celestia/src/celengine/lodspheremesh.cpp

823 lines
25 KiB
C++

// lodspheremesh.cpp
//
// Copyright (C) 2000-2009, theCelestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include <cmath>
#include <cassert>
#include <iostream>
#include <algorithm>
#include <celmath/mathlib.h>
#include "glsupport.h"
#include "lodspheremesh.h"
#include "shadermanager.h"
using namespace std;
using namespace Eigen;
using namespace celmath;
//#define SHOW_PATCH_VISIBILITY
//#define SHOW_FRUSTUM
#define VERTEX_BUFFER_OBJECTS_ENABLED
static bool trigArraysInitialized = false;
static int maxDivisions = 16384;
static int thetaDivisions = maxDivisions;
static int phiDivisions = maxDivisions / 2;
static int minStep = 128;
static float* sinPhi = nullptr;
static float* cosPhi = nullptr;
static float* sinTheta = nullptr;
static float* cosTheta = nullptr;
// largest vertex:
// position - 3 floats,
// normal - 3 floats,
// tangent - 3 floats,
// tex coords - 2 floats * MAX_SPHERE_MESH_TEXTURES
static int MaxVertexSize = 3 + 3 + 3 + MAX_SPHERE_MESH_TEXTURES * 2;
#ifdef SHOW_PATCH_VISIBILITY
static const int MaxPatchesShown = 4096;
static int visiblePatches[MaxPatchesShown];
#endif
// TODO: figure out how to use std eigen's methods instead
static Vector3f intersect3(const Frustum::PlaneType& p0,
const Frustum::PlaneType& p1,
const Frustum::PlaneType& p2)
{
Matrix3f m;
m.row(0) = p0.normal();
m.row(1) = p1.normal();
m.row(2) = p2.normal();
float d = m.determinant();
return (p0.offset() * p1.normal().cross(p2.normal()) +
p1.offset() * p2.normal().cross(p0.normal()) +
p2.offset() * p0.normal().cross(p1.normal())) * (1.0f / d);
}
static void InitTrigArrays()
{
sinTheta = new float[thetaDivisions + 1];
cosTheta = new float[thetaDivisions + 1];
sinPhi = new float[phiDivisions + 1];
cosPhi = new float[phiDivisions + 1];
int i;
for (i = 0; i <= thetaDivisions; i++)
{
double theta = (double) i / (double) thetaDivisions * 2.0 * PI;
sinTheta[i] = (float) sin(theta);
cosTheta[i] = (float) cos(theta);
}
for (i = 0; i <= phiDivisions; i++)
{
double phi = ((double) i / (double) phiDivisions - 0.5) * PI;
sinPhi[i] = (float) sin(phi);
cosPhi[i] = (float) cos(phi);
}
trigArraysInitialized = true;
}
static float getSphereLOD(float discSizeInPixels)
{
if (discSizeInPixels < 10)
return -3.0f;
if (discSizeInPixels < 20)
return -2.0f;
if (discSizeInPixels < 50)
return -1.0f;
if (discSizeInPixels < 200)
return 0.0f;
if (discSizeInPixels < 1200)
return 1.0f;
if (discSizeInPixels < 7200)
return 2.0f;
if (discSizeInPixels < 53200)
return 3.0f;
return 4.0f;
}
LODSphereMesh::LODSphereMesh()
{
if (!trigArraysInitialized)
InitTrigArrays();
int maxThetaSteps = thetaDivisions / minStep;
int maxPhiSteps = phiDivisions / minStep;
maxVertices = (maxPhiSteps + 1) * (maxThetaSteps + 1);
vertices = new float[MaxVertexSize * maxVertices];
nIndices = maxPhiSteps * 2 * (maxThetaSteps + 1);
indices = new unsigned short[nIndices];
}
LODSphereMesh::~LODSphereMesh()
{
delete[] vertices;
delete[] indices;
}
static Vector3f spherePoint(int theta, int phi)
{
return Vector3f(cosPhi[phi] * cosTheta[theta],
sinPhi[phi],
cosPhi[phi] * sinTheta[theta]);
}
