Removed setVoxel() function from BlockVolumeIterator and added setVoxelAt() function to BlockVolume.h
Improved OpenGL example.
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@ -1,5 +1,4 @@
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#include "PolyVoxCore/BlockVolume.h"
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#include "PolyVoxCore/BlockVolumeIterator.h"
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#include "PolyVoxCore/IndexedSurfacePatch.h"
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#include "PolyVoxCore/SurfaceExtractors.h"
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#include "PolyVoxCore/Utility.h"
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@ -15,6 +14,7 @@ using namespace std;
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//Global variables are easier for demonstration purposes, especially
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//as I'm not sure how/if I can pass variables to the GLUT functions.
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//Global variables are denoted by the 'g_' prefix
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const uint16 g_uVolumeSideLength = 128;
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const uint16 g_uRegionSideLength = 16;
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const uint16 g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideLength;
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@ -27,51 +27,50 @@ IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolume
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void createSphereInVolume(void)
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{
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//Create an iterator to access data in the volume
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BlockVolumeIterator<uint8> volIter(g_volData);
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//This vector hold the position of the center of the volume
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Vector3DFloat v3dVolCenter(g_volData.getSideLength() / 2, g_volData.getSideLength() / 2, g_volData.getSideLength() / 2);
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//A region corresponding to the whole volume
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const Region& regWholeVolume = g_volData.getEnclosingRegion();
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//This iterator will iterate over the whole volume
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volIter.setValidRegion(regWholeVolume);
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//Start at the begining
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volIter.setPosition(static_cast<Vector3DInt16>(regWholeVolume.getLowerCorner()));
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do
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//This three-level for loop iterates over every voxel in the volume
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for (int z = 0; z < g_volData.getSideLength(); z++)
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{
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Vector3DFloat v3dPos(volIter.getPosX(), volIter.getPosY(), volIter.getPosZ());
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Vector3DFloat v3dVolCenter(g_uVolumeSideLength / 2, g_uVolumeSideLength / 2, g_uVolumeSideLength / 2);
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float fDistToCenter = (v3dPos - v3dVolCenter).length();
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if(fDistToCenter <= 50.0f)
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for (int y = 0; y < g_volData.getSideLength(); y++)
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{
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volIter.setVoxel(static_cast<uint8>(fDistToCenter));
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}
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else
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{
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volIter.setVoxel(0);
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}
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for (int x = 0; x < g_volData.getSideLength(); x++)
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{
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//Store our current position as a vector...
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Vector3DFloat v3dCurrentPos(x,y,z);
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//And compute how far the current position is from the center of the volume
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float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
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}while (volIter.moveForwardInRegionXYZ()); //In our case this covers the whole volume
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//If the current voxel is less than 50 units from the center,
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//then we make it solid, otherwise we make it empty space.
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if(fDistToCenter <= 50.0f)
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{
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g_volData.setVoxelAt(x,y,z, static_cast<uint8>(fDistToCenter));
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}
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else
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{
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g_volData.setVoxelAt(x,y,z, 0);
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}
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}
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}
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}
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}
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void init ( GLvoid ) // Create Some Everyday Functions
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{
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glEnable ( GL_COLOR_MATERIAL );
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glEnable ( GL_COLOR_MATERIAL );
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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}
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void display ( void ) // Create The Display Function
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glLoadIdentity(); // Reset The Current Modelview Matrix
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glTranslatef(-g_uVolumeSideLength/2,-g_uVolumeSideLength/2,-200.0f);
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@ -98,80 +97,99 @@ void display ( void ) // Create The Display Function
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glEnd();
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glutSwapBuffers ( );
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// Swap The Buffers To Not Be Left With A Clear Screen
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glutSwapBuffers ( );
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// Swap The Buffers To Not Be Left With A Clear Screen
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}
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void reshape ( int w, int h ) // Create The Reshape Function (the viewport)
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{
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glViewport ( 0, 0, w, h );
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glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix
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glLoadIdentity ( ); // Reset The Projection Matrix
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if ( h==0 ) // Calculate The Aspect Ratio Of The Window
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gluPerspective ( 80, ( float ) w, 1.0, 5000.0 );
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else
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gluPerspective ( 80, ( float ) w / ( float ) h, 1.0, 5000.0 );
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glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
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glLoadIdentity ( ); // Reset The Model View Matrix
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glViewport ( 0, 0, w, h );
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glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix
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glLoadIdentity ( ); // Reset The Projection Matrix
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if ( h==0 ) // Calculate The Aspect Ratio Of The Window
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gluPerspective ( 80, ( float ) w, 1.0, 5000.0 );
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else
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gluPerspective ( 80, ( float ) w / ( float ) h, 1.0, 5000.0 );
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glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
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glLoadIdentity ( ); // Reset The Model View Matrix
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}
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void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function
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{
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switch ( key ) {
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case 27: // When Escape Is Pressed...
