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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_data = (float *) malloc(vertex_size * sizeof(float));

	con_print << "^BInitializing vertex array..." << std::endl;
	con_print << "  " << sizeof(vertex_data) / (1024 * 1024) << " Mb allocated" << std::endl;

	clear();
}

VertexArray::~VertexArray()
{
	free(vertex_data);

	vertex_instance = 0 ;
}

void VertexArray::clear()
{
	vertex_index = 0;
	vertex_overflow = false;

	memset(vertex_data, 0, sizeof(vertex_data));

	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 + 8 >= vertex_size) {
		if (!vertex_overflow) {
			con_warn << "VertexArray overflow!" << std::endl;
			vertex_overflow = true;
		}
		return 0;
	}

	// GL_T2F_N3F_V3F
	
	// texture coordinates
	vertex_data[vertex_index] = tex_x;
	vertex_data[vertex_index+1] = tex_y;

	for (int i = 0; i < 3; i ++) {
		// normal
		vertex_data[vertex_index+2+i] = n[i];
		// vertex coordinates
		vertex_data[vertex_index+5+i] = v[i];
	}
	
	vertex_index += 8;

	return 1;
}

void VertexArray::info() {
	const size_t mbfl = 1024 * 1024 / sizeof(float);

	con_print << "  vertex array "
		<< vertex_index / mbfl << "/" << vertex_size / mbfl << "Mib "
		<< vertex_index / 8 << "/" << vertex_size / 8 << " verts "
		<< "^B" << vertex_index * 100 / vertex_size << "%^N used" << std::endl;
}

}