void LODSphereMesh::render(const Frustum& frustum,
float pixWidth,
Texture** tex,
int nTextures)
{
render(Normals | TexCoords0, frustum, pixWidth, tex, nTextures);
}
void LODSphereMesh::render(unsigned int attributes,
const Frustum& frustum,
float pixWidth,
Texture* tex0,
Texture* tex1,
Texture* tex2,
Texture* tex3)
{
Texture* textures[MAX_SPHERE_MESH_TEXTURES];
int nTextures = 0;
if (tex0 != nullptr)
textures[nTextures++] = tex0;
if (tex1 != nullptr)
textures[nTextures++] = tex1;
if (tex2 != nullptr)
textures[nTextures++] = tex2;
if (tex3 != nullptr)
textures[nTextures++] = tex3;
render(attributes, frustum, pixWidth, textures, nTextures);
}
void LODSphereMesh::render(unsigned int attributes,
const Frustum& frustum,
float pixWidth,
Texture** tex,
int nTextures)
{
int lod = 64;
float lodBias = getSphereLOD(pixWidth);
if (lodBias < 0.0f)
{
if (lodBias < -30)
lodBias = -30;
lod = lod / (1 << (int) (-lodBias));
if (lod < 2)
lod = 2;
}
else if (lodBias > 0.0f)
{
if (lodBias > 30)
lodBias = 30;
lod = lod * (1 << (int) lodBias);
if (lod > maxDivisions)
lod = maxDivisions;
}
int step = maxDivisions / lod;
int thetaExtent = maxDivisions;
int phiExtent = thetaExtent / 2;
int split = 1;
if (step < minStep)
{
split = minStep / step;
thetaExtent /= split;
phiExtent /= split;
}
if (tex == nullptr)
nTextures = 0;
RenderInfo ri(step, attributes, frustum);
// If one of the textures is split into subtextures, we may have to
// use extra patches, since there can be at most one subtexture per patch.
int i;
int minSplit = 1;
for (i = 0; i < nTextures; i++)
{
float pixelsPerTexel = pixWidth * 2.0f /
((float) tex[i]->getWidth() / 2.0f);
double l = log(pixelsPerTexel) / log(2.0);
ri.texLOD[i] = max(min(tex[i]->getLODCount() - 1, (int) l), 0);
if (tex[i]->getUTileCount(ri.texLOD[i]) > minSplit)
minSplit = tex[i]->getUTileCount(ri.texLOD[i]);
if (tex[i]->getVTileCount(ri.texLOD[i]) > minSplit)
minSplit = tex[i]->getVTileCount(ri.texLOD[i]);
}
if (split < minSplit)
{
thetaExtent /= (minSplit / split);
phiExtent /= (minSplit / split);
split = minSplit;
if (phiExtent <= ri.step)
ri.step /= ri.step / phiExtent;
}
// Set the current textures
nTexturesUsed = nTextures;
for (i = 0; i < nTextures; i++)
{
tex[i]->beginUsage();
textures[i] = tex[i];
subtextures[i] = 0;
if (nTextures > 1)
glActiveTexture(GL_TEXTURE0 + i);
}
#ifdef VERTEX_BUFFER_OBJECTS_ENABLED
if (!vertexBuffersInitialized)
{
// TODO: assumes that the same context is used every time we
// render. Valid now, but not necessarily in the future. Still,
// would only cause problems if we rendered in two different contexts
// and only one had vertex buffer objects.
vertexBuffersInitialized = true;
if (true)
{
for (unsigned int & vertexBuffer : vertexBuffers)
{
GLuint vbname = 0;
glGenBuffers(1, &vbname);
vertexBuffer = (unsigned int) vbname;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,
maxVertices * MaxVertexSize * sizeof(float),
nullptr,
GL_STREAM_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &indexBuffer);
useVertexBuffers = true;
// HACK: delete the user arrays--we shouldn't need to allocate
// these at all if we're using vertex buffer objects.
