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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@ -29,7 +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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