Switched to integer naming conventions from C++0x (e.g. uint16_t)

This commit is contained in:
David Williams
2009-03-30 21:44:23 +00:00
parent 47e0e66228
commit 5acbd012cf
44 changed files with 711 additions and 711 deletions

View File

@ -22,12 +22,12 @@ using namespace std;
int main(int argc, char *argv[])
{
Volume<uint8> volData(g_uVolumeSideLength);
Volume<uint8_t> volData(g_uVolumeSideLength);
//Make our volume contain a sphere in the center.
uint16 minPos = 0;
uint16 midPos = volData.getSideLength() / 2;
uint16 maxPos = volData.getSideLength() - 1;
uint16_t minPos = 0;
uint16_t midPos = volData.getSideLength() / 2;
uint16_t maxPos = volData.getSideLength() - 1;
createCubeInVolume(volData, Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(maxPos, maxPos, maxPos), 0);
createSphereInVolume(volData, 50.0f, 5);
@ -72,9 +72,9 @@ using namespace std;
//Global variables are easier for demonstration purposes, especially
//as I'm not sure how/if I can pass variables to the GLUT functions.
//Global variables are denoted by the 'g_' prefix
const uint16 g_uVolumeSideLength = 256;
const uint16 g_uRegionSideLength = 16;
const uint16 g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideLength;
const uint16_t g_uVolumeSideLength = 256;
const uint16_t g_uRegionSideLength = 16;
const uint16_t g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideLength;
int g_xRotation = 0.0f;
int g_yRotation = 0.0f;
@ -86,7 +86,7 @@ int g_frameCounter = 0;
bool g_bUseOpenGLVertexBufferObjects;
//Creates a volume 128x128x128
Volume<uint8> g_volData(g_uVolumeSideLength);
Volume<uint8_t> g_volData(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];
@ -133,11 +133,11 @@ void display ( void ) // Create The Display Function
//Centre the volume on the origin
glTranslatef(-g_uVolumeSideLength/2,-g_uVolumeSideLength/2,-g_uVolumeSideLength/2);
for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
for(uint16_t uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
{
for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
for(uint16_t uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
{
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
for(uint16_t uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
{
if(g_bUseOpenGLVertexBufferObjects)
{
@ -254,9 +254,9 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
}
//Make our volume contain a sphere in the center.
uint16 minPos = 0;
uint16 midPos = g_volData.getSideLength() / 2;
uint16 maxPos = g_volData.getSideLength() - 1;
uint16_t minPos = 0;
uint16_t midPos = g_volData.getSideLength() / 2;
uint16_t maxPos = g_volData.getSideLength() - 1;
createCubeInVolume(g_volData, Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(maxPos, maxPos, maxPos), 0);
createSphereInVolume(g_volData, 50.0f, 5);
@ -272,11 +272,11 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
//Our volume is broken down into cuboid regions, and we create one mesh for each region.
//This three-level for loop iterates over each region.
for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
for(uint16_t uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
{
for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
for(uint16_t uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
{
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
for(uint16_t uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
{
//Create a new surface patch (which is basiaclly the PolyVox term for a mesh).
IndexedSurfacePatch* ispCurrent = new IndexedSurfacePatch();
@ -284,13 +284,13 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
//Compute the extents of the current region
//FIXME - This is a little complex? PolyVox could
//provide more functions for dealing with regions?
uint16 regionStartX = uRegionX * g_uRegionSideLength;
uint16 regionStartY = uRegionY * g_uRegionSideLength;
uint16 regionStartZ = uRegionZ * g_uRegionSideLength;
uint16_t regionStartX = uRegionX * g_uRegionSideLength;
uint16_t regionStartY = uRegionY * g_uRegionSideLength;
uint16_t regionStartZ = uRegionZ * g_uRegionSideLength;
uint16 regionEndX = regionStartX + g_uRegionSideLength + 1; //Why do we need the '+1' here?
uint16 regionEndY = regionStartY + g_uRegionSideLength + 1; //Why do we need the '+1' here?
uint16 regionEndZ = regionStartZ + g_uRegionSideLength + 1; //Why do we need the '+1' here?
uint16_t regionEndX = regionStartX + g_uRegionSideLength + 1; //Why do we need the '+1' here?
uint16_t regionEndY = regionStartY + g_uRegionSideLength + 1; //Why do we need the '+1' here?
uint16_t regionEndZ = regionStartZ + g_uRegionSideLength + 1; //Why do we need the '+1' here?
Vector3DInt32 regLowerCorner(regionStartX, regionStartY, regionStartZ);
Vector3DInt32 regUpperCorner(regionEndX, regionEndY, regionEndZ);