delete[] vertices;
}
}
#endif
if (useVertexBuffers)
{
currentVB = 0;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[currentVB]);
}
// Set up the mesh vertices
int nRings = phiExtent / ri.step;
int nSlices = thetaExtent / ri.step;
int n2 = 0;
for (i = 0; i < nRings; i++)
{
for (int j = 0; j <= nSlices; j++)
{
indices[n2 + 0] = i * (nSlices + 1) + j;
indices[n2 + 1] = (i + 1) * (nSlices + 1) + j;
n2 += 2;
}
}
if (useVertexBuffers)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
nIndices * sizeof(indices[0]),
indices,
GL_DYNAMIC_DRAW);
}
// Compute the size of a vertex
vertexSize = 3;
if ((attributes & Tangents) != 0)
vertexSize += 3;
for (i = 0; i < nTextures; i++)
vertexSize += 2;
glEnableClientState(GL_VERTEX_ARRAY);
if ((attributes & Normals) != 0)
glEnableClientState(GL_NORMAL_ARRAY);
for (i = 0; i < nTextures; i++)
{
if (nTextures > 1)
glClientActiveTexture(GL_TEXTURE0 + i);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
glDisableClientState(GL_COLOR_ARRAY);
if ((attributes & Tangents) != 0)
glEnableVertexAttribArray(CelestiaGLProgram::TangentAttributeIndex);
if (split == 1)
{
renderSection(0, 0, thetaExtent, ri);
}
else
{
// Render the sphere section by section.
/*int reject = 0; Unused*/
// Compute the vertices of the view frustum. These will be used for
// culling patches.
ri.fp[0] = intersect3(frustum.plane(Frustum::Near),
frustum.plane(Frustum::Top),
frustum.plane(Frustum::Left));
ri.fp[1] = intersect3(frustum.plane(Frustum::Near),
frustum.plane(Frustum::Top),
frustum.plane(Frustum::Right));
ri.fp[2] = intersect3(frustum.plane(Frustum::Near),
frustum.plane(Frustum::Bottom),
frustum.plane(Frustum::Left));
ri.fp[3] = intersect3(frustum.plane(Frustum::Near),
frustum.plane(Frustum::Bottom),
frustum.plane(Frustum::Right));
ri.fp[4] = intersect3(frustum.plane(Frustum::Far),
frustum.plane(Frustum::Top),
frustum.plane(Frustum::Left));
ri.fp[5] = intersect3(frustum.plane(Frustum::Far),
frustum.plane(Frustum::Top),
frustum.plane(Frustum::Right));
ri.fp[6] = intersect3(frustum.plane(Frustum::Far),
frustum.plane(Frustum::Bottom),
frustum.plane(Frustum::Left));
ri.fp[7] = intersect3(frustum.plane(Frustum::Far),
frustum.plane(Frustum::Bottom),
frustum.plane(Frustum::Right));
#ifdef SHOW_PATCH_VISIBILITY
{
for (int i = 0; i < MaxPatchesShown; i++)
visiblePatches[i] = 0;
}
#endif // SHOW_PATCH_VISIBILITY
int nPatches = 0;
{
int extent = maxDivisions / 2;
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
nPatches += renderPatches(i * extent / 2, j * extent,
extent, split / 2, ri);
}
}
}
// cout << "Rendered " << nPatches << " of " << square(split) << " patches\n";
}
glDisableClientState(GL_VERTEX_ARRAY);
if ((attributes & Normals) != 0)
glDisableClientState(GL_NORMAL_ARRAY);
if ((attributes & Tangents) != 0)
glDisableVertexAttribArray(CelestiaGLProgram::TangentAttributeIndex);
for (i = 0; i < nTextures; i++)
{
tex[i]->endUsage();
if (nTextures > 1)
{
glClientActiveTexture(GL_TEXTURE0 + i);
glActiveTexture(GL_TEXTURE0 + i);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (nTextures > 1)
{
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
}
if (useVertexBuffers)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
vertices = nullptr;
}
#ifdef SHOW_FRUSTUM
// Debugging code for visualizing the frustum.
