public void SubDivideNoNormalize(List <Triangle> triList, List <PositionTexture> vertexList) { Vector3d a1 = Vector3d.Lerp(vertexList[B].Position, vertexList[C].Position, .5f); Vector3d b1 = Vector3d.Lerp(vertexList[C].Position, vertexList[A].Position, .5f); Vector3d c1 = Vector3d.Lerp(vertexList[A].Position, vertexList[B].Position, .5f); Vector2d a1uv = Vector2d.Lerp(Vector2d.Create(vertexList[B].Tu, vertexList[B].Tv), Vector2d.Create(vertexList[C].Tu, vertexList[C].Tv), .5f); Vector2d b1uv = Vector2d.Lerp(Vector2d.Create(vertexList[C].Tu, vertexList[C].Tv), Vector2d.Create(vertexList[A].Tu, vertexList[A].Tv), .5f); Vector2d c1uv = Vector2d.Lerp(Vector2d.Create(vertexList[A].Tu, vertexList[A].Tv), Vector2d.Create(vertexList[B].Tu, vertexList[B].Tv), .5f); //a1.Normalize(); //b1.Normalize(); //c1.Normalize(); int aIndex = vertexList.Count; int bIndex = vertexList.Count + 1; int cIndex = vertexList.Count + 2; vertexList.Add(PositionTexture.CreatePosRaw(a1, a1uv.X, a1uv.Y)); vertexList.Add(PositionTexture.CreatePosRaw(b1, b1uv.X, b1uv.Y)); vertexList.Add(PositionTexture.CreatePosRaw(c1, c1uv.X, c1uv.Y)); triList.Add(Triangle.Create(A, cIndex, bIndex)); triList.Add(Triangle.Create(B, aIndex, cIndex)); triList.Add(Triangle.Create(C, bIndex, aIndex)); triList.Add(Triangle.Create(aIndex, bIndex, cIndex)); }
private static void CreateGalaxyImage(RenderContext renderContext) { if (milkyWayImage == null) { milkyWayImage = Planets.LoadPlanetTexture("http://cdn.worldwidetelescope.org/webclient/images/milkywaybar.jpg"); } int subdivs = 50; double lat, lng; int index = 0; double latMin = 64; double latMax = -64; double lngMin = -64; double lngMax = 64; //// Create a vertex buffer galaxyImageVertexBuffer = new PositionTextureVertexBuffer((subdivs + 1) * (subdivs + 1)); PositionTexture[] verts = (PositionTexture[])galaxyImageVertexBuffer.Lock(); int x1, y1; double latDegrees = latMax - latMin; double lngDegrees = lngMax - lngMin; double scaleFactor = 60800000.0; double ecliptic = Coordinates.MeanObliquityOfEcliptic(SpaceTimeController.JNow) / 180.0 * Math.PI; Vector3d point; double textureStepX = 1.0f / subdivs; double textureStepY = 1.0f / subdivs; for (y1 = 0; y1 <= subdivs; y1++) { if (y1 != subdivs) { lat = latMax - (textureStepY * latDegrees * (double)y1); } else { lat = latMin; } for (x1 = 0; x1 <= subdivs; x1++) { if (x1 != subdivs) { lng = lngMin + (textureStepX * lngDegrees * (double)x1); } else { lng = lngMax; } index = y1 * (subdivs + 1) + x1; point = Vector3d.Create(lng * scaleFactor, 0, (lat - 28) * scaleFactor); point.RotateY(213.0 / 180 * Math.PI); point.RotateZ((-62.87175) / 180 * Math.PI); point.RotateY((-192.8595083) / 180 * Math.PI); point.RotateX(ecliptic); verts[index] = PositionTexture.CreatePosRaw(point, (float)(1f - x1 * textureStepX), (float)(/*1f - */ (y1 * textureStepY))); //verts[index].Position = point; //verts[index].Tu = (float)(1f - x1 * textureStepX); //verts[index].Tv = (float)(/*1f - */(y1 * textureStepY)); } } galaxyImageVertexBuffer.Unlock(); galaxyImageTriangleCount = (subdivs) * (subdivs) * 2; Uint16Array ui16array = new Uint16Array(subdivs * subdivs * 6); UInt16[] indexArray = (UInt16[])(object)ui16array; for (y1 = 0; y1 < subdivs; y1++) { for (x1 = 0; x1 < subdivs; x1++) { index = (y1 * subdivs * 6) + 6 * x1; // First triangle in quad indexArray[index] = (ushort)(y1 * (subdivs + 1) + x1); indexArray[index + 2] = (ushort)((y1 + 1) * (subdivs + 1) + x1); indexArray[index + 1] = (ushort)(y1 * (subdivs + 1) + (x1 + 1)); // Second triangle in quad indexArray[index + 3] = (ushort)(y1 * (subdivs + 1) + (x1 + 1)); indexArray[index + 5] = (ushort)((y1 + 1) * (subdivs + 1) + x1); indexArray[index + 4] = (ushort)((y1 + 1) * (subdivs + 1) + (x1 + 1)); } } galaxyImageIndexBuffer = Tile.PrepDevice.createBuffer(); Tile.PrepDevice.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, galaxyImageIndexBuffer); Tile.PrepDevice.bufferData(GL.ELEMENT_ARRAY_BUFFER, ui16array, GL.STATIC_DRAW); }