From 3e483c4355d2b3797b64c3e742c063bb25fe9a29 Mon Sep 17 00:00:00 2001 From: David Williams Date: Mon, 16 Mar 2009 20:56:58 +0000 Subject: [PATCH] Adding immediate mode rendering back into example. --- examples/OpenGL/main.cpp | 88 ++++++++++++++++++++++++++++++++++++---- 1 file changed, 79 insertions(+), 9 deletions(-) diff --git a/examples/OpenGL/main.cpp b/examples/OpenGL/main.cpp index 88afc5a3..5f147618 100644 --- a/examples/OpenGL/main.cpp +++ b/examples/OpenGL/main.cpp @@ -5,12 +5,19 @@ #include // Standard Header For Most Programs -#ifdef WIN32 -#include "glew/glew.h" +//#define USE_OPENGL_IMMEDIATE_MODE + +#ifdef USE_OPENGL_IMMEDIATE_MODE + #include + #include #else -#include // The GL Header File + #ifdef WIN32 + #include "glew/glew.h" + #else + #include // The GL Header File + #endif + #include // The GL Utility Toolkit (Glut) Header #endif -#include // The GL Utility Toolkit (Glut) Header #include @@ -46,6 +53,7 @@ BlockVolume 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& vecVertices = ispCurrent->getVertices(); + const vector& vecIndices = ispCurrent->getIndices(); + + glBegin(GL_TRIANGLES); + for(vector::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(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; } } }