +		   iStackNormals[(stackIndex*2)+1] = n2;
   1.232 +		   stackIndex++;
   1.233 +		   }
   1.234 +	    }
   1.235 +	//* The bottom stack is covered with a triangle fan 
   1.236 +	z0 = z1;
   1.237 +	r0 = r1;
   1.238 +
   1.239 +	iBottomVertices = new (ELeave) Vertex3F[iSlices+2];
   1.240 +	iBottomNormals = new (ELeave) Vertex3F[iSlices+2];
   1.241 +	
   1.242 +	iBottomVertices[0] = Vertex3F(0,0,-aRadius);
   1.243 +	iBottomNormals[0] = Vertex3F(0,0,-1);
   1.244 +    for(j=0; j<=iSlices; j++)
   1.245 +    	{
   1.246 +	    Vertex3F vertex(cost1[j]*r0*aRadius, sint1[j]*r0*aRadius, z0*aRadius);
   1.247 +	    iBottomVertices[j+1] = vertex;
   1.248 +	    Vertex3F normal(cost1[j]*r0, sint1[j]*r0, z0);
   1.249 +	    iBottomNormals[j+1] = normal;
   1.250 +	    }
   1.251 +    //* Release sin and cos tables 
   1.252 +    CleanupStack::PopAndDestroy(4);
   1.253 +	}
   1.254 +