Renamed IndexedSurfacePatch to SurfaceMesh.
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@ -24,22 +24,22 @@ freely, subject to the following restrictions:
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#include "OpenGLSupport.h"
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#include "OpenGLVertexBufferObjectSupport.h"
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#include "IndexedSurfacePatch.h"
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#include "SurfaceMesh.h"
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using namespace PolyVox;
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using namespace std;
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OpenGLSurfacePatch BuildOpenGLSurfacePatch(const IndexedSurfacePatch& isp)
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh& mesh)
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{
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//Represents our filled in OpenGL vertex and index buffer objects.
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OpenGLSurfacePatch result;
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OpenGLSurfaceMesh result;
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//The source
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result.sourceISP = &isp;
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result.sourceMesh = &mesh;
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//Convienient access to the vertices and indices
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const vector<SurfaceVertex>& vecVertices = isp.getVertices();
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const vector<PolyVox::uint32_t>& vecIndices = isp.getIndices();
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const vector<SurfaceVertex>& vecVertices = mesh.getVertices();
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const vector<PolyVox::uint32_t>& vecIndices = mesh.getIndices();
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//If we have any indices...
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if(!vecIndices.empty())
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@ -67,7 +67,7 @@ OpenGLSurfacePatch BuildOpenGLSurfacePatch(const IndexedSurfacePatch& isp)
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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_Region.getLowerCorner());
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
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*ptr = v3dFinalVertexPos.getX();
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ptr++;
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@ -100,23 +100,23 @@ OpenGLSurfacePatch BuildOpenGLSurfacePatch(const IndexedSurfacePatch& isp)
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return result;
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}
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void renderRegionVertexBufferObject(const OpenGLSurfacePatch& openGLSurfacePatch, unsigned int uLodLevel)
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void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel)
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{
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int beginIndex = openGLSurfacePatch.sourceISP->m_vecLodRecords[uLodLevel].beginIndex;
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int endIndex = openGLSurfacePatch.sourceISP->m_vecLodRecords[uLodLevel].endIndex;
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glBindBuffer(GL_ARRAY_BUFFER, openGLSurfacePatch.vertexBuffer);
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int beginIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].beginIndex;
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int endIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].endIndex;
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glBindBuffer(GL_ARRAY_BUFFER, openGLSurfaceMesh.vertexBuffer);
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glVertexPointer(3, GL_FLOAT, 36, 0);
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glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
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glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfacePatch.indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfaceMesh.indexBuffer);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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//glDrawElements(GL_TRIANGLES, openGLSurfacePatch.noOfIndices, GL_UNSIGNED_INT, 0);
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glDrawRangeElements(GL_TRIANGLES, beginIndex, endIndex-1, endIndex - beginIndex,/* openGLSurfacePatch.noOfIndices,*/ GL_UNSIGNED_INT, 0);
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//glDrawElements(GL_TRIANGLES, openGLSurfaceMesh.noOfIndices, GL_UNSIGNED_INT, 0);
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glDrawRangeElements(GL_TRIANGLES, beginIndex, endIndex-1, endIndex - beginIndex,/* openGLSurfaceMesh.noOfIndices,*/ GL_UNSIGNED_INT, 0);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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