1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72
|
#pragma once
#include <unordered_map>
#include <array>
#include <vector>
#include <glm/glm.hpp>
#include <glbinding/gl/gl.h>
#include <globjects/base/Referenced.h>
#include <globjects/base/ref_ptr.h>
namespace globjects
{
class VertexArray;
class Buffer;
}
class Icosahedron : public globjects::Referenced
{
public:
using Face = std::array<gl::GLushort, 3>;
static const std::array<glm::vec3, 12> vertices();
static const std::array<Face, 20> indices(); /// individual triangle indices (no strip, no fan)
/** Iterative triangle refinement: split each triangle into 4 new ones and
create points and indices appropriately.
*/
static void refine(
std::vector<glm::vec3> & vertices
, std::vector<Face> & indices
, unsigned char levels);
public:
Icosahedron(
gl::GLsizei iterations = 0
, const gl::GLint positionLocation = 0
, const gl::GLint normalLocation = 1);
/** draws the icosahedron as single triangles (TODO: generate set of triangle strips?)
*/
void draw();
void draw(gl::GLenum mode);
protected:
/** Splits a triangle edge by adding an appropriate new point (normalized
on sphere) to the points (if not already cached) and returns the index
to this point.
*/
static gl::GLushort split(
gl::GLushort a
, gl::GLushort b
, std::vector<glm::vec3> & points
, std::unordered_map<glm::uint, gl::GLushort> & cache);
protected:
virtual ~Icosahedron();
protected:
globjects::ref_ptr<globjects::VertexArray> m_vao;
globjects::ref_ptr<globjects::Buffer> m_vertices;
globjects::ref_ptr<globjects::Buffer> m_indices;
gl::GLsizei m_size;
};
|