// // GeometryCache.cpp // interface // // Created by Andrzej Kapolka on 6/21/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. #include #include "GeometryCache.h" #include "world.h" GeometryCache::~GeometryCache() { foreach (const VerticesIndices& vbo, _hemisphereVBOs) { glDeleteBuffers(1, &vbo.first); glDeleteBuffers(1, &vbo.second); } } void GeometryCache::renderHemisphere(int slices, int stacks) { VerticesIndices& vbo = _hemisphereVBOs[IntPair(slices, stacks)]; int vertices = slices * (stacks - 1) + 1; int indices = slices * 2 * 3 * (stacks - 2) + slices * 3; if (vbo.first == 0) { GLfloat* vertexData = new GLfloat[vertices * 3]; GLfloat* vertex = vertexData; for (int i = 0; i < stacks - 1; i++) { float phi = PIf * 0.5f * i / (stacks - 1); float z = sinf(phi), radius = cosf(phi); for (int j = 0; j < slices; j++) { float theta = PIf * 2.0f * j / slices; *(vertex++) = sinf(theta) * radius; *(vertex++) = cosf(theta) * radius; *(vertex++) = z; } } *(vertex++) = 0.0f; *(vertex++) = 0.0f; *(vertex++) = 1.0f; glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < stacks - 2; i++) { GLushort bottom = i * slices; GLushort top = bottom + slices; for (int j = 0; j < slices; j++) { int next = (j + 1) % slices; *(index++) = bottom + j; *(index++) = top + next; *(index++) = top + j; *(index++) = bottom + j; *(index++) = bottom + next; *(index++) = top + next; } } GLushort bottom = (stacks - 2) * slices; GLushort top = bottom + slices; for (int i = 0; i < slices; i++) { *(index++) = bottom + i; *(index++) = bottom + (i + 1) % slices; *(index++) = top; } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); const int BYTES_PER_INDEX = sizeof(GLushort); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, 0, 0); glNormalPointer(GL_FLOAT, 0, 0); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderSquare(int xDivisions, int yDivisions) { VerticesIndices& vbo = _squareVBOs[IntPair(xDivisions, yDivisions)]; int xVertices = xDivisions + 1; int yVertices = yDivisions + 1; int vertices = xVertices * yVertices; int indices = 2 * 3 * xDivisions * yDivisions; if (vbo.first == 0) { GLfloat* vertexData = new GLfloat[vertices * 3]; GLfloat* vertex = vertexData; for (int i = 0; i <= yDivisions; i++) { float y = (float)i / yDivisions; for (int j = 0; j <= xDivisions; j++) { *(vertex++) = (float)j / xDivisions; *(vertex++) = y; *(vertex++) = 0.0f; } } glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < yDivisions; i++) { GLushort bottom = i * xVertices; GLushort top = bottom + xVertices; for (int j = 0; j < xDivisions; j++) { int next = j + 1; *(index++) = bottom + j; *(index++) = top + next; *(index++) = top + j; *(index++) = bottom + j; *(index++) = bottom + next; *(index++) = top + next; } } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); const int BYTES_PER_INDEX = sizeof(GLushort); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); // all vertices have the same normal glNormal3f(0.0f, 0.0f, 1.0f); glVertexPointer(3, GL_FLOAT, 0, 0); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderHalfCylinder(int slices, int stacks) { VerticesIndices& vbo = _halfCylinderVBOs[IntPair(slices, stacks)]; int vertices = (slices + 1) * stacks; int indices = 2 * 3 * slices * (stacks - 1); if (vbo.first == 0) { GLfloat* vertexData = new GLfloat[vertices * 3]; GLfloat* vertex = vertexData; for (int i = 0; i <= (stacks - 1); i++) { float y = (float)i / (stacks - 1); float radius = 1.0f; for (int j = 0; j <= slices; j++) { float theta = PIf * j / slices; *(vertex++) = sinf(theta) * radius; *(vertex++) = y; *(vertex++) = cosf(theta) * radius; } } glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < stacks - 1; i++) { GLushort bottom = i * (slices + 1); GLushort top = bottom + slices + 1; for (int j = 0; j < slices; j++) { int next = (j + 1) % slices; *(index++) = bottom + j; *(index++) = top + next; *(index++) = top + j; *(index++) = bottom + j; *(index++) = bottom + next; *(index++) = top + next; } } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); const int BYTES_PER_INDEX = sizeof(GLushort); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, 0, 0); glNormalPointer(GL_FLOAT, 0, 0); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }