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/*
model/vertexarray.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <string.h>
#include "math/mathlib.h"
#include "model/vertexarray.h"
#include "sys/sys.h"
namespace model
{
VertexArray *VertexArray::vertex_instance = 0 ;
VertexArray::VertexArray(size_t size)
{
vertex_instance = this;
vertex_size = size * 1024 * 1024; // megabytes
vertex_size = vertex_size / sizeof(float); // sizeof float
vertex_size = vertex_size / 3; // 3 arrays
vertex_vertex = (float *) malloc(vertex_size * sizeof(float));
vertex_normal = (float *) malloc(vertex_size * sizeof(float));
vertex_texture = (float *) malloc(vertex_size * sizeof(float));
con_print << "^BInitializing vertex array..." << std::endl;
con_print << " " << size << " Mb allocated" << std::endl;
clear();
}
VertexArray::~VertexArray()
{
free(vertex_vertex);
free(vertex_normal);
free(vertex_texture);
vertex_instance = 0 ;
}
void VertexArray::clear()
{
vertex_index = 0;
vertex_overflow = false;
memset(vertex_vertex, 0, sizeof(vertex_vertex));
memset(vertex_normal, 0, sizeof(vertex_normal));
memset(vertex_texture, 0, sizeof(vertex_texture));
add_sphere();
}
void VertexArray::add_sphere()
{
// load sphere vertices into the VertexArray
// build sin/cos table
float *sintable;
float *costable;
sintable = new float[SPHERESEGMENTS];
costable = new float[SPHERESEGMENTS];
float d = 2 * M_PI / (SPHERESEGMENTS - 1);
for (int i = 0; i < SPHERESEGMENTS; i++) {
sintable[i] = sin(d * (float) i);
costable[i] = cos(d * (float) i);
}
// draw body
math::Vector3f v;
math::Vector3f n;
float texx, texy;
int quad_count = 0;
// add sphere
for (int j = 0; j < (SPHERESEGMENTS - 1) / 2; j++) {
float r = sintable[j];
float r1 = sintable[j+1];
for (int i = 0; i < SPHERESEGMENTS; i++) {
v = math::Vector3f(r * costable[i], r * sintable[i], costable[j]);
n = v;
n.normalize();
texx = (float)i / (float)(SPHERESEGMENTS - 1);
texy = -costable[j] / 2 + 0.5f;
add_vertex(v, n, texx, texy);
v = math::Vector3f(r1 * costable[i], r1 * sintable[i], costable[j+1]);
n = v;
n.normalize();
texx = (float)i / (float)(SPHERESEGMENTS - 1);
texy = -costable[j+1] / 2 + 0.5f;
add_vertex(v, n, texx, texy);
quad_count++;
}
quad_count--;
}
// add inside-out sphere
for (int j = 0; j < (SPHERESEGMENTS - 1) / 2; j++) {
float r = sintable[j];
float r1 = sintable[j+1];
for (int i = SPHERESEGMENTS - 1 ; i >= 0; i--) {
v = math::Vector3f(r * costable[i], r * sintable[i], costable[j]);
n = v;
n.normalize();
texx = 1 - (float)i / (float)(SPHERESEGMENTS - 1);
texy = -costable[j] / 2 + 0.5f;
add_vertex(v, n, texx, texy);
v = math::Vector3f(r1 * costable[i], r1 * sintable[i], costable[j+1]);
n = v;
n.normalize();
texx = 1 - (float)i / (float)(SPHERESEGMENTS - 1);
texy = -costable[j+1] / 2 + 0.5f;
add_vertex(v, n, texx, texy);
}
}
delete[] sintable;
delete[] costable;
}
size_t VertexArray::add_vertex(math::Vector3f const &v, math::Vector3f const &n, float tex_x, float tex_y)
{
if (vertex_index + 3 >= vertex_size) {
if (!vertex_overflow) {
con_warn << "VertexArray overflow!" << std::endl;
vertex_overflow = true;
}
return 0;
}
for (int i = 0; i < 3; i ++) {
vertex_vertex[vertex_index+i] = v[i];
vertex_normal[vertex_index+i] = n[i];
}
vertex_texture[vertex_index] = tex_x;
vertex_texture[vertex_index+1] = tex_y;
vertex_texture[vertex_index+2] = 0;
vertex_index += 3;
return 1;
}
}
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