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exit ( 0 ); // Exit The Program
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break; // Ready For Next Case
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default: // Now Wrap It Up
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break;
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}
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switch ( key ) {
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case 27: // When Escape Is Pressed...
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exit ( 0 ); // Exit The Program
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break; // Ready For Next Case
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default: // Now Wrap It Up
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break;
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}
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}
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void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys)
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{
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switch ( a_keys ) {
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case GLUT_KEY_UP: // When Up Arrow Is Pressed...
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glutFullScreen ( ); // Go Into Full Screen Mode
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break;
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case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
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glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
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break;
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default:
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break;
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}
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switch ( a_keys ) {
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case GLUT_KEY_UP: // When Up Arrow Is Pressed...
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glutFullScreen ( ); // Go Into Full Screen Mode
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break;
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case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
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glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
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break;
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default:
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break;
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}
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}
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void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
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{
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//Make our volume contain a sphere in the center.
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createSphereInVolume();
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//Our volume is broken down into cuboid regions, and we create one mesh for each region.
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//This three-level for loop iterates over each region.
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for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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{
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for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
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{
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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{
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//Create a new surface patch (which is basiaclly the PolyVox term for a mesh).
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g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ] = new IndexedSurfacePatch();
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IndexedSurfacePatch* ispCurrent = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ];
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Vector3DInt32 regLowerCorner(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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Vector3DInt32 regUpperCorner((uRegionX + 1) * g_uRegionSideLength, (uRegionY + 1) * g_uRegionSideLength, (uRegionZ + 1) * g_uRegionSideLength);
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//Compute the extents of the current region
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//FIXME - This is a little coplex? PolyVox could
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//provide more functions for dealing with regions?
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uint16 regionStartX = uRegionX * g_uRegionSideLength;
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uint16 regionStartY = uRegionY * g_uRegionSideLength;
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uint16 regionStartZ = uRegionZ * g_uRegionSideLength;
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uint16 regionEndX = regionStartX + g_uRegionSideLength;
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uint16 regionEndY = regionStartY + g_uRegionSideLength;
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uint16 regionEndZ = regionStartZ + g_uRegionSideLength;
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Vector3DInt32 regLowerCorner(regionStartX, regionStartY, regionStartZ);
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Vector3DInt32 regUpperCorner(regionEndX, regionEndY, regionEndZ);
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//Extract the surface for this region
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extractReferenceSurface(&g_volData, Region(regLowerCorner, regUpperCorner), ispCurrent);
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}
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}
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}
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glutInit ( &argc, argv ); // Erm Just Write It =)
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init ();
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glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
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glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
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glutCreateWindow ( "PolyVox OpenGL Example" ); // Window Title (argv[0] for current directory as title)
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//glutFullScreen ( ); // Put Into Full Screen
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glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts
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glutReshapeFunc ( reshape );
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glutKeyboardFunc ( keyboard );
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glutSpecialFunc ( arrow_keys );
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glutMainLoop ( ); // Initialize The Main Loop
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glutInit ( &argc, argv ); // Erm Just Write It =)
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init ();
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glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
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glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
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glutCreateWindow ( "PolyVox OpenGL Example" ); // Window Title (argv[0] for current directory as title)
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//glutFullScreen ( ); // Put Into Full Screen
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glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts
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glutReshapeFunc ( reshape );
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glutKeyboardFunc ( keyboard );
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glutSpecialFunc ( arrow_keys );
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glutMainLoop ( ); // Initialize The Main Loop
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for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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//Delete all the surface patches we created.
