#include "torus.h" #include #include #define PI 3.1415926535f struct vec { float x; float y; float z; }; unsigned int torusVAO, torusVBO; int lastSize = 0; void initTorus(int tubeSides, int ringSides) { // Free existing buffer if (torusVAO != 0) glDeleteVertexArrays(1, &torusVAO); if (torusVBO != 0) glDeleteBuffers(1, &torusVBO); lastSize = tubeSides * ringSides; // Set up buffer glGenVertexArrays(1, &torusVAO); glBindVertexArray(torusVAO); glGenBuffers(1, &torusVBO); glBindBuffer(GL_ARRAY_BUFFER, torusVBO); // Dynamic, because we update the vertices often V~~~~~~~~~~~~~~ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8 * 6 * tubeSides * ringSides, NULL, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(0 * sizeof(float))); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void genTorusPoint(float* vertex, float outerRadius, float innerRadius, float tubeSides, float ringSides, int tube, int ring) { float angle = float(tube) / tubeSides * 2 * PI; float xL = innerRadius * cos(angle); float yL = innerRadius * sin(angle); float outerAngle = float(ring) / ringSides * 2 * PI; float x = (outerRadius + xL) * cos(outerAngle); float y = (outerRadius + xL) * sin(outerAngle); float z = yL; vertex[0] = x; vertex[1] = y; vertex[2] = z; // TODO: Add normals and tex coords } // made by yours truly void genTorus(float outerRadius, float innerRadius, int tubeSides, int ringSides) { // Automatically generate VBO ad-hoc if (lastSize != tubeSides * ringSides) initTorus(tubeSides, ringSides); float* vertices = new float[(tubeSides * ringSides * 6) * 8]; int vi = 0; for (int i = 0; i < tubeSides; i++) { for (int j = 0; j < ringSides; j++) { int in = (i+1) % tubeSides; int jn = (j+1) % tubeSides; genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, i, j); genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, in, j); genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, in, jn); genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, in, jn); genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, i, jn); genTorusPoint(&vertices[8*vi++], outerRadius, innerRadius, tubeSides, ringSides, i, j); } } // Bind new data glBindBuffer(GL_ARRAY_BUFFER, torusVBO); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * 8 * 6 * tubeSides * ringSides, vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); // Draw glBindVertexArray(torusVAO); glDrawArrays(GL_TRIANGLES, 0, tubeSides * ringSides * 6); }