package de.trac.spherical.rendering; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; /** * This class is used to create native buffers holding vertices and * texture coordinates of a sphere with a given radius. */ public class PhotoSphereGeometry { // The following attributes make up our sphere. private FloatBuffer vertexBuffer; private FloatBuffer textureCoordinatesBuffer; private ShortBuffer indexBuffer; /** * Initializes the native buffers with a sphere based on the specified parameters. * @param radius the sphere's radius * @param polyCountX the number of polygons around the sphere in x direction * @param polyCountY the number of polygons around the sphere in y direction */ public PhotoSphereGeometry(float radius, int polyCountX, int polyCountY) { final int polyCountXPitch = polyCountX + 1; // Setup vertex buffer. ByteBuffer buffer = ByteBuffer.allocateDirect((polyCountXPitch*polyCountY+2)*3*4); buffer.order(ByteOrder.nativeOrder()); vertexBuffer = buffer.asFloatBuffer(); // Setup texture coordinate buffer. buffer = ByteBuffer.allocateDirect((polyCountXPitch*polyCountY+2)*2*4); buffer.order(ByteOrder.nativeOrder()); textureCoordinatesBuffer = buffer.asFloatBuffer(); // Setup index buffer. buffer = ByteBuffer.allocateDirect(polyCountX*polyCountY*6*2); buffer.order(ByteOrder.nativeOrder()); indexBuffer = buffer.asShortBuffer(); for (int p1 = 0, level = 0; p1 < polyCountY-1; p1++) { for (int p2 = 0; p2 < polyCountX-1; p2++) { final int curr = level + p2; indexBuffer.put((short)(curr + polyCountXPitch)); indexBuffer.put((short)(curr)); indexBuffer.put((short)(curr + 1)); indexBuffer.put((short)(curr + polyCountXPitch)); indexBuffer.put((short)(curr + 1)); indexBuffer.put((short)(curr + 1 + polyCountXPitch)); } indexBuffer.put((short)(level + polyCountX - 1 + polyCountXPitch)); indexBuffer.put((short)(level + polyCountX - 1)); indexBuffer.put((short)(level + polyCountX)); indexBuffer.put((short)(level + polyCountX - 1 + polyCountXPitch)); indexBuffer.put((short)(level + polyCountX)); indexBuffer.put((short)(level + polyCountX + polyCountXPitch)); level += polyCountXPitch; } final int polyCountSq = polyCountXPitch * polyCountY; // top point final int polyCountSq1 = polyCountSq + 1; // bottom point final int polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex for (int p2 = 0; p2 < polyCountX-1; p2++) { indexBuffer.put((short)(polyCountSq)); indexBuffer.put((short)(p2 + 1)); indexBuffer.put((short)(p2)); indexBuffer.put((short)(polyCountSqM1 + p2)); indexBuffer.put((short)(polyCountSqM1 + p2 + 1)); indexBuffer.put((short)(polyCountSq1)); } indexBuffer.put((short)(polyCountSq)); indexBuffer.put((short)(polyCountX)); indexBuffer.put((short)(polyCountX-1)); indexBuffer.put((short)(polyCountSqM1 + polyCountX - 1)); indexBuffer.put((short)(polyCountSqM1)); indexBuffer.put((short)(polyCountSq1)); // calculate the angle which separates all points in a circle final double AngleX = 2.0 * Math.PI / polyCountX; final double AngleY = Math.PI / polyCountY; final double InvPI = 1.0 / Math.PI; double ay = 0;//AngleY / 2; for (int y = 0; y < polyCountY; y++) { ay += AngleY; double axz = 0; final double sinay = Math.sin(ay); final float tv = (float) (ay*InvPI); for (int xz = 0; xz < polyCountX; xz++) { double nx = Math.cos(axz) * sinay; double ny = Math.cos(ay); double nz = Math.sin(axz) * sinay; // calculate texture coordinates via sphere mapping // tu is the same on each level, so only calculate once float tu = 0.5f; if (y == 0) { if (ny != -1.0 && ny != 1.0) tu = (float) (Math.acos(Math.max(Math.min(nx / sinay, 1.0), -1.0)) * 0.5 * InvPI); if (nz < 0.0) tu = 1.0f - tu; } else tu = textureCoordinatesBuffer.get(xz*2); vertexBuffer.put((float) (radius * nx)); vertexBuffer.put((float) (radius * ny)); vertexBuffer.put((float) (radius * nz)); textureCoordinatesBuffer.put(tu); textureCoordinatesBuffer.put(tv); axz += AngleX; } vertexBuffer.put(vertexBuffer.get((y*polyCountXPitch)*3 + 0)); vertexBuffer.put(vertexBuffer.get((y*polyCountXPitch)*3 + 1)); vertexBuffer.put(vertexBuffer.get((y*polyCountXPitch)*3 + 2)); textureCoordinatesBuffer.put(1.0f); textureCoordinatesBuffer.put(tv); } // Add the vertex at the top of the sphere. vertexBuffer.put(0.0f); vertexBuffer.put(radius); vertexBuffer.put(0.0f); textureCoordinatesBuffer.put(0.5f); textureCoordinatesBuffer.put(0.0f); // Add the vertex at the bottom of the sphere. vertexBuffer.put(0.0f); vertexBuffer.put(-radius); vertexBuffer.put(0.0f); textureCoordinatesBuffer.put(0.5f); textureCoordinatesBuffer.put(1.0f); // Rewind buffers. vertexBuffer.position(0); textureCoordinatesBuffer.position(0); indexBuffer.position(0); } public FloatBuffer getVertexBuffer() { return vertexBuffer; } public FloatBuffer getTextureCoordinatesBuffer() { return textureCoordinatesBuffer; } public ShortBuffer getIndexBuffer() { return indexBuffer; } }