Adding immediate mode rendering back into example.

This commit is contained in:
David Williams 2009-03-16 20:56:58 +00:00
parent 8bbb32a31a
commit 3e483c4355

View File

@ -5,12 +5,19 @@
#include <windows.h> // Standard Header For Most Programs
#ifdef WIN32
#include "glew/glew.h"
//#define USE_OPENGL_IMMEDIATE_MODE
#ifdef USE_OPENGL_IMMEDIATE_MODE
#include <gl/gl.h>
#include <gl/glut.h>
#else
#include <gl/gl.h> // The GL Header File
#ifdef WIN32
#include "glew/glew.h"
#else
#include <gl/gl.h> // The GL Header File
#endif
#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
#endif
#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
#include <iostream>
@ -46,6 +53,7 @@ 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
OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
IndexedSurfacePatch* g_indexedSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
{
@ -91,7 +99,7 @@ OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
*ptr = vertex.getNormal().getZ();
ptr++;
GLfloat red = 1.0f;
GLfloat red = 0.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
@ -213,11 +221,14 @@ void display ( void ) // Create The Display Function
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity(); // Reset The Current Modelview Matrix
//Moves the camera back so we can see the volume
glTranslatef(0.0f, 0.0f, -100.0f);
//Rotate the volume by the required amount
glRotatef(g_xRotation, 1.0f, 0.0f, 0.0f);
glRotatef(g_yRotation, 0.0f, 1.0f, 0.0f);
//Centre the volume on the origin
glTranslatef(-g_uVolumeSideLength/2,-g_uVolumeSideLength/2,-g_uVolumeSideLength/2);
for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
@ -226,7 +237,7 @@ void display ( void ) // Create The Display Function
{
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
{
glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
/*glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
glVertexPointer(3, GL_FLOAT, 36, 0);
glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
@ -241,7 +252,65 @@ void display ( void ) // Create The Display Function
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY); */
IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
const vector<SurfaceVertex>& vecVertices = ispCurrent->getVertices();
const vector<uint32>& vecIndices = ispCurrent->getIndices();
glBegin(GL_TRIANGLES);
for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
{
const SurfaceVertex& vertex = vecVertices[*iterIndex];
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(ispCurrent->m_v3dRegionPosition);
GLfloat red = 0.0f;
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;
}
glColor3f(red, green, blue);
glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
}
glEnd();
}
}
}
@ -368,7 +437,8 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
{
//Create a new surface patch (which is basiaclly the PolyVox term for a mesh).
IndexedSurfacePatch* ispCurrent = new IndexedSurfacePatch();
g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ] = new IndexedSurfacePatch();
IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
//Compute the extents of the current region
//FIXME - This is a little complex? PolyVox could
@ -389,7 +459,7 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
delete ispCurrent;
//delete ispCurrent;
}
}
}