sphere and grid are now in the same file : parametricmesh
This commit is contained in:
parent
124ef6ec2e
commit
9c2c8315b0
@ -15,8 +15,7 @@ set(LIB_SRC_LIST
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asciientity.cpp
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asciimodule.cpp
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framebuffer.cpp
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gbuffermodule.cpp
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gridmesh.cpp
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gbuffermodule.cpp
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lights.cpp
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meshbuilder.cpp
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phongentity.cpp
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@ -25,7 +24,7 @@ set(LIB_SRC_LIST
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shader.cpp
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skyboxmodule.cpp
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sparrowrenderer.cpp
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sphere.cpp
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parametricmesh.cpp
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texture.cpp
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)
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43
gridmesh.cpp
43
gridmesh.cpp
@ -1,43 +0,0 @@
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#include "gridmesh.h"
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GridMesh::GridMesh(Material* mat, int width, int height, bool alternate)
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{
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addGroup(mat);
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for(int i=0; i<=width; ++i)
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{
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for(int j=0; j<=height; ++j)
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{
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float x = (float)i/(float)width;
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float y = (float)j/(float)height;
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addPosition(x-0.5f, 0, y-0.5f);
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addNormal(0, 1, 0);
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addTexCoord(x, y);
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if(i > 0 && j > 0)
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{
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if(alternate && (i+j)%2)
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{
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addTriangle(getVertexId(i, j, height),
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getVertexId(i, j-1, height),
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getVertexId(i-1, j, height));
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addTriangle(getVertexId(i-1, j-1, height),
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getVertexId(i-1, j, height),
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getVertexId(i, j-1, height));
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}
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else
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{
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addTriangle(getVertexId(i, j, height),
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getVertexId(i-1, j-1, height),
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getVertexId(i-1, j, height));
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addTriangle(getVertexId(i, j, height),
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getVertexId(i, j-1, height),
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getVertexId(i-1, j-1, height));
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}
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}
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}
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}
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}
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int GridMesh::getVertexId(int i, int j, int height)
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{
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return i*(height+1) + j;
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}
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14
gridmesh.h
14
gridmesh.h
@ -1,14 +0,0 @@
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#ifndef GRIDMESH_H
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#define GRIDMESH_H
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#include "meshbuilder.h"
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class GridMesh : public MeshBuilder
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{
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public:
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GridMesh(Material* mat, int width, int height, bool alternate = true);
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private:
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int getVertexId(int i, int j, int height);
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};
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#endif // GRIDMESH_H
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3
mesh.h
3
mesh.h
@ -7,9 +7,8 @@
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class Material;
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class Mesh
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struct Mesh
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{
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public:
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typedef struct
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{
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glm::vec3 tangent;
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154
parametricmesh.cpp
Normal file
154
parametricmesh.cpp
Normal file
@ -0,0 +1,154 @@
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#include "parametricmesh.h"
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#include "glm/ext.hpp"
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#include "phongmaterial.h"
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#define M_PI 3.14159265358979323846
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#define MAGIC_RATIO 0.37139f
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Sphere::Sphere(Material* mat, int n)
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{
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// icosahedron :
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addGroup(mat);
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Group* group = &(indiceGroups[0]);
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// top cap
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createVertex(0, 1);
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for(int i=0; i<5; i++)
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createVertex(i/5.f, 1-MAGIC_RATIO);
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// bottom cap
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createVertex(0, 0);
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for(int i=0; i<5; i++)
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createVertex((i+0.5f)/5.f, MAGIC_RATIO);
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// Compute faces
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for(int i=0; i<5; i++){
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int top = 1;
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int bottom = 7;
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int offset = (i+1)%5;
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// top cap
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addTriangle(0, top+i, top+offset);
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// bottom cap
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addTriangle(6, bottom+offset, bottom+i);
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// middle ribbon
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addTriangle(top+i, bottom+i, top+offset);
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addTriangle(top+offset, bottom+i, bottom+offset);
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}
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// geodesic subdivisions :
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for(int i=0; i<n; i++)
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subdivide(group);
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}
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int Sphere::getEdge(int a, int b)
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{
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Edge* current = edges+a;
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int vid = -1;
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while(vid == -1)
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{
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if(current->b == b)
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vid = current->vertex;
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else if(current->next == NULL)
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{
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vid = positions.size();
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// creating subdivision vertex
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glm::vec3 pos = glm::normalize(positions[a] + positions[b] / 2.f);
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addPosition(pos);
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addNormal(pos);
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// u/v sphériques, cohérents sur toute la sphère sauf des artefacts au niveau des u==0
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float newU = (pos.x < 0 ? 1.5f : 1.f) + atan(pos.z/pos.x)/(2*M_PI);
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float newV = acos(pos.y)/M_PI;
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addTexCoord(newU - floor(newU), newV);
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// alternative, u/v moyennés :
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//v.texCoord = (v0.texCoord + v1.texCoord)/2.f;
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// inserting the new vertex in the edge collection
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if(current->b == -1)
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{
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current->vertex = vid;
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current->b = b;
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}
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else
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current->next = new Edge(b, vid);
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}
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else
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current = current->next;
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}