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for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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{
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for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
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{
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@ -50,6 +50,9 @@ namespace PolyVox
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VoxelType getVoxelAt(uint16 uXPos, uint16 uYPos, uint16 uZPos) const;
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VoxelType getVoxelAt(const Vector3DUint16& v3dPos) const;
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void setVoxelAt(uint16 uXPos, uint16 uYPos, uint16 uZPos, VoxelType tValue);
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void setVoxelAt(const Vector3DUint16& v3dPos, VoxelType tValue);
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bool containsPoint(const Vector3DFloat& pos, float boundary) const;
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bool containsPoint(const Vector3DInt32& pos, uint16 boundary) const;
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BlockVolumeIterator<VoxelType> firstVoxel(void);
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@ -169,6 +169,50 @@ namespace PolyVox
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}
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#pragma endregion
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#pragma region Setters
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template <typename VoxelType>
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void BlockVolume<VoxelType>::setVoxelAt(uint16 uXPos, uint16 uYPos, uint16 uZPos, VoxelType tValue)
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{
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const uint16 blockX = uXPos >> m_uBlockSideLengthPower;
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const uint16 blockY = uYPos >> m_uBlockSideLengthPower;
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const uint16 blockZ = uZPos >> m_uBlockSideLengthPower;
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const uint16 xOffset = uXPos - (blockX << m_uBlockSideLengthPower);
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const uint16 yOffset = uYPos - (blockY << m_uBlockSideLengthPower);
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const uint16 zOffset = uZPos - (blockZ << m_uBlockSideLengthPower);
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const uint32 uBlockIndex =
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blockX +
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blockY * m_uSideLengthInBlocks +
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blockZ * m_uSideLengthInBlocks * m_uSideLengthInBlocks;
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const bool bIsShared = m_pIsShared[uBlockIndex];
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const VoxelType tHomogenousValue = m_pHomogenousValue[uBlockIndex];
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if(bIsShared)
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{
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if(tHomogenousValue != tValue)
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{
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m_pBlocks[uBlockIndex] = new Block<VoxelType>(m_uBlockSideLengthPower);
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m_pIsShared[uBlockIndex] = false;
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m_pBlocks[uBlockIndex]->fill(tHomogenousValue);
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m_pBlocks[uBlockIndex]->setVoxelAt(xOffset,yOffset,zOffset, tValue);
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}
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}
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else
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{
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//There is a chance that setting this voxel makes the block homogenous and therefore shareable.
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m_pIsPotentiallySharable[uBlockIndex] = true;
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m_pBlocks[uBlockIndex]->setVoxelAt(xOffset,yOffset,zOffset, tValue);
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}
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}
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template <typename VoxelType>
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void BlockVolume<VoxelType>::setVoxelAt(const Vector3DUint16& v3dPos, VoxelType tValue)
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{
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setVoxelAt(v3dPos.getX(), v3dPos.getY(), v3dPos.getZ(), tValue);
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}
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#pragma endregion
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#pragma region Other
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template <typename VoxelType>
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bool BlockVolume<VoxelType>::containsPoint(const Vector3DFloat& pos, float boundary) const
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@ -53,8 +53,7 @@ namespace PolyVox
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void setPosition(const Vector3DInt16& v3dNewPos);
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void setPosition(uint16 xPos, uint16 yPos, uint16 zPos);
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void setValidRegion(const Region& region);
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void setValidRegion(uint16 xFirst, uint16 yFirst, uint16 zFirst, uint16 xLast, uint16 yLast, uint16 zLast);
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void setVoxel(VoxelType tValue);
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void setValidRegion(uint16 xFirst, uint16 yFirst, uint16 zFirst, uint16 xLast, uint16 yLast, uint16 zLast);
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bool isValidForRegion(void) const;
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void moveForwardInRegionFast(void);
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@ -235,35 +235,6 @@ namespace PolyVox
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mYRegionLastBlock = mYRegionLast >> mVolume.m_uBlockSideLengthPower;
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mZRegionLastBlock = mZRegionLast >> mVolume.m_uBlockSideLengthPower;
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}
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template <typename VoxelType>
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void BlockVolumeIterator<VoxelType>::setVoxel(VoxelType tValue)
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{
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const uint32 uBlockIndex =
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mXBlock +
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mYBlock * mVolume.m_uSideLengthInBlocks +
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mZBlock * mVolume.m_uSideLengthInBlocks * mVolume.m_uSideLengthInBlocks;
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const bool bIsShared = mVolume.m_pIsShared[uBlockIndex];
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const VoxelType tHomogenousValue = mVolume.m_pHomogenousValue[uBlockIndex];
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if(bIsShared)
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{
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if(tHomogenousValue != tValue)
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{
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mVolume.m_pBlocks[uBlockIndex] = new Block<VoxelType>(mVolume.m_uBlockSideLengthPower);
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mVolume.m_pIsShared[uBlockIndex] = false;
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mVolume.m_pBlocks[uBlockIndex]->fill(tHomogenousValue);
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mCurrentVoxel = mVolume.m_pBlocks[uBlockIndex]->m_tData + mVoxelIndexInBlock;
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*mCurrentVoxel = tValue;
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}
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}
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else
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{
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//There is a chance that setting this voxel makes the block homogenous and therefore shareable.
