Files
OpenSpace/src/util/sphere.cpp
Alexander Bock 664eb60f4f Increase the compile times by including more precompiled headers (#2217)
* Define WIN32_LEAN_AND_MEAN and VC_EXTRALEAN globally
* Use forked version of TUIO, some more work on precompiled headers
* Improvements for the Kameleon module
2022-08-26 16:32:21 +02:00

208 lines
7.2 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2022 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include <openspace/util/sphere.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/opengl/ghoul_gl.h>
#include <cstring>
namespace {
constexpr std::string_view _loggerCat = "PowerScaledSphere";
} // namespace
namespace openspace {
Sphere::Sphere(float radius, int segments)
: Sphere(glm::vec3(radius), segments)
{}
// Alternative Constructor for using accurate triaxial ellipsoid
Sphere::Sphere(glm::vec3 radius, int segments)
: _isize(6 * segments * segments)
, _vsize((segments + 1) * (segments + 1))
, _varray(new Vertex[_vsize])
, _iarray(new int[_isize])
{
int nr = 0;
const float fsegments = static_cast<float>(segments);
for (int i = 0; i <= segments; i++) {
// define an extra vertex around the y-axis due to texture mapping
for (int j = 0; j <= segments; j++) {
const float fi = static_cast<float>(i);
const float fj = static_cast<float>(j);
// inclination angle (north to south)
const float theta = fi * glm::pi<float>() / fsegments; // 0 -> PI
// azimuth angle (east to west)
const float phi = fj * glm::pi<float>() * 2.f / fsegments; // 0 -> 2*PI
// Spherical coordinates based on ISO standard.
// https://en.wikipedia.org/wiki/Spherical_coordinate_system
const float x = radius[0] * sin(theta) * cos(phi);
const float y = radius[1] * sin(theta) * sin(phi);
const float z = radius[2] * cos(theta); // Z points towards pole (theta = 0)
_varray[nr].location[0] = x;
_varray[nr].location[1] = y;
_varray[nr].location[2] = z;
_varray[nr].location[3] = 0.0;
glm::vec3 normal = glm::vec3(x, y, z);
if (!(x == 0.f && y == 0.f && z == 0.f)) {
normal = glm::vec3(glm::normalize(glm::dvec3(normal)));
}
_varray[nr].normal[0] = normal[0];
_varray[nr].normal[1] = normal[1];
_varray[nr].normal[2] = normal[2];
const float t1 = fj / fsegments;
const float t2 = 1.f - (fi / fsegments);
_varray[nr].tex[0] = t1;
_varray[nr].tex[1] = t2;
++nr;
}
}
nr = 0;
// define indices for all triangles
for (int i = 1; i <= segments; ++i) {
for (int j = 0; j < segments; ++j) {
const int t = segments + 1;
_iarray[nr] = t * (i - 1) + j + 0; //1
++nr;
_iarray[nr] = t * (i + 0) + j + 0; //2
++nr;
_iarray[nr] = t * (i + 0) + j + 1; //3
++nr;
_iarray[nr] = t * (i - 1) + j + 0; //4
++nr;
_iarray[nr] = t * (i + 0) + j + 1; //5
++nr;
_iarray[nr] = t * (i - 1) + j + 1; //6
++nr;
}
}
}
Sphere::Sphere(const Sphere& cpy)
: _vaoID(cpy._vaoID)
, _vBufferID(cpy._vBufferID)
, _iBufferID(cpy._iBufferID)
, _isize(cpy._isize)
, _vsize(cpy._vsize)
, _varray(new Vertex[_vsize])
, _iarray(new int[_isize])
{
// @TODO This needs to be tested ---abock
std::memcpy(_varray, cpy._varray, _vsize * sizeof(Vertex));
std::memcpy(_iarray, cpy._iarray, _isize * sizeof(int));
}
Sphere::~Sphere() {
delete[] _varray;
delete[] _iarray;
_varray = nullptr;
_iarray = nullptr;
glDeleteBuffers(1, &_vBufferID);
glDeleteBuffers(1, &_iBufferID);
glDeleteVertexArrays(1, &_vaoID);
}
bool Sphere::initialize() {
// Initialize and upload to graphics card
if (_vaoID == 0) {
glGenVertexArrays(1, &_vaoID);
}
if (_vBufferID == 0) {
glGenBuffers(1, &_vBufferID);
if (_vBufferID == 0) {
LERROR("Could not create vertex buffer");
return false;
}
}
if (_iBufferID == 0) {
glGenBuffers(1, &_iBufferID);
if (_iBufferID == 0) {
LERROR("Could not create index buffer");
return false;
}
}
// First VAO setup
glBindVertexArray(_vaoID);
glBindBuffer(GL_ARRAY_BUFFER, _vBufferID);
glBufferData(GL_ARRAY_BUFFER, _vsize * sizeof(Vertex), _varray, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, tex)) // NOLINT
);
glEnableVertexAttribArray(2);
glVertexAttribPointer(
2,
3,
GL_FLOAT,
GL_FALSE,
sizeof(Vertex),
reinterpret_cast<const GLvoid*>(offsetof(Vertex, normal)) // NOLINT
);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _isize * sizeof(int), _iarray, GL_STATIC_DRAW);
glBindVertexArray(0);
return true;
}
void Sphere::render() {
glBindVertexArray(_vaoID); // select first VAO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iBufferID);
glDrawElements(GL_TRIANGLES, _isize, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
} // namespace openspace