Vertices now carry general purpose 'data' rather than a 'material', though the data will be treated as a material in many cases. This is part of making the architecture more generic and involves some renaming.

This commit is contained in:
David Williams
2014-05-29 11:39:29 +02:00
parent 85c5686ff9
commit 2090b0087c
7 changed files with 45 additions and 41 deletions

View File

@ -91,13 +91,17 @@ int main(int argc, char *argv[])
//Extract the surface
auto meshLowLOD = extractMarchingCubesMesh(&volDataLowLOD, volDataLowLOD.getEnclosingRegion());
// The returned mesh needs to be decoded to be appropriate for GPU rendering.
auto decodedMeshLowLOD = decode(meshLowLOD);
//Extract the surface
auto meshHighLOD = extractMarchingCubesMesh(&volData, PolyVox::Region(Vector3DInt32(30, 0, 0), Vector3DInt32(63, 63, 63)));
// The returned mesh needs to be decoded to be appropriate for GPU rendering.
auto decodedMeshHighLOD = decode(meshHighLOD);
//Pass the surface to the OpenGL window
openGLWidget.addMesh(meshHighLOD, Vector3DInt32(30, 0, 0));
openGLWidget.addMesh(meshLowLOD, Vector3DInt32(0, 0, 0), 63.0f / 31.0f);
openGLWidget.addMesh(decodedMeshHighLOD, Vector3DInt32(30, 0, 0));
openGLWidget.addMesh(decodedMeshLowLOD, Vector3DInt32(0, 0, 0), 63.0f / 31.0f);
openGLWidget.setViewableRegion(volData.getEnclosingRegion());

View File

@ -92,8 +92,8 @@ public:
// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
GLint size = (std::min)(sizeof(typename MeshType::VertexType::VoxelType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, material)));
GLint size = (std::min)(sizeof(typename MeshType::VertexType::DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, data)));
// We're done uploading and can now unbind.
glBindVertexArray(0);