Adding immediate mode rendering back into example.
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8bbb32a31a
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@ -5,12 +5,19 @@
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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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//#define USE_OPENGL_IMMEDIATE_MODE
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#ifdef USE_OPENGL_IMMEDIATE_MODE
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#include <gl/gl.h>
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#include <gl/glut.h>
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#else
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#include <gl/gl.h> // The GL Header File
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#ifdef WIN32
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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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#endif
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#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
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#endif
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#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
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#include <iostream>
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@ -46,6 +53,7 @@ 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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OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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IndexedSurfacePatch* g_indexedSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
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{
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@ -91,7 +99,7 @@ OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
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*ptr = vertex.getNormal().getZ();
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ptr++;
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GLfloat red = 1.0f;
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GLfloat red = 0.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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@ -213,11 +221,14 @@ void display ( void ) // Create The Display Function
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glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
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glLoadIdentity(); // Reset The Current Modelview Matrix
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//Moves the camera back so we can see the volume
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glTranslatef(0.0f, 0.0f, -100.0f);
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//Rotate the volume by the required amount
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glRotatef(g_xRotation, 1.0f, 0.0f, 0.0f);
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glRotatef(g_yRotation, 0.0f, 1.0f, 0.0f);
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//Centre the volume on the origin
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glTranslatef(-g_uVolumeSideLength/2,-g_uVolumeSideLength/2,-g_uVolumeSideLength/2);
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for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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@ -226,7 +237,7 @@ void display ( void ) // Create The Display Function
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{
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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{
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glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
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/*glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].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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@ -241,7 +252,65 @@ void display ( void ) // Create The Display Function
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY); */
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IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
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const vector<SurfaceVertex>& vecVertices = ispCurrent->getVertices();
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const vector<uint32>& vecIndices = ispCurrent->getIndices();
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glBegin(GL_TRIANGLES);
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for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
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{
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const SurfaceVertex& vertex = vecVertices[*iterIndex];
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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>(ispCurrent->m_v3dRegionPosition);
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GLfloat red = 0.0f;
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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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glColor3f(red, green, blue);
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glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
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glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
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}
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glEnd();
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}
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}
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}
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@ -368,7 +437,8 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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{
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//Create a new surface patch (which is basiaclly the PolyVox term for a mesh).
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IndexedSurfacePatch* ispCurrent = new IndexedSurfacePatch();
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g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ] = new IndexedSurfacePatch();
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IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
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//Compute the extents of the current region
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//FIXME - This is a little complex? PolyVox could
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@ -389,7 +459,7 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
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delete ispCurrent;
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//delete ispCurrent;
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}
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}
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}
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