+++ /dev/null
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2011 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <cmath>
-#include "grid.h"
-#include "primitivebuilder.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-GridBuilder::GridBuilder(float w, float h, unsigned u, unsigned v):
- origin(-w/2, -h/2, 0),
- side1(w, 0, 0),
- side2(0, h, 0),
- norm(0, 0, 1),
- binorm(0, 1, 0),
- u_div(u),
- v_div(v)
-{
- init(false);
-}
-
-GridBuilder::GridBuilder(const Vector3 &o, const Vector3 &s, unsigned u, unsigned v):
- origin(o),
- u_div(u),
- v_div(v)
-{
- if(abs(s.z)<abs(s.x) && abs(s.z)<abs(s.y))
- {
- side1 = Vector3(s.x, 0, 0);
- side2 = Vector3(0, s.y, 0);
- }
- else if(abs(s.y)<abs(s.x))
- {
- side1 = Vector3(0, 0, s.z);
- side2 = Vector3(s.x, 0, 0);
- }
- else
- {
- side1 = Vector3(0, s.y, 0);
- side2 = Vector3(0, 0, s.z);
- }
- init(true);
-}
-
-GridBuilder::GridBuilder(const Vector3 &o, const Vector3 &s1, const Vector3 &s2, unsigned u, unsigned v):
- origin(o),
- side1(s1),
- side2(s2),
- u_div(u),
- v_div(v)
-{
- init(true);
-}
-
-void GridBuilder::init(bool compute_normals)
-{
- if(u_div<1)
- u_div = 1;
- if(v_div<1)
- v_div = 1;
-
- if(compute_normals)
- {
- norm.x = side1.y*side2.z-side1.z*side2.y;
- norm.y = side1.z*side2.x-side1.x*side2.z;
- norm.z = side1.x*side2.y-side1.y*side2.x;
- float l = sqrt(norm.x*norm.x+norm.y*norm.y+norm.z*norm.z);
- norm.x /= l;
- norm.y /= l;
- norm.z /= l;
-
- binorm.x = norm.y*side1.z-norm.z*side1.y;
- binorm.y = norm.z*side1.x-norm.x*side1.z;
- binorm.z = norm.x*side1.y-norm.y*side1.x;
- l = sqrt(binorm.x*binorm.x+binorm.y*binorm.y+binorm.z*binorm.z);
- binorm.x /= l;
- binorm.y /= l;
- binorm.z /= l;
- }
-}
-
-void GridBuilder::build(PrimitiveBuilder &builder) const
-{
- float l1_sq = side1.x*side1.x+side1.y*side1.y+side1.z*side1.z;
- float l2 = side2.x*binorm.x+side2.y*binorm.y+side2.z*binorm.z;
- float u_scale = 1/l1_sq;
- float v_scale = 1/l2;
- adjust_texture_scale(u_scale, v_scale, sqrt(l1_sq), l2);
-
- builder.normal(norm.x, norm.y, norm.z);
- if(tangent_attr>=0)
- builder.attrib(tangent_attr, side1.x, side1.y, side1.z);
- if(binormal_attr>=0)
- builder.attrib(tangent_attr, binorm.x, binorm.y, binorm.z);
-
- for(unsigned j=0; j<=v_div; ++j)
- {
- float v = j*1.0/v_div;
- Vector3 row(origin.x+side2.x*v, origin.y+side2.y*v, origin.z+side2.z*v);
- v = (row.x*binorm.x+row.y*binorm.y+row.z*binorm.z)*v_scale;
- for(unsigned i=0; i<=u_div; ++i)
- {
- float u = i*1.0/u_div;
- Vector3 p(row.x+side1.x*u, row.y+side1.y*u, row.z+side1.z*u);
- u = (p.x*side1.x+p.y*side1.y+p.z*side1.z)*u_scale;
- builder.texcoord(u, v);
- builder.vertex(p);
- }
- }
-
- for(unsigned j=0; j<v_div; ++j)
- {
- builder.begin(TRIANGLE_STRIP);
- for(unsigned i=0; i<=u_div; ++i)
- {
- builder.element((j+1)*(u_div+1)+i);
- builder.element(j*(u_div+1)+i);
- }
- builder.end();
- }
-}
-
-} // namespace GL
-} // namespace Msp