Sphere::Sphere(glm::vec3 pos, float radius, unsigned int rings, unsigned int sectors) { m_pos = m_centerPos = pos; m_radius = radius; m_rings = rings; m_sectors = sectors; CreateBuffers(); GenerateVertices(); GenerateIndexes(); GenerateNormals(); }
/* ================= idSurface_Patch::SubdivideExplicit ================= */ void idSurface_Patch::SubdivideExplicit( int horzSubdivisions, int vertSubdivisions, bool genNormals, bool removeLinear ) { int i, j, k, l; idDrawVert sample[3][3]; int outWidth = ((width - 1) / 2 * horzSubdivisions) + 1; int outHeight = ((height - 1) / 2 * vertSubdivisions) + 1; idDrawVert *dv = new idDrawVert[ outWidth * outHeight ]; // generate normals for the control mesh if ( genNormals ) { GenerateNormals(); } int baseCol = 0; for ( i = 0; i + 2 < width; i += 2 ) { int baseRow = 0; for ( j = 0; j + 2 < height; j += 2 ) { for ( k = 0; k < 3; k++ ) { for ( l = 0; l < 3; l++ ) { sample[k][l] = verts[ ((j + l) * width) + i + k ]; } } SampleSinglePatch( sample, baseCol, baseRow, outWidth, horzSubdivisions, vertSubdivisions, dv ); baseRow += vertSubdivisions; } baseCol += horzSubdivisions; } verts.SetNum( outWidth * outHeight ); for ( i = 0; i < outWidth * outHeight; i++ ) { verts[i] = dv[i]; } delete[] dv; width = maxWidth = outWidth; height = maxHeight = outHeight; expanded = false; if ( removeLinear ) { Expand(); RemoveLinearColumnsRows(); Collapse(); } // normalize all the lerped normals if ( genNormals ) { for ( i = 0; i < width * height; i++ ) { verts[i].normal.Normalize(); } } GenerateIndexes(); }
/* ================= idSurface_Patch::Subdivide ================= */ void idSurface_Patch::Subdivide( float maxHorizontalError, float maxVerticalError, float maxLength, bool genNormals ) { int i, j, k, l; idDrawVert prev, next, mid; idVec3 prevxyz, nextxyz, midxyz; idVec3 delta; float maxHorizontalErrorSqr, maxVerticalErrorSqr, maxLengthSqr; // generate normals for the control mesh if ( genNormals ) { GenerateNormals(); } maxHorizontalErrorSqr = Square( maxHorizontalError ); maxVerticalErrorSqr = Square( maxVerticalError ); maxLengthSqr = Square( maxLength ); Expand(); // horizontal subdivisions for ( j = 0; j + 2 < width; j += 2 ) { // check subdivided midpoints against control points for ( i = 0; i < height; i++ ) { for ( l = 0; l < 3; l++ ) { prevxyz[l] = verts[i*maxWidth + j+1].xyz[l] - verts[i*maxWidth + j ].xyz[l]; nextxyz[l] = verts[i*maxWidth + j+2].xyz[l] - verts[i*maxWidth + j+1].xyz[l]; midxyz[l] = (verts[i*maxWidth + j ].xyz[l] + verts[i*maxWidth + j+1].xyz[l] * 2.0f + verts[i*maxWidth + j+2].xyz[l] ) * 0.25f; } if ( maxLength > 0.0f ) { // if the span length is too long, force a subdivision if ( prevxyz.LengthSqr() > maxLengthSqr || nextxyz.LengthSqr() > maxLengthSqr ) { break; } } // see if this midpoint is off far enough to subdivide delta = verts[i*maxWidth + j+1].xyz - midxyz; if ( delta.LengthSqr() > maxHorizontalErrorSqr ) { break; } } if ( i == height ) { continue; // didn't need subdivision } if ( width + 2 >= maxWidth ) { ResizeExpanded( maxHeight, maxWidth + 4 ); } // insert two columns and replace the peak width += 2; for ( i = 0; i < height; i++ ) { idSurface_Patch::LerpVert( verts[i*maxWidth + j ], verts[i*maxWidth + j+1], prev ); idSurface_Patch::LerpVert( verts[i*maxWidth + j+1], verts[i*maxWidth + j+2], next ); idSurface_Patch::LerpVert( prev, next, mid ); for ( k = width - 1; k > j + 3; k-- ) { verts[i*maxWidth + k] = verts[i*maxWidth + k-2]; } verts[i*maxWidth + j+1] = prev; verts[i*maxWidth + j+2] = mid; verts[i*maxWidth + j+3] = next; } // back up and recheck this set again, it may need more subdivision j -= 2; } // vertical subdivisions for ( j = 0; j + 2 < height; j += 2 ) { // check subdivided midpoints against control points for ( i = 0; i < width; i++ ) { for ( l = 0; l < 3; l++ ) { prevxyz[l] = verts[(j+1)*maxWidth + i].xyz[l] - verts[j*maxWidth + i].xyz[l]; nextxyz[l] = verts[(j+2)*maxWidth + i].xyz[l] - verts[(j+1)*maxWidth + i].xyz[l]; midxyz[l] = (verts[j*maxWidth + i].xyz[l] + verts[(j+1)*maxWidth + i].xyz[l] * 2.0f + verts[(j+2)*maxWidth + i].xyz[l] ) * 0.25f; } if ( maxLength > 0.0f ) { // if the span length is too long, force a subdivision if ( prevxyz.LengthSqr() > maxLengthSqr || nextxyz.LengthSqr() > maxLengthSqr ) { break; } } // see if this midpoint is off far enough to subdivide delta = verts[(j+1)*maxWidth + i].xyz - midxyz; if ( delta.LengthSqr() > maxVerticalErrorSqr ) { break; } } if ( i == width ) { continue; // didn't need subdivision } if ( height + 2 >= maxHeight ) { ResizeExpanded( maxHeight + 4, maxWidth ); } // insert two columns and replace the peak height += 2; for ( i = 0; i < width; i++ ) { LerpVert( verts[j*maxWidth + i], verts[(j+1)*maxWidth + i], prev ); LerpVert( verts[(j+1)*maxWidth + i], verts[(j+2)*maxWidth + i], next ); LerpVert( prev, next, mid ); for ( k = height - 1; k > j + 3; k-- ) { verts[k*maxWidth + i] = verts[(k-2)*maxWidth + i]; } verts[(j+1)*maxWidth + i] = prev; verts[(j+2)*maxWidth + i] = mid; verts[(j+3)*maxWidth + i] = next; } // back up and recheck this set again, it may need more subdivision j -= 2; } PutOnCurve(); RemoveLinearColumnsRows(); Collapse(); // normalize all the lerped normals if ( genNormals ) { for ( i = 0; i < width * height; i++ ) { verts[i].normal.Normalize(); } } GenerateIndexes(); }