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return vid;
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}
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void Sphere::subdivide(Group* group)
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{
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edges = new Edge[positions.size()-1];
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int nb_triangles = group->indices.size()/3;
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for(int j=0; j<nb_triangles; j++)
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{
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int vid[3];
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for(int k=0; k<3; k++)
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{
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int idA = group->indices[j*3 + k];
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int idB = group->indices[j*3 + (k+1)%3];
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int a = idA < idB ? idA : idB;
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int b = idA > idB ? idA : idB;
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vid[k] = getEdge(a, b);
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}
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for(int k=0; k<3; k++)
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addTriangle(group->indices[j*3 + k], vid[k], vid[(k+2)%3]);
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addTriangle(vid[0], vid[1], vid[2]);
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}
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delete[](edges);
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group->indices.erase(group->indices.begin(), group->indices.begin()+nb_triangles*3);
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}
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void Sphere::createVertex(float u, float v)
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{
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glm::vec3 pos(cos(u*2*M_PI)*sin(v*M_PI),
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cos(v*M_PI),
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sin(u*2*M_PI)*sin(v*M_PI));
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addPosition(pos);
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addNormal(pos);
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addTexCoord(u, v);
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}
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GridMesh::GridMesh(Material* mat, int width, int height, bool alternate)
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{
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addGroup(mat);
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for(int i=0; i<=width; ++i)
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{
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for(int j=0; j<=height; ++j)
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{
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float x = (float)i/(float)width;
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float y = (float)j/(float)height;
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addPosition(x-0.5f, 0, y-0.5f);
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addNormal(0, 1, 0);
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addTexCoord(x, y);
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if(i > 0 && j > 0)
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{
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if(alternate && (i+j)%2)
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{
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addTriangle(getVertexId(i, j, height),
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getVertexId(i, j-1, height),
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getVertexId(i-1, j, height));
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addTriangle(getVertexId(i-1, j-1, height),
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getVertexId(i-1, j, height),
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getVertexId(i, j-1, height));
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}
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else
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{
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addTriangle(getVertexId(i, j, height),
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getVertexId(i-1, j-1, height),
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getVertexId(i-1, j, height));
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addTriangle(getVertexId(i, j, height),
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getVertexId(i, j-1, height),
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getVertexId(i-1, j-1, height));
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}
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}
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}
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}
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}
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int GridMesh::getVertexId(int i, int j, int height)
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{
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return i*(height+1) + j;
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}
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38
parametricmesh.h
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38
parametricmesh.h
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@ -0,0 +1,38 @@
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#ifndef PARAMETRIC_MESH_H
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#define PARAMETRIC_MESH_H
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#include "meshbuilder.h"
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class Sphere : public MeshBuilder
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{
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private:
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class Edge{
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public:
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int b;
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int vertex;
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Edge* next;
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Edge(int myB = -1, int myVertex = -1) :
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b(myB),
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vertex(myVertex),
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next(NULL)
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{}
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~Edge(){ if(next != NULL) delete(next); }
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};
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Edge* edges;
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int getEdge(int a, int b);
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void createVertex(float u, float v);
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void subdivide(Group* group);
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public:
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Sphere(Material* mat, int n = 0);
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};
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class GridMesh : public MeshBuilder
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{
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public:
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GridMesh(Material* mat, int width, int height, bool alternate = true);
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private:
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int getVertexId(int i, int j, int height);
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};
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#endif // PARAMETRIC_MESH_H
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@ -9,7 +9,14 @@
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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PhongEntity::PhongEntity(Mesh* myMesh) : mesh(myMesh) {}
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PhongEntity::PhongEntity(Mesh* myMesh) :
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mesh(myMesh),
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vao(0),
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nb_buffers(0),
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vbo(NULL),
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displayList(0),
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modelMatrix()
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{}
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void PhongEntity::draw(const glm::mat4 &viewMatrix, const glm::mat4 &projectionMatrix, Lights::Light* dirLight, Lights* pointLights)
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{
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@ -143,6 +150,7 @@ void PhongEntity::destroyGL()
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glAssert(glDeleteVertexArrays(1, &vao));
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glAssert(glDeleteBuffers(nb_buffers, vbo));
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delete[] vbo;
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vbo = NULL;
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}
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else
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glAssert(glDeleteLists(displayList, 1));
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@ -177,3 +185,12 @@ void PhongEntity::drawGroup(int groupId)
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glAssert(glDrawElements(GL_TRIANGLES, mesh->indiceGroups[groupId].indices.size(), GL_UNSIGNED_INT, mesh->indiceGroups[groupId].indices.data()));
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}
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PhongEntity* PhongEntity::clone()
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{
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PhongEntity* myClone = new PhongEntity(mesh);
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myClone->modelMatrix = modelMatrix;
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myClone->displayList = displayList;
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myClone->nb_buffers = nb_buffers;
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myClone->vao = vao;
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myClone->vbo = vbo;
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}
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@ -42,6 +42,9 @@ protected:
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void crappyDraw(const glm::mat4 &viewMatrix, const glm::mat4 &projectionMatrix, Lights::Light* dirLight, Lights* pointLights);
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public:
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/**
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* @brief the model matrix is public, so the user can manipulate it in any way he desires.
