Work on new OpenGL example - bit of tidying up.
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@ -22,6 +22,7 @@ using namespace std;
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struct OpenGLSurfacePatch
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{
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GLulong noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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};
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@ -37,9 +38,6 @@ const uint16 g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideL
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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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IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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//GLuint indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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//GLuint vertexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
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@ -58,6 +56,8 @@ OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
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}
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result.noOfIndices = vecIndices.size();
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glGenBuffers(1, &result.vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 6, 0, GL_STATIC_DRAW);
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@ -191,9 +191,6 @@ 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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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
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glVertexPointer(3, GL_FLOAT, 24, 0);
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glColorPointer(3, GL_FLOAT, 24, (GLvoid*)12);
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@ -203,8 +200,7 @@ void display ( void ) // Create The Display Function
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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int s = vecIndices.size();
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glDrawElements(GL_TRIANGLE_STRIP, s, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLE_STRIP, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].noOfIndices, GL_UNSIGNED_INT, 0);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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@ -314,8 +310,7 @@ 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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g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ] = new IndexedSurfacePatch();
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IndexedSurfacePatch* ispCurrent = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ];
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IndexedSurfacePatch* ispCurrent = new IndexedSurfacePatch();
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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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@ -336,23 +331,12 @@ 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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}
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}
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}
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glutMainLoop ( ); // Initialize The Main Loop
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//Delete all the surface patches we created.
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for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
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{
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for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
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{
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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{
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delete g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ];
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}
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}
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}
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}
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