Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- var longitudeBands = 30;
- var radius = 2;
- var vertexPositionBuffer;
- var vertexNormalBuffer;
- var vertexTextureCoordBuffer; var vertexIndexBuffer;
- var vertexPositionData = [];
- var normalData = [];
- var textureCoordData = [];
- for (var latNumber = 0; latNumber <= latitudeBands; latNumber++) {
- var theta = latNumber * Math.PI / latitudeBands;
- var sinTheta = Math.sin(theta);
- var cosTheta = Math.cos(theta);
- for (var longNumber = 0; longNumber <= longitudeBands;
- longNumber++) {
- var phi = longNumber * 2 * Math.PI / longitudeBands; var sinPhi = Math.sin(phi);
- var cosPhi = Math.cos(phi);
- var x = cosPhi * sinTheta;
- var y = cosTheta;
- var z = sinPhi * sinTheta;
- var u = 1- (longNumber / longitudeBands);
- var v = latNumber / latitudeBands; normalData.push(x);
- normalData.push(y);
- normalData.push(z);
- textureCoordData.push(u);
- textureCoordData.push(v); vertexPositionData.push(radius * x); vertexPositionData.push(radius * y); vertexPositionData.push(radius * z);
- } }
- var indexData = [];
- for (var latNumber = 0; latNumber < latitudeBands; latNumber++) {
- for (var longNumber = 0; longNumber < longitudeBands; longNumber++)textureCoordData.length / 2; vertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(vertexPositionData), gl.STATIC_DRAW); vertexPositionBuffer.itemSize = 3;
- vertexPositionBuffer.numItems = vertexPositionData.length / 3;
- vertexIndexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexData), gl.STREAM_DRAW); vertexIndexBuffer.itemSize = 3;
- vertexIndexBuffer.numItems = indexData.length;
- var first = (latNumber * (longitudeBands + 1)) + longNumber; var second = first + longitudeBands + 1; indexData.push(first);
- indexData.push(second);
- indexData.push(first + 1);
- indexData.push(second);
- indexData.push(second + 1);
- indexData.push(first + 1);
- } }
- vertexNormalBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexNormalBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(normalData), gl.STATIC_DRAW);
- vertexNormalBuffer.itemSize = 3;
- vertexNormalBuffer.numItems = normalData.length / 3; vertexTextureCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexTextureCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(textureCoordData), gl.STATIC_DRAW); vertexTextureCoordBuffer.itemSize = 2; vertexTextureCoordBuffer.numItems =
- textureCoordData.length / 2; vertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(vertexPositionData), gl.STATIC_DRAW); vertexPositionBuffer.itemSize = 3;
- vertexPositionBuffer.numItems = vertexPositionData.length / 3; vertexIndexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indexData), gl.STREAM_DRAW); vertexIndexBuffer.itemSize = 3;
- vertexIndexBuffer.numItems = indexData.length;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement