Пример #1
0
void Controller::createSphere( gl::VboMesh &vbo, int res )
{
	float X = 0.525731112119f; 
	float Z = 0.850650808352f;
	
	static Vec3f verts[12] = {
		Vec3f( -X, 0.0f, Z ), Vec3f( X, 0.0f, Z ), Vec3f( -X, 0.0f, -Z ), Vec3f( X, 0.0f, -Z ),
		Vec3f( 0.0f, Z, X ), Vec3f( 0.0f, Z, -X ), Vec3f( 0.0f, -Z, X ), Vec3f( 0.0f, -Z, -X ),
		Vec3f( Z, X, 0.0f ), Vec3f( -Z, X, 0.0f ), Vec3f( Z, -X, 0.0f ), Vec3f( -Z, -X, 0.0f ) };
	
	static GLuint triIndices[20][3] = { 
		{0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1}, {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
		{7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };
	
	gl::VboMesh::Layout layout;
	layout.setStaticPositions();
	layout.setStaticNormals();
	
	mPosCoords.clear();
	mNormals.clear();
	for( int i=0; i<20; i++ ){
		drawSphereTri( verts[triIndices[i][0]], verts[triIndices[i][1]], verts[triIndices[i][2]], res );
	}
	vbo = gl::VboMesh( mPosCoords.size(), 0, layout, GL_TRIANGLES );	
	vbo.bufferPositions( mPosCoords );
	vbo.bufferNormals( mNormals );
}
Пример #2
0
void RepulsionApp::createSphere( gl::VboMesh &vbo, int res )
{
	float X = 0.525731112119f; 
	float Z = 0.850650808352f;
	
	static Vec3f verts[12] = {
		Vec3f( -X, 0.0f, Z ), Vec3f( X, 0.0f, Z ), Vec3f( -X, 0.0f, -Z ), Vec3f( X, 0.0f, -Z ),
		Vec3f( 0.0f, Z, X ), Vec3f( 0.0f, Z, -X ), Vec3f( 0.0f, -Z, X ), Vec3f( 0.0f, -Z, -X ),
		Vec3f( Z, X, 0.0f ), Vec3f( -Z, X, 0.0f ), Vec3f( Z, -X, 0.0f ), Vec3f( -Z, -X, 0.0f ) };
	
	static GLuint triIndices[20][3] = { 
		{0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1}, {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
		{7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };
	
	gl::VboMesh::Layout layout;
	layout.setStaticPositions();
	layout.setStaticNormals();
	layout.setStaticColorsRGB();
	
	mPosCoords.clear();
	mNormals.clear();
	mColors.clear();
	
	float invWidth = 1.0f/(float)FBO_WIDTH;
	float invHeight = 1.0f/(float)FBO_HEIGHT;
	for( int x = 0; x < FBO_WIDTH; ++x ) {
		for( int y = 0; y < FBO_HEIGHT; ++y ) {
			float u = ( (float)x + 0.5f ) * invWidth;
			float v = ( (float)y + 0.5f ) * invHeight;
			Colorf c = Colorf( u, v, 0.0f );
			
			for( int i=0; i<20; i++ ){
				drawSphereTri( verts[triIndices[i][0]], verts[triIndices[i][1]], verts[triIndices[i][2]], res, c );
			}
		}
	}
	vbo = gl::VboMesh( mPosCoords.size(), 0, layout, GL_TRIANGLES );	
	vbo.bufferPositions( mPosCoords );
	vbo.bufferNormals( mNormals );
	vbo.bufferColorsRGB( mColors );
	vbo.unbindBuffers();
}
Пример #3
0
void Controller::createSphere( gl::VboMesh &vbo, int res )
{
	float X = 0.525731112119f; 
	float Z = 0.850650808352f;
	
	static Vec3f verts[12] = {
		Vec3f( -X, 0.0f, Z ), Vec3f( X, 0.0f, Z ), Vec3f( -X, 0.0f, -Z ), Vec3f( X, 0.0f, -Z ),
		Vec3f( 0.0f, Z, X ), Vec3f( 0.0f, Z, -X ), Vec3f( 0.0f, -Z, X ), Vec3f( 0.0f, -Z, -X ),
		Vec3f( Z, X, 0.0f ), Vec3f( -Z, X, 0.0f ), Vec3f( Z, -X, 0.0f ), Vec3f( -Z, -X, 0.0f ) };
	
	static GLuint triIndices[20][3] = { 
		{0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1}, {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
		{7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };
	
	gl::VboMesh::Layout layout;
	layout.setStaticPositions();
	layout.setStaticNormals();
	
	mPosCoords.clear();
	mNormals.clear();
	for( int i=0; i<20; i++ ){
		drawSphereTri( verts[triIndices[i][0]], verts[triIndices[i][1]], verts[triIndices[i][2]], res );
	}
	
	float z = 0.0f;
	float s = 0.05f;
	float y1 = -0.975f;
	float y2 = -1.1f;
	
	Vec3f v0 = Vec3f( z, y1, z );
	Vec3f v1 = Vec3f( s, y2, s );
	Vec3f v2 = Vec3f(-s, y2, s );
	Vec3f v3 = Vec3f(-s, y2,-s );
	Vec3f v4 = Vec3f( s, y2,-s );
	
	mPosCoords.push_back( v1 );	// back
	mPosCoords.push_back( v2 );
	mPosCoords.push_back( v0 );
	
	mPosCoords.push_back( v4 ); // right
	mPosCoords.push_back( v1 );
	mPosCoords.push_back( v0 );
	
	mPosCoords.push_back( v3 ); // front
	mPosCoords.push_back( v4 );
	mPosCoords.push_back( v0 );
	
	mPosCoords.push_back( v2 ); // left
	mPosCoords.push_back( v3 );
	mPosCoords.push_back( v0 );
	
	mPosCoords.push_back( v1 ); // bottom
	mPosCoords.push_back( v2 );
	mPosCoords.push_back( v3 );
	
	mPosCoords.push_back( v1 ); // bottom
	mPosCoords.push_back( v3 );
	mPosCoords.push_back( v4 );

	mNormals.push_back( Vec3f::zAxis() );	// back
	mNormals.push_back( Vec3f::zAxis() );
	mNormals.push_back( Vec3f::zAxis() );
	
	mNormals.push_back( Vec3f::xAxis() );	// right
	mNormals.push_back( Vec3f::xAxis() );
	mNormals.push_back( Vec3f::xAxis() );
	
	mNormals.push_back(-Vec3f::zAxis() );	// front
	mNormals.push_back(-Vec3f::zAxis() );
	mNormals.push_back(-Vec3f::zAxis() );
	
	mNormals.push_back( Vec3f::xAxis() );	// left
	mNormals.push_back( Vec3f::xAxis() );
	mNormals.push_back( Vec3f::xAxis() );
	
	mNormals.push_back( Vec3f::yAxis() );	// bottom
	mNormals.push_back( Vec3f::yAxis() );
	mNormals.push_back( Vec3f::yAxis() );
	
	mNormals.push_back( Vec3f::yAxis() );	// bottom
	mNormals.push_back( Vec3f::yAxis() );
	mNormals.push_back( Vec3f::yAxis() );
	
	vbo = gl::VboMesh( mPosCoords.size(), 0, layout, GL_TRIANGLES );	
	vbo.bufferPositions( mPosCoords );
	vbo.bufferNormals( mNormals );
}