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authorMatt Strapp <matt@mattstrapp.net>2021-10-18 20:43:13 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-10-18 20:43:13 -0500
commit9d5c7eaac6e14caa0c5640efbf973e603eee0cf8 (patch)
tree2326363e9690ca2facb7bed0c7c7c5c14f5a1d64 /dev/a3-earthquake/earth.cc
parentDo w3 (diff)
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Diffstat (limited to 'dev/a3-earthquake/earth.cc')
-rw-r--r--dev/a3-earthquake/earth.cc93
1 files changed, 65 insertions, 28 deletions
diff --git a/dev/a3-earthquake/earth.cc b/dev/a3-earthquake/earth.cc
index db43b10..e2c87da 100644
--- a/dev/a3-earthquake/earth.cc
+++ b/dev/a3-earthquake/earth.cc
@@ -17,6 +17,10 @@ Earth::Earth() {
Earth::~Earth() {
}
+float lerp(float x, float y, float a) {
+ return x + a * (y - x);
+}
+
void Earth::Init(const std::vector<std::string> &search_path) {
// init shader program
shader_.Init();
@@ -25,37 +29,65 @@ void Earth::Init(const std::vector<std::string> &search_path) {
earth_tex_.InitFromFile(Platform::FindFile("earth-2k.png", search_path));
// init geometry
- const int nslices = 10;
- const int nstacks = 10;
+
+ std::vector<Point2> tex;
// TODO: This is where you need to set the vertices and indiceds for earth_mesh_.
- // As a demo, we'll add a square with 2 triangles.
- std::vector<unsigned int> indices;
- std::vector<Point3> vertices;
- // four vertices
- vertices.push_back(Point3(0,0,0));
- vertices.push_back(Point3(1,0,0));
- vertices.push_back(Point3(1,1,0));
- vertices.push_back(Point3(0,1,0));
+ for (int i = 0; i < nslices + 1; i++) {
+ for (int j = 0; j < nstacks + 1; j++) {
+ Point3 sphere_point = Point3(LatLongToSphere(lerp(-M_PI / 2, M_PI / 2, j * 1.0 / nstacks), lerp(-M_PI, M_PI, i * 1.0 / nslices)));
+ Point3 plane_point = Point3(lerp(-M_PI, M_PI, i * 1.0 / nslices), lerp(-M_PI / 2, M_PI / 2, j * 1.0 / nstacks), 0);
+ vertices_.push_back(plane_point);
+ sphVertices_.push_back(sphere_point);
+ normals_.push_back(Vector3(0,0,1));
+ sphNormals_.push_back(sphere_point - Point3(0,0,0));
+ tex_.push_back(Point2(i * 1.0 / nslices, 1 - j * 1.0 / nstacks));
+ }
+ }
+
+ //Lower triangles
+ for (int i = 0; i < nslices; i++) {
+ for (int j = 0; j < nstacks; j++) {
+ indices_.push_back(0 + j + (nstacks + 1) * i);
+ indices_.push_back(nstacks + 1 + j + (nstacks + 1) * i);
+ indices_.push_back(1 + j + (nstacks + 1) * i);
+ }
+ }
+
+ //Upper triangles
+ for (int i = 0; i < nslices; i++) {
+ for (int j = 0; j < nstacks; j++) {
+ indices_.push_back(1 + j + (nstacks + 1) * i);
+ indices_.push_back(nstacks + 1 + j + (nstacks + 1) * i);
+ indices_.push_back(nstacks + 2 + j + (nstacks + 1) * i);
+ }
+ }
- // indices into the arrays above for the first triangle
- indices.push_back(0);
- indices.push_back(1);
- indices.push_back(2);
- // indices for the second triangle, note some are reused
- indices.push_back(0);
- indices.push_back(2);
- indices.push_back(3);
- earth_mesh_.SetVertices(vertices);
- earth_mesh_.SetIndices(indices);
- earth_mesh_.UpdateGPUMemory();
+ earth_mesh_.SetVertices(vertices_);
+ earth_mesh_.SetIndices(indices_);
+ earth_mesh_.SetTexCoords(0, tex_);
+ earth_mesh_.SetNormals(normals_);
+
}
-
+void Earth::set_globe_mode(bool globe_mode) {
+ if (globe_mode) {
+ earth_mesh_.SetVertices(sphVertices_);
+ earth_mesh_.SetIndices(indices_);
+ earth_mesh_.SetTexCoords(0, tex_);
+ earth_mesh_.SetNormals(sphNormals_);
+ } else {
+ earth_mesh_.SetVertices(vertices_);
+ earth_mesh_.SetIndices(indices_);
+ earth_mesh_.SetTexCoords(0, tex_);
+ earth_mesh_.SetNormals(normals_);
+ }
+ earth_mesh_.UpdateGPUMemory();
+}
void Earth::Draw(const Matrix4 &model_matrix, const Matrix4 &view_matrix, const Matrix4 &proj_matrix) {
// Define a really bright white light. Lighting is a property of the "shader"
@@ -86,13 +118,18 @@ void Earth::Draw(const Matrix4 &model_matrix, const Matrix4 &view_matrix, const
Point3 Earth::LatLongToSphere(double latitude, double longitude) const {
// TODO: We recommend filling in this function to put all your
// lat,long --> sphere calculations in one place.
- return Point3(0,0,0);
+ float x = cos(latitude) * sin(longitude);
+ float y = sin(latitude);
+ float z = cos(latitude) * cos(longitude);
+
+ return Point3(x, y, z);
}
Point3 Earth::LatLongToPlane(double latitude, double longitude) const {
// TODO: We recommend filling in this function to put all your
// lat,long --> plane calculations in one place.
- return Point3(0,0,0);
+ // return Point3(latitude,longitude,0);
+ return Point3(GfxMath::ToRadians(longitude), GfxMath::ToRadians(latitude), 0);
}
@@ -102,11 +139,11 @@ void Earth::DrawDebugInfo(const Matrix4 &model_matrix, const Matrix4 &view_matri
// So it will be very slow if you have a large mesh, but it's quite useful when you are
// debugging your mesh code, especially if you start with a small mesh.
for (int t=0; t<earth_mesh_.num_triangles(); t++) {
- std::vector<unsigned int> indices = earth_mesh_.read_triangle_indices_data(t);
+ std::vector<unsigned int> indices_ = earth_mesh_.read_triangle_indices_data(t);
std::vector<Point3> loop;
- loop.push_back(earth_mesh_.read_vertex_data(indices[0]));
- loop.push_back(earth_mesh_.read_vertex_data(indices[1]));
- loop.push_back(earth_mesh_.read_vertex_data(indices[2]));
+ loop.push_back(earth_mesh_.read_vertex_data(indices_[0]));
+ loop.push_back(earth_mesh_.read_vertex_data(indices_[1]));
+ loop.push_back(earth_mesh_.read_vertex_data(indices_[2]));
quick_shapes_.DrawLines(model_matrix, view_matrix, proj_matrix,
Color(1,1,0), loop, QuickShapes::LinesType::LINE_LOOP, 0.005f);
}