Use sphere mesh. Add soft body test.

This commit is contained in:
Irlan
2019-04-18 19:44:12 -03:00
parent 695514989e
commit 399a6efc72
10 changed files with 588 additions and 653 deletions

View File

@ -28,6 +28,8 @@
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <testbed/framework/sphere_mesh.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
extern bool g_glDrawPoints;
@ -535,72 +537,22 @@ struct DrawTriangles
struct DrawWireSphere
{
enum
{
e_rings = 12,
e_sectors = 12,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 8
};
DrawWireSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
b3Color cs[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 y = sin(-0.5f * B3_PI + B3_PI * r * R);
float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
vs[vc].Set(x, y, z);
cs[vc] = b3Color(1.0f, 1.0f, 1.0f, 1.0f);
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i3;
is[ic++] = i4;
is[ic++] = i4;
is[ic++] = i1;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -616,6 +568,8 @@ struct DrawWireSphere
GLuint m_vboId;
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawWire
@ -677,7 +631,7 @@ struct DrawWire
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_LINES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_LINES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_vertexAttribute);
@ -697,84 +651,25 @@ struct DrawWire
struct DrawSolidSphere
{
enum
{
e_rings = 18,
e_sectors = 18,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 6,
e_faceCount = e_indexCount / 3
};
DrawSolidSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 a1 = 2.0f * B3_PI * float32(s) * S;
float32 c1 = cos(a1);
float32 s1 = sin(a1);
float32 a2 = -0.5f * B3_PI + B3_PI * float32(r) * R;
float32 s2 = sin(a2);
float32 a3 = B3_PI * float32(r) * R;
float32 s3 = sin(a3);
float32 x = c1 * s3;
float32 y = s2;
float32 z = s1 * s3;
b3Vec3 v(x, y, z);
v.Normalize();
vs[vc] = v;
ns[vc] = v;
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i1;
is[ic++] = i3;
is[ic++] = i4;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -790,6 +685,8 @@ struct DrawSolidSphere
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolidCylinder
@ -1021,7 +918,7 @@ struct DrawSolid
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_TRIANGLES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_TRIANGLES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_normalAttribute);