This commit templatizes the vertex classes on voxel types. This was the main change which was made for Cubiquity and it's very messy at the moment. However, this will improve when we make more use of 'auto' to hide the template madness.
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@ -15,7 +15,7 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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{
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}
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterialNormal>& surfaceMesh)
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterialNormal<MaterialDensityPair44> >& surfaceMesh)
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{
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if((surfaceMesh.getNoOfIndices() == 0) || (surfaceMesh.getNoOfVertices() == 0))
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{
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@ -25,7 +25,7 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMat
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//Convienient access to the vertices and indices
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const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
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const vector<PositionMaterialNormal>& vecVertices = surfaceMesh.getVertices();
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const vector<PositionMaterialNormal<MaterialDensityPair44> >& vecVertices = surfaceMesh.getVertices();
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//Build an OpenGL index buffer
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glGenBuffers(1, &indexBuffer);
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@ -37,7 +37,7 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMat
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterialNormal), pVertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterialNormal<MaterialDensityPair44>), pVertices, GL_STATIC_DRAW);
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m_uBeginIndex = 0;
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m_uEndIndex = vecIndices.size();
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@ -69,7 +69,7 @@ void OpenGLWidget::initializeGL()
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//We'll be rendering with index/vertex arrays
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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//glEnableClientState(GL_NORMAL_ARRAY);
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}
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void OpenGLWidget::resizeGL(int w, int h)
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@ -109,8 +109,8 @@ void OpenGLWidget::paintGL()
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//Bind the vertex buffer
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glVertexPointer(3, GL_FLOAT, sizeof(PositionMaterialNormal), 0);
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glNormalPointer(GL_FLOAT, sizeof(PositionMaterialNormal), (GLvoid*)12);
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glVertexPointer(3, GL_FLOAT, sizeof(PositionMaterialNormal<MaterialDensityPair44>), 0);
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//glNormalPointer(GL_FLOAT, sizeof(PositionMaterialNormal<MaterialDensityPair44>), (GLvoid*)12);
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glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
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}
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