Work on new OpenGL example - created separate function for converting IndexedSurfacePatches into OpenGL structures.
This commit is contained in:
parent
8ec128d73f
commit
1b5b90a56d
@ -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);
|
||||
@ -244,81 +334,7 @@ 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);
|
||||
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user