Kugel: Unterschied zwischen den Versionen
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(→Variante 1) |
Flash (Diskussion | Beiträge) K (→Variante 2) |
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| Zeile 65: | Zeile 65: | ||
==Variante 2== | ==Variante 2== | ||
| − | Der nachfolgende Code selbst geschrieben (MatReno) | + | Der nachfolgende Code ist selbst geschrieben (MatReno) |
TVector2f : Array [0..1] of Single; | TVector2f : Array [0..1] of Single; | ||
| Zeile 72: | Zeile 72: | ||
<pascal> | <pascal> | ||
| − | Procedure DrawSphereObject(radius: Single; n: word; typ: byte; inverted: boolean; voffset: TVector3f; toffset, tscale: TVector2f); | + | Procedure DrawSphereObject(radius: Single; n: word; |
| + | typ: byte; inverted: boolean; | ||
| + | voffset: TVector3f; toffset, tscale: TVector2f); | ||
Var alpha : TVector2f; // i*beta around x axis | Var alpha : TVector2f; // i*beta around x axis | ||
SinAlpha: TVector2f; // sin(alpha) | SinAlpha: TVector2f; // sin(alpha) | ||
Version vom 15. Februar 2007, 11:00 Uhr
Variante 1
Der nachfolgende Code ist ein Port von http://astronomy.swin.edu.au/~pbourke/opengl/sphere/.
Neben den Vertexpositionen werden die Normalen und Texturkoordinaten berechnet.
| |
TVector3f ist ein einfaches Feld mit 3 Floats. (array[0..2] of float) |
procedure CreateSphere(c: TVector3f; r: Single; n: Integer);
const
TWOPI = PI*2;
PID2 = PI/2;
var
i,j: Integer;
theta1,theta2,theta3: Single;
e,p:TVector3f;
begin
if (r < 0) then r := -r;
if (n < 0) then n := -n;
if (n < 4) or (r <= 0) then
begin
glBegin(GL_POINTS);
glVertex3f(c[0],c[1],c[2]);
glEnd;
exit;
end;
for j:=0 to n div 2 do
begin
theta1 := j * TWOPI / n - PID2;
theta2 := (j + 1) * TWOPI / n - PID2;
glBegin(GL_QUAD_STRIP);
for i:=0 to n do
begin
theta3 := i * TWOPI / n;
e[0] := cos(theta2) * cos(theta3);
e[1] := sin(theta2);
e[2] := cos(theta2) * sin(theta3);
p[0] := c[0] + r * e[0];
p[1] := c[1] + r * e[1];
p[2] := c[2] + r * e[2];
glNormal3f(e[0],e[1],e[2]);
glTexCoord2f(i/n,2*(j+1)/n);
glVertex3f(p[0],p[1],p[2]);
e[0] := cos(theta1) * cos(theta3);
e[1] := sin(theta1);
e[2] := cos(theta1) * sin(theta3);
p[0] := c[0] + r * e[0];
p[1] := c[1] + r * e[1];
p[2] := c[2] + r * e[2];
glNormal3f(e[0],e[1],e[2]);
glTexCoord2f(i/n,2*j/n);
glVertex3f(p[0],p[1],p[2]);
end;
glEnd;
end;
end;
Variante 2
Der nachfolgende Code ist selbst geschrieben (MatReno)
TVector2f : Array [0..1] of Single;
TVector3f : Array [0..2] of Single;
Procedure DrawSphereObject(radius: Single; n: word;
typ: byte; inverted: boolean;
voffset: TVector3f; toffset, tscale: TVector2f);
Var alpha : TVector2f; // i*beta around x axis
SinAlpha: TVector2f; // sin(alpha)
CosAlpha: TVector2f; // cos(alpha)
beta : Single; // DegToRad(360° / n)
delta : Single; // j*beta around z axis
SinDelta: Single; // sin(delta)
CosDelta: Single; // cos(delta)
h, q : word; // half, quarter
v : TVector3f; // vector for normal and vertex
border : TVector4i; // for-loop borders
i, j : Integer;
k : Byte;
Begin
radius := abs(radius);
If (n < 4) Or (Odd(n)) Or (radius = 0) Then Exit;
h := n div 2;
q := n div 4;
If (Odd(h)) Then inc(q);
Case typ of
0: border := ToVector4i( -h, h-1, -q, q); // sphere
1: border := ToVector4i( -h, h-1, -q, 0); // hemisphere x-
2: border := ToVector4i( -h, h-1, 0, q); // hemisphere x+
3: border := ToVector4i(-h-q, -h+q-1, -q, q); // hemisphere y-
4: border := ToVector4i( -q, q-1, -q, q); // hemisphere y+
5: border := ToVector4i( -h, -1, -q, q); // hemisphere z-
6: border := ToVector4i( 0, h-1, -q, q); // hemisphere z+
else Exit;
End;
beta := 2*PI / n;
For i:=border[0] to border[1] do Begin
alpha := ToVector2f(i*beta, (i+1)*beta);
SinAlpha := ToVector2f(sin(alpha[0]), sin(alpha[1]));
CosAlpha := ToVector2f(cos(alpha[0]), cos(alpha[1]));
glBegin(GL_TRIANGLE_STRIP);
For j:=border[2] to border[3] do Begin
delta := j*beta;
SinDelta := sin(delta);
CosDelta := cos(delta);
If (inverted) Then
For k:=1 downto 0 do Begin
v := ToVector3f(-SinDelta, -CosAlpha[k]*CosDelta, -SinAlpha[k]*CosDelta);
glNormal3fv(@v);
v := VectorAdd(VectorMult(v, -radius), voffset);
glTexCoord2f((j/n + 0.25)*tscale[0] + toffset[0], ((i+k)/n)*tscale[1] + toffset[1]);
glvertex3fv(@v);
End;
If (not inverted) Then
For k:=0 to 1 do Begin
v := ToVector3f(SinDelta, CosAlpha[k]*CosDelta, SinAlpha[k]*CosDelta);
glNormal3fv(@v);
v := VectorAdd(VectorMult(v, radius), voffset);
glTexCoord2f((j/n + 0.25)*tscale[0] + toffset[0], ((i+k)/n)*tscale[1] + toffset[1]);
glvertex3fv(@v);
End
End;
glEnd;
End;
End;
Um eine Kugel zu rendern muss man folgendes aufrufen:
DrawSphereObject(radius, n, 0, false, NULL_VECTOR_3f, NULL_VECTOR_2f, ToVector2f(2*tscale[0], tscale[1]));