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// Torusz feladat: | |
const int N = 30; | |
const int M = 30; | |
std::vector<Vertex> vert((N + 1) * (M + 1)); | |
for (int i = 0; i <= N; ++i) | |
for (int j = 0; j <= M; ++j) | |
{ | |
float u = i / (float)N; | |
float v = j / (float)M; | |
vert[i + j * (N + 1)].p = GetPos(u, v); | |
vert[i + j * (N + 1)].n = GetNorm(u, v); | |
vert[i + j * (N + 1)].t = { u, v }; | |
} | |
std::vector<unsigned int> indices(3 * 2 * (N) * (M)); | |
for (int i = 0; i < N; ++i) | |
for (int j = 0; j < M; ++j) | |
{ | |
indices[6 * i + j * 3 * 2 * (N)+0] = (i)+(j) * (N + 1); | |
indices[6 * i + j * 3 * 2 * (N)+1] = (i + 1) + (j) * (N + 1); | |
indices[6 * i + j * 3 * 2 * (N)+2] = (i)+(j + 1) * (N + 1); | |
indices[6 * i + j * 3 * 2 * (N)+3] = (i + 1) + (j) * (N + 1); | |
indices[6 * i + j * 3 * 2 * (N)+4] = (i + 1) + (j + 1) * (N + 1); | |
indices[6 * i + j * 3 * 2 * (N)+5] = (i)+(j + 1) * (N + 1); | |
} | |
glm::vec3 du = glm::vec3((R + r * cv) * -su, (R + r * cv) * cu, 0); | |
glm::vec3 dv = glm::vec3(r * cu * -sv, r * su * -sv, r * cv); | |
return glm::normalize(glm::cross(du, dv)); | |
// height map: | |
https://raw.githubusercontent.com/ZsemberiDaniel/2020OszGrafikaGyak/master/01_OGLBase/01_OGLBase/Assets/heightMap.png |
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