Created
July 11, 2011 19:46
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Render Sphere in OpenGL ES for iOS, converted from http://www.codesampler.com/oglsrc/oglsrc_9.htm
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void renderSphere(float cx, float cy, float cz, float r, int p) | |
{ | |
float theta1 = 0.0, theta2 = 0.0, theta3 = 0.0; | |
float ex = 0.0f, ey = 0.0f, ez = 0.0f; | |
float px = 0.0f, py = 0.0f, pz = 0.0f; | |
GLfloat vertices[p*6+6], normals[p*6+6], texCoords[p*4+4]; | |
if( r < 0 ) | |
r = -r; | |
if( p < 0 ) | |
p = -p; | |
for(int i = 0; i < p/2; ++i) | |
{ | |
theta1 = i * (M_PI*2) / p - M_PI_2; | |
theta2 = (i + 1) * (M_PI*2) / p - M_PI_2; | |
for(int j = 0; j <= p; ++j) | |
{ | |
theta3 = j * (M_PI*2) / p; | |
ex = cosf(theta2) * cosf(theta3); | |
ey = sinf(theta2); | |
ez = cosf(theta2) * sinf(theta3); | |
px = cx + r * ex; | |
py = cy + r * ey; | |
pz = cz + r * ez; | |
vertices[(6*j)+(0%6)] = px; | |
vertices[(6*j)+(1%6)] = py; | |
vertices[(6*j)+(2%6)] = pz; | |
normals[(6*j)+(0%6)] = ex; | |
normals[(6*j)+(1%6)] = ey; | |
normals[(6*j)+(2%6)] = ez; | |
texCoords[(4*j)+(0%4)] = -(j/(float)p); | |
texCoords[(4*j)+(1%4)] = 2*(i+1)/(float)p; | |
ex = cosf(theta1) * cosf(theta3); | |
ey = sinf(theta1); | |
ez = cosf(theta1) * sinf(theta3); | |
px = cx + r * ex; | |
py = cy + r * ey; | |
pz = cz + r * ez; | |
vertices[(6*j)+(3%6)] = px; | |
vertices[(6*j)+(4%6)] = py; | |
vertices[(6*j)+(5%6)] = pz; | |
normals[(6*j)+(3%6)] = ex; | |
normals[(6*j)+(4%6)] = ey; | |
normals[(6*j)+(5%6)] = ez; | |
texCoords[(4*j)+(2%4)] = -(j/(float)p); | |
texCoords[(4*j)+(3%4)] = 2*i/(float)p; | |
} | |
glVertexPointer(3, GL_FLOAT, 0, vertices); | |
glNormalPointer(GL_FLOAT, 0, normals); | |
glTexCoordPointer(2, GL_FLOAT, 0, texCoords); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, (p+1)*2); | |
} | |
} |
Hi, could you explain the code a little bit or is there any reference? The link is invalid. Thanks
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thanks man! :)