Work on new OpenGL example - got basic different materials working.
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@ -35,7 +35,7 @@ IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolume
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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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void createSphereInVolume(float fRadius, uint8 uValue)
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void createSphere(float fRadius, uint8 uValue)
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{
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//This vector hold the position of the center of the volume
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Vector3DFloat v3dVolCenter(g_volData.getSideLength() / 2, g_volData.getSideLength() / 2, g_volData.getSideLength() / 2);
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@ -58,10 +58,21 @@ void createSphereInVolume(float fRadius, uint8 uValue)
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{
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g_volData.setVoxelAt(x,y,z, uValue);
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}
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else
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{
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g_volData.setVoxelAt(x,y,z, 0);
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}
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}
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}
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}
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}
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void createCube(Vector3DUint16 lowerCorner, Vector3DUint16 upperCorner, uint8 uValue)
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{
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//This three-level for loop iterates over every voxel between the specified corners
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for (int z = lowerCorner.getZ(); z <= upperCorner.getZ(); z++)
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{
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for (int y = lowerCorner.getY(); y <= upperCorner.getY(); y++)
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{
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for (int x = lowerCorner.getX() ; x <= upperCorner.getX(); x++)
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{
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g_volData.setVoxelAt(x,y,z, uValue);
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}
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}
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}
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@ -94,15 +105,18 @@ void display ( void ) // Create The Display Function
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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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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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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
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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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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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}
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@ -185,7 +199,21 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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#endif
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//Make our volume contain a sphere in the center.
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createSphereInVolume(50.0f, 1);
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uint16 minPos = 0;
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uint16 midPos = g_volData.getSideLength() / 2;
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uint16 maxPos = g_volData.getSideLength() - 1;
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createCube(Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(maxPos, maxPos, maxPos), 0);
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createSphere(50.0f, 5);
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createSphere(40.0f, 4);
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createSphere(30.0f, 3);
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createSphere(20.0f, 2);
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createSphere(10.0f, 1);
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createCube(Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(midPos, midPos, midPos), 0);
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createCube(Vector3DUint16(midPos, midPos, minPos), Vector3DUint16(maxPos, maxPos, midPos), 0);
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createCube(Vector3DUint16(midPos, minPos, midPos), Vector3DUint16(maxPos, midPos, maxPos), 0);
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createCube(Vector3DUint16(minPos, midPos, midPos), Vector3DUint16(midPos, maxPos, maxPos), 0);
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//Our volume is broken down into cuboid regions, and we create one mesh for each region.
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//This three-level for loop iterates over each region.
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@ -230,7 +258,7 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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glGenBuffers(1, &(vertexBuffers[uRegionX][uRegionY][uRegionZ]));
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 6, 0, GL_STATIC_DRAW);
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GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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@ -246,6 +274,48 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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ptr++;
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*ptr = v3dFinalVertexPos.getZ();
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ptr++;
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GLfloat red = 1.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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uint8 material = vertex.getMaterial() + 0.5;
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switch(material)
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{
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case 1:
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red = 1.0;
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green = 0.0;
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blue = 0.0;
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break;
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case 2:
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red = 0.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 3:
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red = 0.0;
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green = 0.0;
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blue = 1.0;
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break;
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case 4:
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red = 1.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 5:
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red = 1.0;
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green = 0.0;
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blue = 1.0;
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break;
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}
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*ptr = red;
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ptr++;
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*ptr = green;
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ptr++;
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*ptr = blue;
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ptr++;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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