Kugel
Aus DGL Wiki
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.
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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;