Work on new OpenGL example.

This commit is contained in:
David Williams 2009-03-13 22:28:35 +00:00
parent bdea87d6d6
commit b26e306bb9

View File

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