SparrowRenderer/sphere.cpp
2015-08-04 20:10:07 +02:00

109 lines
2.9 KiB
C++

#include "sphere.h"
#include "glm/ext.hpp"
#include "phongmaterial.h"
#define M_PI 3.14159265358979323846
#define MAGIC_RATIO 0.37139f
Sphere::Sphere(Material* mat, int n)
{
// icosahedron :
addGroup(mat);
Group* group = &(indiceGroups[0]);
// top cap
createVertex(0, 1);
for(int i=0; i<5; i++)
createVertex(i/5.f, 1-MAGIC_RATIO);
// bottom cap
createVertex(0, 0);
for(int i=0; i<5; i++)
createVertex((i+0.5f)/5.f, MAGIC_RATIO);
// Compute faces
for(int i=0; i<5; i++){
int top = 1;
int bottom = 7;
int offset = (i+1)%5;
// top cap
addTriangle(0, top+i, top+offset);
// bottom cap
addTriangle(6, bottom+offset, bottom+i);
// middle ribbon
addTriangle(top+i, bottom+i, top+offset);
addTriangle(top+offset, bottom+i, bottom+offset);
}
// geodesic subdivisions :
for(int i=0; i<n; i++){
edges = new Edge[positions.size()-1];
int nb_triangles = group->indices.size()/3;
for(int j=0; j<nb_triangles; j++)
{
int vid[3];
for(int k=0; k<3; k++)
{
int idA = group->indices[j*3 + k];
int idB = group->indices[j*3 + (k+1)%3];
int a = idA < idB ? idA : idB;
int b = idA > idB ? idA : idB;
vid[k] = getEdge(a, b);
}
for(int k=0; k<3; k++)
addTriangle(group->indices[j*3 + k], vid[k], vid[(k+2)%3]);
addTriangle(vid[0], vid[1], vid[2]);
}
delete[](edges);
group->indices.erase(group->indices.begin(), group->indices.begin()+nb_triangles*3);
}
}
int Sphere::getEdge(int a, int b)
{
Edge* current = edges+a;
int vid = -1;
while(vid == -1)
{
if(current->b == b)
vid = current->vertex;
else if(current->next == NULL)
{
vid = positions.size();
// creating subdivision vertex
glm::vec3 pos = glm::normalize(positions[a] + positions[b] / 2.f);
addPosition(pos);
addNormal(pos);
// u/v sphériques, cohérents sur toute la sphère sauf des artefacts au niveau des u==0
float newU = (pos.x < 0 ? 1.5f : 1.f) + atan(pos.z/pos.x)/(2*M_PI);
float newV = acos(pos.y)/M_PI;
addTexCoord(newU - floor(newU), newV);
// alternative, u/v moyennés :
//v.texCoord = (v0.texCoord + v1.texCoord)/2.f;
// inserting the new vertex in the edge collection
if(current->b == -1)
{
current->vertex = vid;
current->b = b;
}
else
current->next = new Edge(b, vid);
}
else
current = current->next;
}
return vid;
}
void Sphere::createVertex(float u, float v)
{
glm::vec3 pos(cos(u*2*M_PI)*sin(v*M_PI),
cos(v*M_PI),
sin(u*2*M_PI)*sin(v*M_PI));
addPosition(pos);
addNormal(pos);
addTexCoord(u, v);
}