Work on new OpenGL example - created separate function for converting IndexedSurfacePatches into OpenGL structures.

This commit is contained in:
David Williams 2009-03-15 17:55:51 +00:00
parent 8ec128d73f
commit 1b5b90a56d

View File

@ -6,9 +6,9 @@
#include <windows.h> // Standard Header For Most Programs
#ifdef WIN32
#include "glew/glew.h"
#include "glew/glew.h"
#else
#include <gl/gl.h> // The GL Header File
#include <gl/gl.h> // The GL Header File
#endif
#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
@ -20,6 +20,12 @@ using namespace std;
using namespace PolyVox;
using namespace std;
struct OpenGLSurfacePatch
{
GLuint indexBuffer;
GLuint vertexBuffer;
};
//Global variables are easier for demonstration purposes, especially
//as I'm not sure how/if I can pass variables to the GLUT functions.
//Global variables are denoted by the 'g_' prefix
@ -32,8 +38,92 @@ BlockVolume<uint8> g_volData(logBase2(g_uVolumeSideLength));
//Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region
IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
GLuint indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
GLuint vertexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
//GLuint indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
//GLuint vertexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
{
OpenGLSurfacePatch result;
const vector<SurfaceVertex>& vecVertices = isp.getVertices();
const vector<uint32>& vecIndices = isp.getIndices();
glGenBuffers(1, &result.indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
int s = vecIndices.size() * sizeof(GLint);
if(s != 0)
{
GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
}
glGenBuffers(1, &result.vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 6, 0, GL_STATIC_DRAW);
GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
{
const SurfaceVertex& vertex = *iterVertex;
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
*ptr = v3dFinalVertexPos.getX();
ptr++;
*ptr = v3dFinalVertexPos.getY();
ptr++;
*ptr = v3dFinalVertexPos.getZ();
ptr++;
GLfloat red = 1.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
uint8 material = vertex.getMaterial() + 0.5;
switch(material)
{
case 1:
red = 1.0;
green = 0.0;
blue = 0.0;
break;
case 2:
red = 0.0;
green = 1.0;
blue = 0.0;
break;
case 3:
red = 0.0;
green = 0.0;
blue = 1.0;
break;
case 4:
red = 1.0;
green = 1.0;
blue = 0.0;
break;
case 5:
red = 1.0;
green = 0.0;
blue = 1.0;
break;
}
*ptr = red;
ptr++;
*ptr = green;
ptr++;
*ptr = blue;
ptr++;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
return result;
}
void createSphere(float fRadius, uint8 uValue)
{
@ -104,11 +194,11 @@ void display ( void ) // Create The Display Function
const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
glVertexPointer(3, GL_FLOAT, 24, 0);
glColorPointer(3, GL_FLOAT, 24, (GLvoid*)12);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].indexBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
@ -153,25 +243,25 @@ void reshape ( int w, int h ) // Create The Reshape Function (the viewport)
void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function
{
switch ( key ) {
case 27: // When Escape Is Pressed...
exit ( 0 ); // Exit The Program
break; // Ready For Next Case
default: // Now Wrap It Up
break;
case 27: // When Escape Is Pressed...
exit ( 0 ); // Exit The Program
break; // Ready For Next Case
default: // Now Wrap It Up
break;
}
}
void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys)
{
switch ( a_keys ) {
case GLUT_KEY_UP: // When Up Arrow Is Pressed...
glutFullScreen ( ); // Go Into Full Screen Mode
break;
case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
break;
default:
break;
case GLUT_KEY_UP: // When Up Arrow Is Pressed...
glutFullScreen ( ); // Go Into Full Screen Mode
break;
case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
break;
default:
break;
}
}
@ -193,8 +283,8 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
cout << "Error: " << glewGetErrorString(err) << endl;
/* Problem: glewInit failed, something is seriously wrong. */
cout << "Error: " << glewGetErrorString(err) << endl;
}
#endif
@ -244,87 +334,13 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
//Extract the surface for this region
extractReferenceSurface(&g_volData, Region(regLowerCorner, regUpperCorner), ispCurrent);
const vector<SurfaceVertex>& vecVertices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getVertices();
const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
glGenBuffers(1, &(indexBuffers[uRegionX][uRegionY][uRegionZ]));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
int s = vecIndices.size() * sizeof(GLint);
if(s != 0)
{
GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
}
glGenBuffers(1, &(vertexBuffers[uRegionX][uRegionY][uRegionZ]));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 6, 0, GL_STATIC_DRAW);
GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
{
const SurfaceVertex& vertex = *iterVertex;
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + v3dRegionOffset;
*ptr = v3dFinalVertexPos.getX();
ptr++;
*ptr = v3dFinalVertexPos.getY();
ptr++;
*ptr = v3dFinalVertexPos.getZ();
ptr++;
GLfloat red = 1.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
uint8 material = vertex.getMaterial() + 0.5;
switch(material)
{
case 1:
red = 1.0;
green = 0.0;
blue = 0.0;
break;
case 2:
red = 0.0;
green = 1.0;
blue = 0.0;
break;
case 3:
red = 0.0;
green = 0.0;
blue = 1.0;
break;
case 4:
red = 1.0;
green = 1.0;
blue = 0.0;
break;
case 5:
red = 1.0;
green = 0.0;
blue = 1.0;
break;
}
*ptr = red;
ptr++;
*ptr = green;
ptr++;
*ptr = blue;
ptr++;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
}
}
}
glutMainLoop ( ); // Initialize The Main Loop
//Delete all the surface patches we created.