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