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在下面的代碼中,爲什麼我們需要切片?它有什麼用途?什麼是OpenGL中的切片?
//https://github.com/danginsburg/opengles-book-samples/blob/604a02cc84f9cc4369f7efe93d2a1d7f2cab2ba7/iPhone/Common/esUtil.h#L110
int esGenSphere(int numSlices, float radius, float **vertices,
float **texCoords, uint16_t **indices, int *numVertices_out) {
int numParallels = numSlices/2;
int numVertices = (numParallels + 1) * (numSlices + 1);
int numIndices = numParallels * numSlices * 6;
float angleStep = (2.0f * ES_PI)/((float) numSlices);
if (vertices != NULL) {
*vertices = malloc(sizeof(float) * 3 * numVertices);
}
if (texCoords != NULL) {
*texCoords = malloc(sizeof(float) * 2 * numVertices);
}
if (indices != NULL) {
*indices = malloc(sizeof(uint16_t) * numIndices);
}
for (int i = 0; i < numParallels + 1; i++) {
for (int j = 0; j < numSlices + 1; j++) {
int vertex = (i * (numSlices + 1) + j) * 3;
if (vertices) {
(*vertices)[vertex + 0] = radius * sinf(angleStep * (float)i) * sinf(angleStep * (float)j);
(*vertices)[vertex + 1] = radius * cosf(angleStep * (float)i);
(*vertices)[vertex + 2] = radius * sinf(angleStep * (float)i) * cosf(angleStep * (float)j);
}
if (texCoords) {
int texIndex = (i * (numSlices + 1) + j) * 2;
(*texCoords)[texIndex + 0] = (float)j/(float)numSlices;
(*texCoords)[texIndex + 1] = 1.0f - ((float)i/(float)numParallels);
}
}
}
// Generate the indices
if (indices != NULL) {
uint16_t *indexBuf = (*indices);
for (int i = 0; i < numParallels ; i++) {
for (int j = 0; j < numSlices; j++) {
*indexBuf++ = i * (numSlices + 1) + j;
*indexBuf++ = (i + 1) * (numSlices + 1) + j;
*indexBuf++ = (i + 1) * (numSlices + 1) + (j + 1);
*indexBuf++ = i * (numSlices + 1) + j;
*indexBuf++ = (i + 1) * (numSlices + 1) + (j + 1);
*indexBuf++ = i * (numSlices + 1) + (j + 1);
}
}
}
if (numVertices_out) {
*numVertices_out = numVertices;
}
return numIndices;
}