Work on new OpenGL example.
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@ -35,7 +35,6 @@ BlockVolume<uint8> g_volData(logBase2(g_uVolumeSideLength));
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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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//Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region
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IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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IndexedSurfacePatch* g_ispRegionSurfaces[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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GLuint buffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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GLuint buffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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GLfloat* data[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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void createSphereInVolume(float fRadius, uint8 uValue)
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void createSphereInVolume(float fRadius, uint8 uValue)
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{
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{
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@ -92,7 +91,6 @@ void display ( void ) // Create The Display Function
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{
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{
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
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{
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{
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GLfloat* current = data[uRegionX][uRegionY][uRegionZ];
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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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@ -219,8 +217,10 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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const vector<SurfaceVertex>& vecVertices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getVertices();
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const vector<SurfaceVertex>& vecVertices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getVertices();
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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
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data[uRegionX][uRegionY][uRegionZ] = new GLfloat[vecIndices.size() * 3];
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glGenBuffers(1, &(buffers[uRegionX][uRegionY][uRegionZ]));
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GLfloat* current = data[uRegionX][uRegionY][uRegionZ];
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glBindBuffer(GL_ARRAY_BUFFER, buffers[uRegionX][uRegionY][uRegionZ]);
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glBufferData(GL_ARRAY_BUFFER, vecIndices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW);
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GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
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for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
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{
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{
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@ -229,20 +229,15 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
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const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + v3dRegionOffset;
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + v3dRegionOffset;
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//glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
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//glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
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*current = v3dFinalVertexPos.getX();
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*ptr = v3dFinalVertexPos.getX();
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current++;
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ptr++;
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*current = v3dFinalVertexPos.getY();
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*ptr = v3dFinalVertexPos.getY();
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current++;
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ptr++;
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*current = v3dFinalVertexPos.getZ();
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*ptr = v3dFinalVertexPos.getZ();
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current++;
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ptr++;
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}
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}
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glGenBuffers(1, &(buffers[uRegionX][uRegionY][uRegionZ]));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, buffers[uRegionX][uRegionY][uRegionZ]);
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glBufferData(GL_ARRAY_BUFFER, vecIndices.size() * sizeof(GLfloat) * 3, data[uRegionX][uRegionY][uRegionZ], GL_STATIC_DRAW);
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delete data[uRegionX][uRegionY][uRegionZ];
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}
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}
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}
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}
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