Better templatization of addMesh.

This commit is contained in:
David Williams
2014-05-23 17:02:46 +02:00
parent 37bdf8e3ac
commit 9f5b2e1659
3 changed files with 41 additions and 52 deletions

View File

@ -15,52 +15,6 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
{
}
void OpenGLWidget::setMeshToRender(const PolyVox::Mesh<CubicVertex<uint8_t> >& surfaceMesh)
{
setMeshToRenderImpl(surfaceMesh);
}
void OpenGLWidget::setMeshToRender(const PolyVox::Mesh<MarchingCubesVertex<uint8_t> >& surfaceMesh)
{
setMeshToRenderImpl(surfaceMesh);
}
template <typename MeshType>
void OpenGLWidget::setMeshToRenderImpl(const MeshType& surfaceMesh)
{
//Convienient access to the vertices and indices
const auto& vecIndices = surfaceMesh.getIndices();
const auto& vecVertices = surfaceMesh.getVertices();
// This struct holds the OpenGL properties (buffer handles, etc) which will be used
// to render our mesh. We copy the data from the PolyVox mesh into this structure.
OpenGLMeshData meshData;
//Create the VAO for the mesh
glGenVertexArrays(1, &(meshData.vertexArrayObject));
glBindVertexArray(meshData.vertexArrayObject);
//The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &(meshData.vertexBuffer));
glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &(meshData.indexBuffer));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
//We need to tell OpenGL how to understand the format of the vertex data
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(CubicVertex<uint8_t>), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glBindVertexArray(0);
meshData.noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
mMeshData.push_back(meshData);
}
void OpenGLWidget::setViewableRegion(Region viewableRegion)
{
m_viewableRegion = viewableRegion;