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source: downloads/Samples/DeferredShading/include/CreateSphere.h @ 3

Last change on this file since 3 was 3, checked in by anonymous, 17 years ago

=update

File size: 3.6 KB
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1/// From the WIKI -- tesselate a sphere
2void createSphere(const std::string& strName, const float r, const int nRings = 16, const int nSegments = 16)
3{
4        MeshPtr pSphere = MeshManager::getSingleton().createManual(strName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
5        SubMesh *pSphereVertex = pSphere->createSubMesh();
6
7        pSphere->sharedVertexData = new VertexData();
8        VertexData* vertexData = pSphere->sharedVertexData;
9
10        // define the vertex format
11        VertexDeclaration* vertexDecl = vertexData->vertexDeclaration;
12        size_t currOffset = 0;
13        // positions
14        vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_POSITION);
15        currOffset += VertexElement::getTypeSize(VET_FLOAT3);
16        // normals
17        vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_NORMAL);
18        currOffset += VertexElement::getTypeSize(VET_FLOAT3);
19        // two dimensional texture coordinates
20        vertexDecl->addElement(0, currOffset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
21        currOffset += VertexElement::getTypeSize(VET_FLOAT2);
22
23        // allocate the vertex buffer
24        vertexData->vertexCount = (nRings + 1) * (nSegments+1);
25        HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
26        VertexBufferBinding* binding = vertexData->vertexBufferBinding;
27        binding->setBinding(0, vBuf);
28        float* pVertex = static_cast<float*>(vBuf->lock(HardwareBuffer::HBL_DISCARD));
29
30        // allocate index buffer
31        pSphereVertex->indexData->indexCount = 6 * nRings * (nSegments + 1);
32        pSphereVertex->indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(HardwareIndexBuffer::IT_16BIT, pSphereVertex->indexData->indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
33        HardwareIndexBufferSharedPtr iBuf = pSphereVertex->indexData->indexBuffer;
34        unsigned short* pIndices = static_cast<unsigned short*>(iBuf->lock(HardwareBuffer::HBL_DISCARD));
35
36        float fDeltaRingAngle = (Math::PI / nRings);
37        float fDeltaSegAngle = (2 * Math::PI / nSegments);
38        unsigned short wVerticeIndex = 0 ;
39
40        // Generate the group of rings for the sphere
41        for( int ring = 0; ring <= nRings; ring++ ) {
42                float r0 = r * sinf (ring * fDeltaRingAngle);
43                float y0 = r * cosf (ring * fDeltaRingAngle);
44
45                // Generate the group of segments for the current ring
46                for(int seg = 0; seg <= nSegments; seg++) {
47                        float x0 = r0 * sinf(seg * fDeltaSegAngle);
48                        float z0 = r0 * cosf(seg * fDeltaSegAngle);
49
50                        // Add one vertex to the strip which makes up the sphere
51                        *pVertex++ = x0;
52                        *pVertex++ = y0;
53                        *pVertex++ = z0;
54
55                        Vector3 vNormal = Vector3(x0, y0, z0).normalisedCopy();
56                        *pVertex++ = vNormal.x;
57                        *pVertex++ = vNormal.y;
58                        *pVertex++ = vNormal.z;
59
60                        *pVertex++ = (float) seg / (float) nSegments;
61                        *pVertex++ = (float) ring / (float) nRings;
62
63                        if (ring != nRings) {
64                               // each vertex (except the last) has six indicies pointing to it
65                                *pIndices++ = wVerticeIndex + nSegments + 1;
66                                *pIndices++ = wVerticeIndex;               
67                                *pIndices++ = wVerticeIndex + nSegments;
68                                *pIndices++ = wVerticeIndex + nSegments + 1;
69                                *pIndices++ = wVerticeIndex + 1;
70                                *pIndices++ = wVerticeIndex;
71                                wVerticeIndex ++;
72                        }
73                }; // end for seg
74        } // end for ring
75
76        // Unlock
77        vBuf->unlock();
78        iBuf->unlock();
79        // Generate face list
80        pSphereVertex->useSharedVertices = true;
81
82        // the original code was missing this line:
83        pSphere->_setBounds( AxisAlignedBox( Vector3(-r, -r, -r), Vector3(r, r, r) ), false );
84        pSphere->_setBoundingSphereRadius(r);
85        // this line makes clear the mesh is loaded (avoids memory leakes)
86        pSphere->load();
87}
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