Work on new OpenGL example - Splitting into several files.

This commit is contained in:
David Williams 2009-03-18 22:48:44 +00:00
parent 877396af31
commit 74292f7a62
5 changed files with 96 additions and 100 deletions

View File

@ -1,4 +1,5 @@
#include "OpenGLImmediateModeSupport.h" #include "OpenGLImmediateModeSupport.h"
#include "OpenGLSupport.h"
#include "PolyVoxCore/IndexedSurfacePatch.h" #include "PolyVoxCore/IndexedSurfacePatch.h"
@ -8,59 +9,28 @@ using namespace std;
void renderRegionImmediateMode(PolyVox::IndexedSurfacePatch& isp) void renderRegionImmediateMode(PolyVox::IndexedSurfacePatch& isp)
{ {
const vector<SurfaceVertex>& vecVertices = isp.getVertices(); const vector<SurfaceVertex>& vecVertices = isp.getVertices();
const vector<uint32>& vecIndices = isp.getIndices(); const vector<uint32>& vecIndices = isp.getIndices();
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex) for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
{ {
const SurfaceVertex& vertex = vecVertices[*iterIndex]; const SurfaceVertex& vertex = vecVertices[*iterIndex];
const Vector3DFloat& v3dVertexPos = vertex.getPosition(); const Vector3DFloat& v3dVertexPos = vertex.getPosition();
//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength); //const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition); const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
GLfloat red = 0.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
uint8 material = vertex.getMaterial() + 0.5;
switch(material) uint8 material = vertex.getMaterial() + 0.5;
{
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); OpenGLColour colour = convertMaterialIDToColour(material);
glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ()); glColor3f(colour.red, colour.green, colour.blue);
glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
}
glEnd();
}
glEnd();
} }

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@ -0,0 +1,39 @@
#include "OpenGLSupport.h"
using namespace PolyVox;
OpenGLColour convertMaterialIDToColour(PolyVox::uint8 materialID)
{
OpenGLColour colour;
switch(materialID)
{
case 1:
colour.red = 1.0;
colour.green = 0.0;
colour.blue = 0.0;
break;
case 2:
colour.red = 0.0;
colour.green = 1.0;
colour.blue = 0.0;
break;
case 3:
colour.red = 0.0;
colour.green = 0.0;
colour.blue = 1.0;
break;
case 4:
colour.red = 1.0;
colour.green = 1.0;
colour.blue = 0.0;
break;
case 5:
colour.red = 1.0;
colour.green = 0.0;
colour.blue = 1.0;
break;
}
return colour;
}

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@ -0,0 +1,17 @@
#ifndef __OpenGLExample_OpenGLSupport_H__
#define __OpenGLExample_OpenGLSupport_H__
#include "PolyVoxCore/PolyVoxForwardDeclarations.h"
#include "glew/glew.h"
struct OpenGLColour
{
GLfloat red;
GLfloat green;
GLfloat blue;
};
OpenGLColour convertMaterialIDToColour(PolyVox::uint8 materialID);
#endif //__OpenGLExample_OpenGLSupport_H__

View File

@ -1,3 +1,4 @@
#include "OpenGLSupport.h"
#include "OpenGLVertexBufferObjectSupport.h" #include "OpenGLVertexBufferObjectSupport.h"
#include "PolyVoxCore/IndexedSurfacePatch.h" #include "PolyVoxCore/IndexedSurfacePatch.h"
@ -49,46 +50,15 @@ OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
*ptr = vertex.getNormal().getZ(); *ptr = vertex.getNormal().getZ();
ptr++; ptr++;
GLfloat red = 0.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
uint8 material = vertex.getMaterial() + 0.5; uint8 material = vertex.getMaterial() + 0.5;
switch(material) OpenGLColour colour = convertMaterialIDToColour(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;
}
*ptr = red; *ptr = colour.red;
ptr++; ptr++;
*ptr = green; *ptr = colour.green;
ptr++; ptr++;
*ptr = blue; *ptr = colour.blue;
ptr++; ptr++;
} }

View File

@ -12,9 +12,9 @@
#define USE_OPENGL_VERTEX_BUFFERS_OBJECTS #define USE_OPENGL_VERTEX_BUFFERS_OBJECTS
#ifdef WIN32 #ifdef WIN32
#include "glew/glew.h" #include "glew/glew.h"
#else #else
#include <gl/gl.h> // The GL Header File #include <gl/gl.h> // The GL Header File
#endif #endif
#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header] #include <gl/glut.h> // The GL Utility Toolkit (Glut) Header]
@ -78,7 +78,7 @@ void display ( void ) // Create The Display Function
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity(); // Reset The Current Modelview Matrix glLoadIdentity(); // Reset The Current Modelview Matrix
//Moves the camera back so we can see the volume //Moves the camera back so we can see the volume
glTranslatef(0.0f, 0.0f, -100.0f); glTranslatef(0.0f, 0.0f, -100.0f);
@ -101,9 +101,9 @@ void display ( void ) // Create The Display Function
} }
else else
{ {
IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ]; IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
renderRegionImmediateMode(*ispCurrent); renderRegionImmediateMode(*ispCurrent);
} }
} }
} }
@ -183,7 +183,7 @@ default:
void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
{ {
g_bUseOpenGLVertexBufferObjects = false; g_bUseOpenGLVertexBufferObjects = true;
glutInit ( &argc, argv ); // Erm Just Write It =) glutInit ( &argc, argv ); // Erm Just Write It =)
glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
@ -199,13 +199,13 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
if(g_bUseOpenGLVertexBufferObjects) if(g_bUseOpenGLVertexBufferObjects)
{ {
#ifdef WIN32 #ifdef WIN32
//If we are on Windows we will need GLEW to access recent OpenGL functionality //If we are on Windows we will need GLEW to access recent OpenGL functionality
GLenum err = glewInit(); GLenum err = glewInit();
if (GLEW_OK != err) if (GLEW_OK != err)
{ {
/* Problem: glewInit failed, something is seriously wrong. */ /* Problem: glewInit failed, something is seriously wrong. */
cout << "Error: " << glewGetErrorString(err) << endl; cout << "Error: " << glewGetErrorString(err) << endl;
} }
#endif #endif
} }
@ -257,11 +257,11 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
if(g_bUseOpenGLVertexBufferObjects) if(g_bUseOpenGLVertexBufferObjects)
{ {
g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent); g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
} }
else else
{ {
g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ] = ispCurrent; g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ] = ispCurrent;
} }
//delete ispCurrent; //delete ispCurrent;
} }