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(45.0, 1.3333f, 1.0f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor4f(1, 0, 0, 1);
glTranslatef(0, 0, -20);
glBegin(GL_LINES);
glVertex(ri.fp[0]); glVertex(ri.fp[1]);
glVertex(ri.fp[0]); glVertex(ri.fp[2]);
glVertex(ri.fp[3]); glVertex(ri.fp[1]);
glVertex(ri.fp[3]); glVertex(ri.fp[2]);
glVertex(ri.fp[4]); glVertex(ri.fp[5]);
glVertex(ri.fp[4]); glVertex(ri.fp[6]);
glVertex(ri.fp[7]); glVertex(ri.fp[5]);
glVertex(ri.fp[7]); glVertex(ri.fp[6]);
glVertex(ri.fp[0]); glVertex(ri.fp[4]);
glVertex(ri.fp[1]); glVertex(ri.fp[5]);
glVertex(ri.fp[2]); glVertex(ri.fp[6]);
glVertex(ri.fp[3]); glVertex(ri.fp[7]);
glEnd();
// Render axes representing the unit sphere.
glColor4f(0, 1, 0, 1);
glBegin(GL_LINES);
glVertex3f(-1, 0, 0); glVertex3f(1, 0, 0);
glVertex3f(0, -1, 0); glVertex3f(0, 1, 0);
glVertex3f(0, 0, -1); glVertex3f(1, 0, 1);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
#ifdef SHOW_PATCH_VISIBILITY
// Debugging code for visualizing the frustum.
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor4f(1, 0, 1, 1);
{
int width = split;
int height = width / 2;
float patchWidth = 1.0f / (float) width;
float patchHeight = 1.0f / (float) height;
if (width * height <= MaxPatchesShown)
{
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
glPushMatrix();
glTranslatef(-0.5f + j * patchWidth,
1.0f - i * patchHeight,
0.0f);
if (visiblePatches[i * width + j])
glBegin(GL_QUADS);
else
glBegin(GL_LINE_LOOP);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, -patchHeight, 0.0f);
glVertex3f(patchWidth, -patchHeight, 0.0f);
glVertex3f(patchWidth, 0.0f, 0.0f);
glEnd();
glPopMatrix();
}
}
}
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif // SHOW_PATCH_VISIBILITY
}
int LODSphereMesh::renderPatches(int phi0, int theta0,
int extent,
int level,
const RenderInfo& ri)
{
int thetaExtent = extent;
int phiExtent = extent / 2;
// Compute the plane separating this section of the sphere from
// the rest of the sphere. If the view frustum lies entirely
// on the side of the plane that does not contain the sphere
// patch, we cull the patch.
Vector3f p0 = spherePoint(theta0, phi0);
Vector3f p1 = spherePoint(theta0 + thetaExtent, phi0);
Vector3f p2 = spherePoint(theta0 + thetaExtent,
phi0 + phiExtent);
Vector3f p3 = spherePoint(theta0, phi0 + phiExtent);
Vector3f v0 = p1 - p0;
Vector3f v2 = p3 - p2;
Vector3f normal;
if (v0.squaredNorm() > v2.squaredNorm())
normal = (p0 - p3).cross(v0);
else
normal = (p2 - p1).cross(v2);
// If the normal is near zero length, something's going wrong
assert(normal.norm() != 0.0f);
normal.normalize();
Frustum::PlaneType separatingPlane(normal, p0);
bool outside = true;
#if 1
for (int k = 0; k < 8; k++)
{
if (separatingPlane.absDistance(ri.fp[k]) > 0.0f)
{
outside = false;
break;
}
}
// If this patch is outside the view frustum, so are all of its subpatches
if (outside)
return 0;
#else
outside = false;
#endif
// Second cull test uses the bounding sphere of the patch
#if 0
// Is this a better choice for the patch center?
Point3f patchCenter = spherePoint(theta0 + thetaExtent / 2,
phi0 + phiExtent / 2);
#else
// . . . or is the average of the points better?