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*/
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glm::mat4 modelMatrix;
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PhongEntity(Mesh* myMesh);
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@ -52,6 +55,12 @@ public:
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void destroyGL();
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Mesh* getMesh() {return mesh;}
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/**
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* @brief this method returns a clone of the current entity.
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* The same VAO will be used to render both, so there is no need to call initGL on the clone
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*/
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PhongEntity* clone();
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};
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#endif // PHONGENTITY_H
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108
sphere.cpp
108
sphere.cpp
@ -1,108 +0,0 @@
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#include "sphere.h"
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#include "glm/ext.hpp"
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#include "phongmaterial.h"
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#define M_PI 3.14159265358979323846
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#define MAGIC_RATIO 0.37139f
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Sphere::Sphere(Material* mat, int n)
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{
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// icosahedron :
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addGroup(mat);
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Group* group = &(indiceGroups[0]);
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// top cap
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createVertex(0, 1);
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for(int i=0; i<5; i++)
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createVertex(i/5.f, 1-MAGIC_RATIO);
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// bottom cap
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createVertex(0, 0);
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for(int i=0; i<5; i++)
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createVertex((i+0.5f)/5.f, MAGIC_RATIO);
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// Compute faces
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for(int i=0; i<5; i++){
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int top = 1;
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int bottom = 7;
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int offset = (i+1)%5;
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// top cap
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addTriangle(0, top+i, top+offset);
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// bottom cap
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addTriangle(6, bottom+offset, bottom+i);
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// middle ribbon
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addTriangle(top+i, bottom+i, top+offset);
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addTriangle(top+offset, bottom+i, bottom+offset);
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}
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// geodesic subdivisions :
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for(int i=0; i<n; i++){
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edges = new Edge[positions.size()-1];
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int nb_triangles = group->indices.size()/3;
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for(int j=0; j<nb_triangles; j++)
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{
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int vid[3];
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for(int k=0; k<3; k++)
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{
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int idA = group->indices[j*3 + k];
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int idB = group->indices[j*3 + (k+1)%3];
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int a = idA < idB ? idA : idB;
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int b = idA > idB ? idA : idB;
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vid[k] = getEdge(a, b);
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}
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for(int k=0; k<3; k++)
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addTriangle(group->indices[j*3 + k], vid[k], vid[(k+2)%3]);
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addTriangle(vid[0], vid[1], vid[2]);
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}
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delete[](edges);
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group->indices.erase(group->indices.begin(), group->indices.begin()+nb_triangles*3);
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}
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}
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int Sphere::getEdge(int a, int b)
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{
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Edge* current = edges+a;
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int vid = -1;
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while(vid == -1)
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{
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if(current->b == b)
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vid = current->vertex;
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else if(current->next == NULL)
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{
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vid = positions.size();
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// creating subdivision vertex
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glm::vec3 pos = glm::normalize(positions[a] + positions[b] / 2.f);
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addPosition(pos);
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addNormal(pos);
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// u/v sphériques, cohérents sur toute la sphère sauf des artefacts au niveau des u==0
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float newU = (pos.x < 0 ? 1.5f : 1.f) + atan(pos.z/pos.x)/(2*M_PI);
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float newV = acos(pos.y)/M_PI;
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addTexCoord(newU - floor(newU), newV);
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// alternative, u/v moyennés :
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//v.texCoord = (v0.texCoord + v1.texCoord)/2.f;
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// inserting the new vertex in the edge collection
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if(current->b == -1)
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{
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current->vertex = vid;
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current->b = b;
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}
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else
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current->next = new Edge(b, vid);
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}
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else
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current = current->next;
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}
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return vid;
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}
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void Sphere::createVertex(float u, float v)
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{
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glm::vec3 pos(cos(u*2*M_PI)*sin(v*M_PI),
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cos(v*M_PI),
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sin(u*2*M_PI)*sin(v*M_PI));
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addPosition(pos);
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addNormal(pos);
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addTexCoord(u, v);
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}
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25
sphere.h
25
sphere.h
@ -1,25 +0,0 @@
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#ifndef SPHERE_H
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#define SPHERE_H
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#include "meshbuilder.h"
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class Sphere : public MeshBuilder
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{
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private:
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class Edge{
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public:
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int b;
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int vertex;
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Edge* next;
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Edge(int myB = -1, int myVertex = -1):b(myB),vertex(myVertex),next(NULL){}
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~Edge(){ if(next != NULL) delete(next); }
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};
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Edge* edges;
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int getEdge(int a, int b);
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void createVertex(float u, float v);
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public:
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Sphere(Material* mat, int n = 0);
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};
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#endif // SPHERE_H
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