diff --git a/examples/OpenGL/main.cpp b/examples/OpenGL/main.cpp index 01726f0c..3dd7fcaf 100644 --- a/examples/OpenGL/main.cpp +++ b/examples/OpenGL/main.cpp @@ -35,7 +35,7 @@ IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolume GLuint indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions]; GLuint vertexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions]; -void createSphereInVolume(float fRadius, uint8 uValue) +void createSphere(float fRadius, uint8 uValue) { //This vector hold the position of the center of the volume Vector3DFloat v3dVolCenter(g_volData.getSideLength() / 2, g_volData.getSideLength() / 2, g_volData.getSideLength() / 2); @@ -58,10 +58,21 @@ void createSphereInVolume(float fRadius, uint8 uValue) { g_volData.setVoxelAt(x,y,z, uValue); } - else - { - g_volData.setVoxelAt(x,y,z, 0); - } + } + } + } +} + +void createCube(Vector3DUint16 lowerCorner, Vector3DUint16 upperCorner, uint8 uValue) +{ + //This three-level for loop iterates over every voxel between the specified corners + for (int z = lowerCorner.getZ(); z <= upperCorner.getZ(); z++) + { + for (int y = lowerCorner.getY(); y <= upperCorner.getY(); y++) + { + for (int x = lowerCorner.getX() ; x <= upperCorner.getX(); x++) + { + g_volData.setVoxelAt(x,y,z, uValue); } } } @@ -94,15 +105,18 @@ void display ( void ) // Create The Display Function const vector& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices(); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]); - glVertexPointer(3, GL_FLOAT, 0, 0); + glVertexPointer(3, GL_FLOAT, 24, 0); + glColorPointer(3, GL_FLOAT, 24, (GLvoid*)12); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]); glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); int s = vecIndices.size(); glDrawElements(GL_TRIANGLE_STRIP, s, GL_UNSIGNED_INT, 0); + glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } } @@ -185,7 +199,21 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al #endif //Make our volume contain a sphere in the center. - createSphereInVolume(50.0f, 1); + uint16 minPos = 0; + uint16 midPos = g_volData.getSideLength() / 2; + uint16 maxPos = g_volData.getSideLength() - 1; + createCube(Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(maxPos, maxPos, maxPos), 0); + + createSphere(50.0f, 5); + createSphere(40.0f, 4); + createSphere(30.0f, 3); + createSphere(20.0f, 2); + createSphere(10.0f, 1); + + createCube(Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(midPos, midPos, midPos), 0); + createCube(Vector3DUint16(midPos, midPos, minPos), Vector3DUint16(maxPos, maxPos, midPos), 0); + createCube(Vector3DUint16(midPos, minPos, midPos), Vector3DUint16(maxPos, midPos, maxPos), 0); + createCube(Vector3DUint16(minPos, midPos, midPos), Vector3DUint16(midPos, maxPos, maxPos), 0); //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. @@ -230,7 +258,7 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al glGenBuffers(1, &(vertexBuffers[uRegionX][uRegionY][uRegionZ])); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]); - glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 6, 0, GL_STATIC_DRAW); GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); for(vector::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex) @@ -246,6 +274,48 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al ptr++; *ptr = v3dFinalVertexPos.getZ(); ptr++; + + GLfloat red = 1.0f; + 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; + } + + *ptr = red; + ptr++; + *ptr = green; + ptr++; + *ptr = blue; + ptr++; } glUnmapBuffer(GL_ARRAY_BUFFER);