; Original by Comtois @ 28/03/06 ; ; Updated/Formated by Fluid Byte @ March.24,2009 ; ; http://www.purebasic.fr/english/viewtopic.php?p=281258#p281258 Declare CreateSphere(M,P) Declare UpdateMesh() #_SIZEVERT = 36 #_SIZETRIS = 6 #FULLSCREEN = 0 Structure VECTOR X.f Y.f Z.f EndStructure Structure VERTEX X.f Y.f Z.f NX.f NY.f NZ.f Color.l U.f V.f EndStructure Structure TRIANGLE V1.w V2.w V3.w EndStructure Macro CALC_NORMALS *PtrV\NX = *PtrV\X *PtrV\NY = *PtrV\Y *PtrV\NZ = *PtrV\Z EndMacro Global *VBuffer, *IBuffer Global Meridian = 50, Parallele = 50, PasLength = 4, Length Define EventID, i, NbSommet, CameraMode, Angle.f, Pas.f = 0.5 InitEngine3D() : InitSprite() : InitKeyboard() Add3DArchive(GetTemporaryDirectory(),#PB_3DArchive_FileSystem) Add3DArchive(#PB_Compiler_Home + "Examples\Sources\Data\",#PB_3DArchive_FileSystem) If #FULLSCREEN OpenScreen(800,600,32,"Sphere 3D") Else OpenWindow(0,0,0,800,600,"Sphere 3D",#PB_Window_SystemMenu | 1) OpenWindowedScreen(WindowID(0),0,0,800,600,0,0,0) EndIf ;-Texture CreateImage(0,128,128) StartDrawing(ImageOutput(0)) For i = 0 To 127 Step 4 Box(0,i,ImageWidth(0),2,RGB(255,255,255)) Box(0,i + 2,ImageWidth(0),2,RGB(0,0,155)) Next i StopDrawing() SaveImage(0,GetTemporaryDirectory() + "temp.bmp") : FreeImage(0) ;-Material CreateMaterial(0,LoadTexture(0,"temp.bmp")) RotateMaterial(0,0.1,#PB_Material_Animated) ;-Mesh CreateSphere(Meridian,Parallele) ;-Entity CreateEntity(0,MeshID(0),MaterialID(0)) ScaleEntity(0,60,60,60) ;-Camera CreateCamera(0,0,0,100,100) MoveCamera(0,0,0,-200) CameraLookAt(0,EntityX(0),EntityY(0),EntityZ(0)) ;-Light AmbientColor(RGB(105, 105, 105)) CreateLight(0, RGB(255, 255, 55), EntityX(0) + 150, EntityY(0) , EntityZ(0)) CreateLight(1, RGB( 55, 255, 255), EntityX(0) - 150, EntityY(0) , EntityZ(0)) CreateLight(2, RGB( 55, 55, 255), EntityX(0) , EntityY(0) + 150, EntityZ(0)) CreateLight(3, RGB(255, 55, 255), EntityX(0) , EntityY(0) - 150, EntityZ(0)) ; ---------------------------------------------------------------------------------------------------- ; MAINLOOP ; ---------------------------------------------------------------------------------------------------- Repeat If #FULLSCREEN = 0 Repeat EventID = WindowEvent() Select EventID Case #PB_Event_CloseWindow : End EndSelect Until EventID = 0 EndIf Angle + Pas RotateEntity(0, Angle, Angle,Angle) If PasLength > 0 : UpdateMesh() : EndIf If ExamineKeyboard() If KeyboardReleased(#PB_Key_F1) CameraMode = 1 - CameraMode CameraRenderMode(0, CameraMode) EndIf EndIf RenderWorld() FlipBuffers() Until KeyboardPushed(#PB_Key_Escape) ; ---------------------------------------------------------------------------------------------------- ; FUNCTIONS ; ---------------------------------------------------------------------------------------------------- Procedure CreateSphere(M,P) ; M = Meridian ; P = Parallele ; The radius is 1. Front to remove it later, it's just for the demo. If M < 3 Or P < 2 : ProcedureReturn 0 : EndIf Protected Normale.VECTOR, NbSommet, i, j, Theta.f, cTheta.f, sTheta.f Protected Alpha.f, cAlpha.f, sAlpha.f, *PtrV.VERTEX, *PtrF.TRIANGLE, NbTriangle NbSommet = 2 + ((M + 1) * P) *VBuffer = AllocateMemory(#_SIZEVERT * Nbsommet) For i = 0 To M Theta = i * #PI * 2.0 / M cTheta = Cos(theta) sTheta = Sin(theta) For j = 1 To P Alpha = j * #PI / (P + 1) cAlpha = Cos(Alpha) sAlpha = Sin(Alpha) *PtrV = *VBuffer + #_SIZEVERT * ((i * P) + (j - 1)) *PtrV\X = sAlpha * cTheta *PtrV\Y = sAlpha * sTheta *PtrV\Z = cAlpha *PtrV\U = Theta / (2.0 * #PI) *PtrV\V = Alpha / #PI CALC_NORMALS Next j Next i ; Southpole *PtrV = *VBuffer + #_SIZEVERT * ((M + 1) * P) *PtrV\X = 0 *PtrV\Y = 0 *PtrV\Z = -1 *PtrV\U = 0 *PtrV\V = 0 CALC_NORMALS ; Northpole *PtrV + #_SIZEVERT *PtrV\X = 0 *PtrV\Y = 0 *PtrV\Z = 1 *PtrV\U = 0 *PtrV\V = 0 CALC_NORMALS ; Les facettes NbTriangle = 4 * M * P *IBuffer = AllocateMemory(#_SIZETRIS * NbTriangle) *PtrF = *IBuffer For i = 0 To M - 1 For j = 1 To P - 1 *PtrF\V1 = ((i + 1) * P) + j *PtrF\V2 = ((i + 1) * P) + (j - 1) *PtrF\V3 = (i * P) + (j - 1) *PtrF + #_SIZETRIS *PtrF\V3 = ((i + 1) * P) + j ;Recto *PtrF\V2 = ((i + 1) * P) + (j - 1) ;Recto *PtrF\V1 = (i * P) + (j - 1) ;Recto *PtrF + #_SIZETRIS *PtrF\V1 = i * P + j *PtrF\V2 = ((i + 1) * P) + j *PtrF\V3 = (i * P) + (j - 1) *PtrF + #_SIZETRIS *PtrF\V3 = i * P + j ;Recto *PtrF\V2 = ((i + 1) * P) + j ;Recto *PtrF\V1 = (i * P) + (j - 1) ;Recto *PtrF + #_SIZETRIS Next j Next i ; The Poles For i = 0 To M - 1 *PtrF\V3 = (M + 1) * P + 1 *PtrF\V2 = (i + 1) * P *PtrF\V1 = i * P *PtrF + #_SIZETRIS *PtrF\V1 = (M + 1) * P + 1 ;Recto *PtrF\V2 = (i + 1) * P ;Recto *PtrF\V3 = i * P ;Recto *PtrF + #_SIZETRIS Next i For i = 0 To M - 1 *PtrF\V3 = (M + 1) * P *PtrF\V2 = i * P + (P - 1) *PtrF\V1 = (i + 1) * P + (P - 1) *PtrF + #_SIZETRIS *PtrF\V1 = (M + 1) * P ;Recto *PtrF\V2 = i * P + (P - 1) ;Recto *PtrF\V3 = (i + 1) * P + (P - 1) ;Recto *PtrF + #_SIZETRIS Next i If CreateMesh(0,100) Protected Flag = #PB_Mesh_Vertex | #PB_Mesh_Normal | #PB_Mesh_UVCoordinate | #PB_Mesh_Color SetMeshData(0,Flag,*VBuffer,NbSommet) SetMeshData(0,#PB_Mesh_Face,*IBuffer,NbTriangle) ProcedureReturn 1 EndIf ProcedureReturn 0 EndProcedure ; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Procedure UpdateMesh() Protected NbTriangle = 4 * Meridian * Parallele Length + PasLength If Length >= NbTriangle PasLength = 0 Length = Nbtriangle EndIf SetMeshData(0,#PB_Mesh_Face,*IBuffer,Length) EndProcedure