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166 changes: 44 additions & 122 deletions Engine/source/environment/scatterSky.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -761,146 +761,68 @@ bool ScatterSky::_initShader()
return true;
}

void ScatterSky::clearVectors()
{
tmpVertices.clear();
vertsVec.clear();
}

void ScatterSky::addVertex(Point3F vert)
{
vertsVec.push_back(vert.x);
vertsVec.push_back(vert.y);
vertsVec.push_back(vert.z);
}

void ScatterSky::BuildFinalVert()
{
U32 count = vertsVec.size();
U32 i, j;
for (i = 0, j = 0; i < count; i += 3, j += 2)
{
FinalVertexData temp;
temp.pos.set(Point3F(vertsVec[i], vertsVec[i + 1], vertsVec[i + 2]));

finalVertData.push_back(temp);
}
}

void ScatterSky::_initVBIB()
{
U32 rings = 18;
U32 height = 9;
U32 radius = 10;

F32 x, y, z, xy; // vertex position

F32 ringStep = M_2PI / rings;
F32 heightStep = M_HALFPI / height; // M_PI for full sphere.
F32 ringAng, heightAng;

//clear vecs
clearVectors();
const U32 rings = 16; // 32 for high end
const U32 segments = 32; // 64 for high end
const F32 radius = smAtmosphereRadius;

for (U32 i = 0; i <= height; ++i)
{
heightAng = M_PI / 2 - (F32)i * heightStep;
xy = radius * mCos(heightAng);
z = radius * mSin(heightAng);

for (U32 j = 0; j <= rings; ++j)
{
SphereVertex vert;
ringAng = j * ringStep;
x = xy * mCos(ringAng);
y = xy * mSin(ringAng);
vert.pos.set(Point3F(x, y, z));
const U32 vertexCount = (rings + 1) * (segments + 1);
const U32 triangleCount = rings * segments * 2;
const U32 indexCount = triangleCount * 3;

tmpVertices.push_back(vert);
}
}
mVertCount = vertexCount;
mPrimCount = triangleCount;

SphereVertex v1, v2, v3, v4;
U32 vi1, vi2 = 0;
// Allocate vertex buffer
mVB.set(GFX, mVertCount, GFXBufferTypeStatic);
GFXVertexP* pVert = mVB.lock();
if (!pVert)
return;

for (U32 i = 0; i < height; ++i)
// Generate hemisphere vertices
for (U32 r = 0; r <= rings; ++r)
{
vi1 = i * (rings + 1);
vi2 = (i + 1) * (rings + 1);
F32 theta = (r / (F32)rings) * (M_PI_F / 2.0f); // from zenith (0) to horizon (PI/2)
F32 z = radius * cos(theta);
F32 ringRadius = radius * sin(theta);

for (U32 j = 0; j < rings; ++j, ++vi1, ++vi2)
for (U32 s = 0; s <= segments; ++s)
{
v1 = tmpVertices[vi1];
v2 = tmpVertices[vi2];
v3 = tmpVertices[vi1 + 1];
v4 = tmpVertices[vi2 + 1];

// 1st = triangle.
if (i == 0)
{
// verts for tri.
addVertex(v1.pos);
addVertex(v2.pos);
addVertex(v4.pos);
}
/* UNCOMMENT WHEN FULL SPHERE
else if (i == (height - 1))
{
// verts for tri.
addVertex(v1.pos);
addVertex(v2.pos);
addVertex(v3.pos);
}*/
else
{
// verts for quad.
addVertex(v1.pos);
addVertex(v2.pos);
addVertex(v3.pos);

addVertex(v3.pos);
addVertex(v4.pos);
addVertex(v2.pos);
}
}
}
F32 phi = (s / (F32)segments) * M_2PI_F;
F32 x = ringRadius * cos(phi);
F32 y = ringRadius * sin(phi);

BuildFinalVert();

// Vertex Buffer...
mVertCount = finalVertData.size();
mPrimCount = mVertCount / 3;

mVB.set( GFX, mVertCount, GFXBufferTypeStatic );
GFXVertexP *pVert = mVB.lock();
if(!pVert) return;

for ( U32 i = 0; i < mVertCount; i++ )
{
pVert->point.set(finalVertData[i].pos);

pVert->point.normalize();
pVert->point *= 200000.0f;
pVert->point.set(x, y, z);
pVert++;
}
}

mVB.unlock();

// Primitive Buffer...
mPrimBuffer.set( GFX, mVertCount, mPrimCount, GFXBufferTypeStatic );

U16 *pIdx = NULL;
// Build index buffer
mPrimBuffer.set(GFX, indexCount, triangleCount, GFXBufferTypeStatic);
U16* pIdx = NULL;
mPrimBuffer.lock(&pIdx);
U32 curIdx = 0;
U32 idx = 0;

for ( U32 i = 0, k = 0; i < mPrimCount; i++, k+=3 )
for (U32 r = 0; r < rings; ++r)
{
pIdx[curIdx] = k;
curIdx++;
pIdx[curIdx] = k + 1;
curIdx++;
pIdx[curIdx] = k + 2;
curIdx++;
for (U32 s = 0; s < segments; ++s)
{
U32 i0 = r * (segments + 1) + s;
U32 i1 = i0 + segments + 1;

// Triangle 1 (counter-clockwise)
pIdx[idx++] = i0;
pIdx[idx++] = i1;
pIdx[idx++] = i0 + 1;

// Triangle 2
pIdx[idx++] = i1;
pIdx[idx++] = i1 + 1;
pIdx[idx++] = i0 + 1;
}
}

mPrimBuffer.unlock();
Expand Down
21 changes: 0 additions & 21 deletions Engine/source/environment/scatterSky.h
Original file line number Diff line number Diff line change
Expand Up @@ -105,27 +105,6 @@ class ScatterSky : public SceneObject, public ISceneLight
///
F32 getElevation() const { return mSunElevation; }

struct SphereVertex
{
Point3F pos;
};

Vector<SphereVertex> tmpVertices;
Vector<F32> vertsVec;

struct FinalVertexData
{
Point3F pos;
};

Vector<FinalVertexData> finalVertData;

void addVertex(Point3F vert);

void BuildFinalVert();

void clearVectors();

protected:

void _render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
Expand Down
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