Vector3f patchCenter = Vector3f(p0.x() + p1.x() + p2.x() + p3.x(),
p0.y() + p1.y() + p2.y() + p3.y(),
p0.z() + p1.z() + p2.z() + p3.z()) * 0.25f;
#endif
float boundingRadius = 0.0f;
boundingRadius = max(boundingRadius, (patchCenter - p0).norm()); // patchCenter.distanceTo(p0)
boundingRadius = max(boundingRadius, (patchCenter - p1).norm());
boundingRadius = max(boundingRadius, (patchCenter - p2).norm());
boundingRadius = max(boundingRadius, (patchCenter - p3).norm());
if (ri.frustum.testSphere(patchCenter, boundingRadius) == Frustum::Outside)
outside = true;
if (outside)
return 0;
if (level == 1)
{
renderSection(phi0, theta0, thetaExtent, ri);
return 1;
}
int nRendered = 0;
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
nRendered += renderPatches(phi0 + phiExtent / 2 * i,
theta0 + thetaExtent / 2 * j,
extent / 2,
level / 2,
ri);
}
}
return nRendered;
}
void LODSphereMesh::renderSection(int phi0, int theta0, int extent,
const RenderInfo& ri)
{
#ifdef SHOW_PATCH_VISIBILITY
{
int width = thetaDivisions / extent;
int height = phiDivisions / extent;
int x = theta0 / extent;
int y = phi0 / extent;
if (width * height <= MaxPatchesShown)
visiblePatches[y * width + x] = 1;
}
#endif // SHOW_PATCH_VISIBILITY
auto stride = (GLsizei) (vertexSize * sizeof(float));
int texCoordOffset = ((ri.attributes & Tangents) != 0) ? 6 : 3;
float* vertexBase = useVertexBuffers ? (float*) nullptr : vertices;
glVertexPointer(3, GL_FLOAT, stride, vertexBase + 0);
if ((ri.attributes & Normals) != 0)
glNormalPointer(GL_FLOAT, stride, vertexBase);
for (int tc = 0; tc < nTexturesUsed; tc++)
{
if (nTexturesUsed > 1)
glClientActiveTexture(GL_TEXTURE0 + tc);
glTexCoordPointer(2, GL_FLOAT, stride, vertexBase + (tc * 2) + texCoordOffset);
}
if ((ri.attributes & Tangents) != 0)
{
glVertexAttribPointer(CelestiaGLProgram::TangentAttributeIndex,
3, GL_FLOAT, GL_FALSE,
stride, vertexBase + 3); // 3 == tangentOffset
}
// assert(ri.step >= minStep);
// assert(phi0 + extent <= maxDivisions);
// assert(theta0 + extent / 2 < maxDivisions);
// assert(isPow2(extent));
int thetaExtent = extent;
int phiExtent = extent / 2;
int theta1 = theta0 + thetaExtent;
int phi1 = phi0 + phiExtent;
/*int n3 = 0; Unused*/
/*int n2 = 0; Unused*/
float du[MAX_SPHERE_MESH_TEXTURES];
float dv[MAX_SPHERE_MESH_TEXTURES];
float u0[MAX_SPHERE_MESH_TEXTURES];
float v0[MAX_SPHERE_MESH_TEXTURES];
if (useVertexBuffers)
{
// Calling glBufferData() with nullptr before mapping the buffer
// is a hint to OpenGL that previous contents of vertex buffer will
// be discarded and overwritten. It enables renaming in the driver,
// hopefully resulting in performance gains.
glBufferData(GL_ARRAY_BUFFER,
maxVertices * vertexSize * sizeof(float),
nullptr,
GL_STREAM_DRAW);
vertices = reinterpret_cast<float*>(glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY));
if (vertices == nullptr)
return;
}
// Set the current texture. This is necessary because the texture
// may be split into subtextures.