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mVolume.m_pIsPotentiallySharable[uBlockIndex] = true;
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*mCurrentVoxel = tValue;
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}
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}
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#pragma endregion
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#pragma region Other
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@ -28,7 +28,6 @@ namespace PolyVox
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uint16 volumeDepth = 0x0001 << volumeDepthPower;
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//Read data
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BlockVolumeIterator<uint8> volIter(*volume);
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for(uint16 z = 0; z < volumeDepth; ++z)
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{
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for(uint16 y = 0; y < volumeHeight; ++y)
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@ -38,8 +37,7 @@ namespace PolyVox
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uint8 value = 0;
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stream.read(reinterpret_cast<char*>(&value), sizeof(value));
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volIter.setPosition(x,y,z);
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volIter.setVoxel(value);
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volume->setVoxelAt(x,y,z,value);
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}
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}
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}
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@ -98,7 +96,6 @@ namespace PolyVox
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uint16 volumeDepth = 0x0001 << volumeDepthPower;
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//Read data
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BlockVolumeIterator<uint8> volIter(*volume);
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bool firstTime = true;
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uint32 runLength = 0;
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uint8 value = 0;
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@ -110,10 +107,9 @@ namespace PolyVox
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{
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for(uint16 x = 0; x < volumeWidth; ++x)
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{
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volIter.setPosition(x,y,z);
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if(runLength != 0)
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{
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volIter.setVoxel(value);
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volume->setVoxelAt(x,y,z,value);
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runLength--;
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}
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else
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@ -121,7 +117,7 @@ namespace PolyVox
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stream.read(reinterpret_cast<char*>(&value), sizeof(value));
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stream.read(reinterpret_cast<char*>(&runLength), sizeof(runLength));
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volIter.setVoxel(value);
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volume->setVoxelAt(x,y,z,value);
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runLength--;
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}
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}
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@ -117,9 +117,11 @@ namespace PolyVox
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{
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++m_iCurrentTime;
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//FIXME - rather than creating a iterator each time we should have one stored
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BlockVolumeIterator<uint8> iterVol(*volumeData);
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iterVol.setPosition(x,y,z);
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iterVol.setVoxel(value);
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//BlockVolumeIterator<uint8> iterVol(*volumeData);
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/*iterVol.setPosition(x,y,z);
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iterVol.setVoxel(value);*/
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volumeData->setVoxelAt(x,y,z,value);
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//If we are not on a boundary, just mark one region.
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if((x % POLYVOX_REGION_SIDE_LENGTH != 0) &&
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@ -164,9 +166,10 @@ namespace PolyVox
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assert(m_bIsLocked);
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//FIXME - rather than creating a iterator each time we should have one stored
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BlockVolumeIterator<uint8> iterVol(*volumeData);
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/*BlockVolumeIterator<uint8> iterVol(*volumeData);
|
||||
iterVol.setPosition(x,y,z);
|
||||
iterVol.setVoxel(value);
|
||||
iterVol.setVoxel(value);*/
|
||||
volumeData->setVoxelAt(x,y,z,value);
|
||||
}
|
||||
|
||||
void VolumeChangeTracker::lockRegion(const Region& regToLock)
|
||||
|
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Reference in New Issue
Block a user