Templatised SurfaceMesh class on vertex type.
Replaced 'SurfaceVertex' with PositionMaterial and PositionMaterialNormal classes. Different surface extractors can now work with different vertex types.
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@ -29,9 +29,9 @@ freely, subject to the following restrictions:
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using namespace PolyVox;
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using namespace std;
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void renderRegionImmediateMode(PolyVox::SurfaceMesh& mesh, unsigned int uLodLevel)
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void renderRegionImmediateMode(PolyVox::SurfaceMesh<PositionMaterialNormal>& mesh, unsigned int uLodLevel)
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{
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const vector<SurfaceVertex>& vecVertices = mesh.getVertices();
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const vector<PositionMaterialNormal>& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
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int beginIndex = mesh.m_vecLodRecords[uLodLevel].beginIndex;
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@ -41,7 +41,7 @@ void renderRegionImmediateMode(PolyVox::SurfaceMesh& mesh, unsigned int uLodLeve
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//for(vector<PolyVox::uint32_t>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
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for(int index = beginIndex; index < endIndex; ++index)
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{
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const SurfaceVertex& vertex = vecVertices[vecIndices[index]];
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const PositionMaterialNormal& vertex = vecVertices[vecIndices[index]];
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
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@ -28,6 +28,6 @@ freely, subject to the following restrictions:
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#include "glew/glew.h"
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void renderRegionImmediateMode(PolyVox::SurfaceMesh& mesh, unsigned int uLodLevel);
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void renderRegionImmediateMode(PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal>& mesh, unsigned int uLodLevel);
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#endif //__OpenGLExample_OpenGLImmediateModeSupport_H__
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@ -29,7 +29,7 @@ freely, subject to the following restrictions:
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using namespace PolyVox;
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using namespace std;
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh& mesh)
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh<PositionMaterialNormal>& mesh)
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{
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//Represents our filled in OpenGL vertex and index buffer objects.
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OpenGLSurfaceMesh result;
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@ -38,7 +38,7 @@ OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh& mesh)
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result.sourceMesh = &mesh;
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//Convienient access to the vertices and indices
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const vector<SurfaceVertex>& vecVertices = mesh.getVertices();
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const vector<PositionMaterialNormal>& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
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//If we have any indices...
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@ -62,9 +62,9 @@ OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh& mesh)
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 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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for(vector<PositionMaterialNormal>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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{
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const SurfaceVertex& vertex = *iterVertex;
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const PositionMaterialNormal& vertex = *iterVertex;
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
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@ -33,10 +33,10 @@ struct OpenGLSurfaceMesh
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GLulong noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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const PolyVox::SurfaceMesh* sourceMesh;
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const PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal>* sourceMesh;
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};
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const PolyVox::SurfaceMesh& mesh);
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal>& mesh);
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void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel);
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#endif //__OpenGLExample_OpenGLVertexBufferObjectSupport_H__
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@ -89,7 +89,7 @@ void OpenGLWidget::setVolume(PolyVox::Volume<MaterialDensityPair44>* volData)
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//Extract the surface for this region
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//extractSurface(m_volData, 0, PolyVox::Region(regLowerCorner, regUpperCorner), meshCurrent);
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polyvox_shared_ptr<SurfaceMesh> mesh(new SurfaceMesh);
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polyvox_shared_ptr< SurfaceMesh<PositionMaterialNormal> > mesh(new SurfaceMesh<PositionMaterialNormal>);
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SurfaceExtractor<MaterialDensityPair44> surfaceExtractor(volData, PolyVox::Region(regLowerCorner, regUpperCorner), mesh.get());
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surfaceExtractor.execute();
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@ -229,7 +229,7 @@ void OpenGLWidget::paintGL()
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Vector3DUint8 v3dRegPos(uRegionX,uRegionY,uRegionZ);
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if(m_mapSurfaceMeshes.find(v3dRegPos) != m_mapSurfaceMeshes.end())
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{
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polyvox_shared_ptr<SurfaceMesh> meshCurrent = m_mapSurfaceMeshes[v3dRegPos];
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polyvox_shared_ptr< SurfaceMesh<PositionMaterialNormal> > meshCurrent = m_mapSurfaceMeshes[v3dRegPos];
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unsigned int uLodLevel = 0; //meshCurrent->m_vecLodRecords.size() - 1;
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if(m_bUseOpenGLVertexBufferObjects)
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{
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@ -73,7 +73,7 @@ class OpenGLWidget : public QGLWidget
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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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std::map<PolyVox::Vector3DUint8, OpenGLSurfaceMesh> m_mapOpenGLSurfaceMeshes;
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std::map<PolyVox::Vector3DUint8, polyvox_shared_ptr<PolyVox::SurfaceMesh> > m_mapSurfaceMeshes;
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std::map<PolyVox::Vector3DUint8, polyvox_shared_ptr<PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal> > > m_mapSurfaceMeshes;
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unsigned int m_uRegionSideLength;
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unsigned int m_uVolumeWidthInRegions;
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