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Switch debug sphere rendering method to vertex buffer objects.

legacy
Sam Hocevar sam 13 years ago
parent
commit
b91072282a
1 changed files with 70 additions and 15 deletions
  1. +70
    -15
      src/debugsphere.cpp

+ 70
- 15
src/debugsphere.cpp View File

@@ -38,24 +38,25 @@ class DebugSphereData
{
friend class DebugSphere;

void DrawSphere(int ndiv, GLfloat r)
void DrawSphere(int ndiv, GLfloat r, float *&vertex, float *&normal)
{
glBegin(GL_TRIANGLES);
for (int i = 0; i < 20; i++)
DrawTriangle(vdata[tindices[i][0]],
vdata[tindices[i][2]],
vdata[tindices[i][1]], ndiv, r);
glEnd();
vdata[tindices[i][1]], ndiv, r, vertex, normal);
}

void DrawTriangle(GLfloat const *a, GLfloat const *b, GLfloat const *c,
int div, GLfloat r)
int div, GLfloat r, float *&vertex, float *&normal)
{
if (div <= 0)
{
glNormal3fv(a); glVertex3f(a[0] * r, a[1] * r, a[2] * r);
glNormal3fv(b); glVertex3f(b[0] * r, b[1] * r, b[2] * r);
glNormal3fv(c); glVertex3f(c[0] * r, c[1] * r, c[2] * r);
*normal++ = a[0]; *normal++ = a[1]; *normal++ = a[2];
*vertex++ = a[0] * r; *vertex++ = a[1] * r; *vertex++ = a[2] * r;
*normal++ = b[0]; *normal++ = b[1]; *normal++ = b[2];
*vertex++ = b[0] * r; *vertex++ = b[1] * r; *vertex++ = b[2] * r;
*normal++ = c[0]; *normal++ = c[1]; *normal++ = c[2];
*vertex++ = c[0] * r; *vertex++ = c[1] * r; *vertex++ = c[2] * r;
}
else
{
@@ -67,10 +68,10 @@ class DebugSphereData
bc[i] = (b[i] + c[i]) * 0.5;
}
Normalize(ab); Normalize(ac); Normalize(bc);
DrawTriangle(a, ab, ac, div - 1, r);
DrawTriangle(b, bc, ab, div - 1, r);
DrawTriangle(c, ac, bc, div - 1, r);
DrawTriangle(ab, bc, ac, div - 1, r);
DrawTriangle(a, ab, ac, div - 1, r, vertex, normal);
DrawTriangle(b, bc, ab, div - 1, r, vertex, normal);
DrawTriangle(c, ac, bc, div - 1, r, vertex, normal);
DrawTriangle(ab, bc, ac, div - 1, r, vertex, normal);
}
}

@@ -82,6 +83,8 @@ class DebugSphereData

private:
float time;
int initialised;
GLuint buflist[2];

static GLfloat const vdata[12][3];
static GLuint const tindices[20][3];
@@ -114,6 +117,7 @@ DebugSphere::DebugSphere()
: data(new DebugSphereData())
{
data->time = 0.0f;
data->initialised = 0;
}

void DebugSphere::TickGame(float deltams)
@@ -129,17 +133,68 @@ void DebugSphere::TickDraw(float deltams)
{
Entity::TickDraw(deltams);

if (IsDestroying())
{
if (data->initialised)
{
glDeleteBuffers(2, data->buflist);
data->initialised = 0;
}
}
else if (!data->initialised)
{
glGenBuffers(2, data->buflist);
data->initialised = 1;
}

float a = sinf(data->time);
float b = sinf(data->time * 0.5f);

int const ndiv = 2;
int const ntriangles = 20 * (1 << (ndiv * 2))
* (int)(log(1.0f / 0.01f) / log(1.1f) + 0.9999f);

float *vertex = (float *)malloc(ntriangles * 3 * 3 * sizeof(float));
float *normal = (float *)malloc(ntriangles * 3 * 3 * sizeof(float));

float *vertex_parser = vertex;
float *normal_parser = normal;
for (float t = 0.01f; t < 1.0f; t *= 1.1f)
data->DrawSphere(ndiv, t * (60.0f + 40.0f * a),
vertex_parser, normal_parser);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);

glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]);
glBufferData(GL_ARRAY_BUFFER, ntriangles * 3 * 3 * sizeof(float),
vertex, GL_DYNAMIC_DRAW);
glVertexPointer(3, GL_FLOAT, 0, NULL);

glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]);
glBufferData(GL_ARRAY_BUFFER, ntriangles * 3 * 3 * sizeof(float),
normal, GL_DYNAMIC_DRAW);
glNormalPointer(GL_FLOAT, 0, NULL);

#if 0
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT);
glBindTexture(GL_TEXTURE_2D, NULL);
#endif
glColor4f(1.0f, b, a, 0.1f);
glBindTexture(GL_TEXTURE_2D, NULL);

glTranslatef(320.0f, 240.0f, 32.0f);
for (float t = 0.01f; t < 1.0f; t *= 1.1f)
data->DrawSphere(2, t * (60.0f + 40.0f * a));
glDrawArrays(GL_TRIANGLES, 0, ntriangles * 3);
glTranslatef(-320.0f, -240.0f, -32.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
#if 0
glPopAttrib();
#endif

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

free(vertex);
free(normal);
}

DebugSphere::~DebugSphere()


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