for (int tex = 0; tex < nTexturesUsed; tex++)
{
du[tex] = (float) 1.0f / thetaDivisions;;
dv[tex] = (float) 1.0f / phiDivisions;;
u0[tex] = 1.0f;
v0[tex] = 1.0f;
if (textures[tex] != nullptr)
{
int uTexSplit = textures[tex]->getUTileCount(ri.texLOD[tex]);
int vTexSplit = textures[tex]->getVTileCount(ri.texLOD[tex]);
int patchSplit = maxDivisions / extent;
assert(patchSplit >= uTexSplit && patchSplit >= vTexSplit);
int u = theta0 / thetaExtent;
int v = phi0 / phiExtent;
int patchesPerUSubtex = patchSplit / uTexSplit;
int patchesPerVSubtex = patchSplit / vTexSplit;
du[tex] *= uTexSplit;
dv[tex] *= vTexSplit;
u0[tex] = 1.0f - ((float) (u % patchesPerUSubtex) /
(float) patchesPerUSubtex);
v0[tex] = 1.0f - ((float) (v % patchesPerVSubtex) /
(float) patchesPerVSubtex);
u0[tex] += theta0 * du[tex];
v0[tex] += phi0 * dv[tex];
u /= patchesPerUSubtex;
v /= patchesPerVSubtex;
if (nTexturesUsed > 1)
glActiveTexture(GL_TEXTURE0 + tex);
TextureTile tile = textures[tex]->getTile(ri.texLOD[tex],
uTexSplit - u - 1,
vTexSplit - v - 1);
du[tex] *= tile.du;
dv[tex] *= tile.dv;
u0[tex] = u0[tex] * tile.du + tile.u;
v0[tex] = v0[tex] * tile.dv + tile.v;
// We track the current texture to avoid unnecessary and costly
// texture state changes.
if (tile.texID != subtextures[tex])
{
glBindTexture(GL_TEXTURE_2D, tile.texID);
subtextures[tex] = tile.texID;
}
}
}
int vindex = 0;
for (int phi = phi0; phi <= phi1; phi += ri.step)
{
float cphi = cosPhi[phi];
float sphi = sinPhi[phi];
if ((ri.attributes & Tangents) != 0)
{
for (int theta = theta0; theta <= theta1; theta += ri.step)
{
float ctheta = cosTheta[theta];
float stheta = sinTheta[theta];
vertices[vindex] = cphi * ctheta;
vertices[vindex + 1] = sphi;
vertices[vindex + 2] = cphi * stheta;
// Compute the tangent--required for bump mapping
vertices[vindex + 3] = stheta;
vertices[vindex + 4] = 0.0f;
vertices[vindex + 5] = -ctheta;
vindex += 6;
for (int tex = 0; tex < nTexturesUsed; tex++)
{
vertices[vindex] = u0[tex] - theta * du[tex];
vertices[vindex + 1] = v0[tex] - phi * dv[tex];
vindex += 2;
}
}
}
else
{
for (int theta = theta0; theta <= theta1; theta += ri.step)
{
float ctheta = cosTheta[theta];
float stheta = sinTheta[theta];
vertices[vindex] = cphi * ctheta;
vertices[vindex + 1] = sphi;
vertices[vindex + 2] = cphi * stheta;
vindex += 3;
for (int tex = 0; tex < nTexturesUsed; tex++)
{
vertices[vindex] = u0[tex] - theta * du[tex];
vertices[vindex + 1] = v0[tex] - phi * dv[tex];
vindex += 2;
}
}
}
}
if (useVertexBuffers)
{
vertices = nullptr;
if (!glUnmapBuffer(GL_ARRAY_BUFFER))
return;
}
// TODO: Fix this--number of rings can reach zero and cause dropout
// int nRings = max(phiExtent / ri.step, 1); // buggy
int nRings = phiExtent / ri.step;
int nSlices = thetaExtent / ri.step;
unsigned short* indexBase = useVertexBuffers ? (unsigned short*) nullptr : indices;
for (int i = 0; i < nRings; i++)
{
glDrawElements(GL_QUAD_STRIP,
(nSlices + 1) * 2,
GL_UNSIGNED_SHORT,
indexBase + (nSlices + 1) * 2 * i);
}
// Cycle through the vertex buffers
if (useVertexBuffers)
{
currentVB++;
if (currentVB == NUM_SPHERE_VERTEX_BUFFERS)
currentVB = 0;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[currentVB]);
}
}