Sphere visible but still buggy...
parent
0622c53d29
commit
6dd7d27777
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@ -426,10 +426,10 @@ void init_debug_meshes() {
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//
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gCubeMesh.vao_id = gDebugShapesVAId;
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gCubeMesh.vb_id = gDebugShapesVBOId;
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gCubeMesh.nvertices = 48;
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gCubeMesh.nvertices = 24;
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// clang-format off
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srvrtxdata cube_vertices[48] = {
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srvrtxdata cube_vertices[24] = {
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// +x
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{ 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
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{ 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
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@ -509,8 +509,8 @@ void init_debug_meshes() {
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gUVSphereMesh.vb_id = gDebugShapesVBOId;
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// loosely based on http://www.songho.ca/opengl/gl_sphere.html
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int stack_count = 4;
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int sector_count = 4;
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int stack_count = 14;
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int sector_count = 14;
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gUVSphereMesh.nvertices = (stack_count + 1) * (sector_count + 1);
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gLog("UVsphere vertices: %d", gUVSphereMesh.nvertices);
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@ -549,9 +549,9 @@ void init_debug_meshes() {
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vertex->s = (float)j / sector_count;
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vertex->t = (float)i / stack_count;
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vertex->r = 128;
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vertex->g = 128;
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vertex->b = 128;
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vertex->r = 228;
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vertex->g = 228;
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vertex->b = 228;
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vertex->a = 255;
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}
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}
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@ -581,16 +581,16 @@ void init_debug_meshes() {
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// 2 triangles per sector excluding first and last stacks
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// k1 => k2 => k1+1
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if (i != 0) {
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uvsphere_indices[++tri_index] = k1;
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uvsphere_indices[++tri_index] = k2;
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uvsphere_indices[++tri_index] = k1 + 1;
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uvsphere_indices[++tri_index] = k2;
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uvsphere_indices[++tri_index] = k1;
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}
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// k1+1 => k2 => k2+1
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if (i != (stack_count - 1)) {
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uvsphere_indices[++tri_index] = k1 + 1;
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uvsphere_indices[++tri_index] = k2;
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uvsphere_indices[++tri_index] = k2 + 1;
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uvsphere_indices[++tri_index] = k2;
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uvsphere_indices[++tri_index] = k1 + 1;
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}
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gLog("tri_index = %d", tri_index);
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@ -612,7 +612,7 @@ void init_debug_meshes() {
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free(uvsphere_indices);
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gUVSphereMesh.mode = GL_TRIANGLES;
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gUVSphereMesh.mode = GL_TRIANGLE_STRIP;
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gUVSphereMesh.count = gUVSphereMesh.nindices;
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glBindVertexArray(0);
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@ -802,8 +802,8 @@ void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
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glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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// glEnable(GL_CULL_FACE);
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// glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glUseProgram(gDefaultShader.program_id);
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GLint view_mat_loc =
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