Work on new OpenGL example - created separate function for converting IndexedSurfacePatches into OpenGL structures.
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@ -6,9 +6,9 @@
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#include <windows.h> // Standard Header For Most Programs
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#ifdef WIN32
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#include "glew/glew.h"
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#include "glew/glew.h"
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#else
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#include <gl/gl.h> // The GL Header File
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#include <gl/gl.h> // The GL Header File
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#endif
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#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
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@ -20,6 +20,12 @@ using namespace std;
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using namespace PolyVox;
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using namespace std;
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struct OpenGLSurfacePatch
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{
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GLuint indexBuffer;
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GLuint vertexBuffer;
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};
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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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@ -32,8 +38,92 @@ BlockVolume<uint8> g_volData(logBase2(g_uVolumeSideLength));
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//Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region
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IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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GLuint indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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GLuint vertexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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//GLuint indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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//GLuint vertexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
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{
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OpenGLSurfacePatch result;
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const vector<SurfaceVertex>& vecVertices = isp.getVertices();
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const vector<uint32>& vecIndices = isp.getIndices();
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glGenBuffers(1, &result.indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
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int s = vecIndices.size() * sizeof(GLint);
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if(s != 0)
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{
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GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
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}
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glGenBuffers(1, &result.vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 6, 0, GL_STATIC_DRAW);
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GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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{
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const SurfaceVertex& vertex = *iterVertex;
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
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*ptr = v3dFinalVertexPos.getX();
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ptr++;
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*ptr = v3dFinalVertexPos.getY();
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ptr++;
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*ptr = v3dFinalVertexPos.getZ();
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ptr++;
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GLfloat red = 1.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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uint8 material = vertex.getMaterial() + 0.5;
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switch(material)
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{
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case 1:
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red = 1.0;
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green = 0.0;
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blue = 0.0;
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break;
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case 2:
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red = 0.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 3:
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red = 0.0;
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green = 0.0;
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blue = 1.0;
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break;
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case 4:
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red = 1.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 5:
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red = 1.0;
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green = 0.0;
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blue = 1.0;
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break;
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}
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*ptr = red;
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ptr++;
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*ptr = green;
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ptr++;
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*ptr = blue;
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ptr++;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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return result;
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}
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void createSphere(float fRadius, uint8 uValue)
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{
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@ -104,11 +194,11 @@ void display ( void ) // Create The Display Function
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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
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glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
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glVertexPointer(3, GL_FLOAT, 24, 0);
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glColorPointer(3, GL_FLOAT, 24, (GLvoid*)12);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].indexBuffer);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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@ -153,25 +243,25 @@ void reshape ( int w, int h ) // Create The Reshape Function (the viewport)
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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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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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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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@ -193,8 +283,8 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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cout << "Error: " << glewGetErrorString(err) << endl;
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/* Problem: glewInit failed, something is seriously wrong. */
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cout << "Error: " << glewGetErrorString(err) << endl;
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}
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#endif
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@ -244,87 +334,13 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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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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const vector<SurfaceVertex>& vecVertices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getVertices();
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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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glGenBuffers(1, &(indexBuffers[uRegionX][uRegionY][uRegionZ]));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
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int s = vecIndices.size() * sizeof(GLint);
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if(s != 0)
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{
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GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
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}
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glGenBuffers(1, &(vertexBuffers[uRegionX][uRegionY][uRegionZ]));
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 6, 0, GL_STATIC_DRAW);
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GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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{
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const SurfaceVertex& vertex = *iterVertex;
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + v3dRegionOffset;
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*ptr = v3dFinalVertexPos.getX();
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ptr++;
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*ptr = v3dFinalVertexPos.getY();
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ptr++;
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*ptr = v3dFinalVertexPos.getZ();
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ptr++;
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GLfloat red = 1.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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uint8 material = vertex.getMaterial() + 0.5;
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switch(material)
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{
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case 1:
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red = 1.0;
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green = 0.0;
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blue = 0.0;
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break;
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case 2:
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red = 0.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 3:
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red = 0.0;
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green = 0.0;
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blue = 1.0;
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break;
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case 4:
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red = 1.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 5:
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red = 1.0;
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green = 0.0;
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blue = 1.0;
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break;
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}
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*ptr = red;
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ptr++;
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*ptr = green;
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ptr++;
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*ptr = blue;
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ptr++;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
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}
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}
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}
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glutMainLoop ( ); // Initialize The Main Loop
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//Delete all the surface patches we created.
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