Files
simgear/simgear/sky/sphere.cxx
T
2000-03-02 12:51:30 +00:00

109 lines
3.0 KiB
C++

// sphere.cxx -- build an ssg sphere object
//
// Pulled straight out of MesaGLU/quadratic.c
//
// Original gluSphere code is Copyright (C) 1999-2000 Brian Paul and
// licensed under the GPL
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#include <plib/ssg.h>
// return a sphere object as an ssgBranch
ssgBranch *ssgMakeSphere( ssgSimpleState *state, double radius, int slices,
int stacks ) {
float rho, drho, theta, dtheta;
float x, y, z;
float s, t, ds, dt;
int i, j, imin, imax;
float nsign = 1.0;
ssgBranch *sphere = new ssgBranch;
sgVec2 vec2;
sgVec3 vec3;
drho = M_PI / (float) stacks;
dtheta = 2.0 * M_PI / (float) slices;
/* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y
axis t goes from -1.0/+1.0 at z = -radius/+radius (linear along
longitudes) cannot use triangle fan on texturing (s coord. at
top/bottom tip varies) */
ds = 1.0 / slices;
dt = 1.0 / stacks;
t = 1.0; /* because loop now runs from 0 */
imin = 0;
imax = stacks;
/* build slices as quad strips */
for ( i = imin; i < imax; i++ ) {
ssgVertexArray *vl = new ssgVertexArray();
ssgNormalArray *nl = new ssgNormalArray();
ssgTexCoordArray *tl = new ssgTexCoordArray();
rho = i * drho;
s = 0.0;
for ( j = 0; j <= slices; j++ ) {
theta = (j == slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(rho);
y = cos(theta) * sin(rho);
z = nsign * cos(rho);
// glNormal3f( x*nsign, y*nsign, z*nsign );
sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
nl->add( vec3 );
// glTexCoord2f(s,t);
sgSetVec2( vec2, 2, t );
tl->add( vec2 );
// glVertex3f( x*radius, y*radius, z*radius );
sgSetVec3( vec3, x*radius, y*radius, z*radius );
vl->add( vec3 );
x = -sin(theta) * sin(rho+drho);
y = cos(theta) * sin(rho+drho);
z = nsign * cos(rho+drho);
// glNormal3f( x*nsign, y*nsign, z*nsign );
sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
nl->add( vec3 );
// glTexCoord2f(s,t-dt);
sgSetVec2( vec2, s, t-dt );
tl->add( vec2 );
s += ds;
// glVertex3f( x*radius, y*radius, z*radius );
sgSetVec3( vec3, x*radius, y*radius, z*radius );
vl->add( vec3 );
}
ssgLeaf *slice =
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, NULL );
slice->setState( state );
sphere->addKid( slice );
t -= dt;
}
return sphere;
}