Work on new OpenGL example - Splitting into several files.
This commit is contained in:
@ -6,7 +6,10 @@ PROJECT(OpenGLExample)
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SET(SRC_FILES
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SET(SRC_FILES
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glew/glew.c
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glew/glew.c
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main.cpp
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main.cpp
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shapes.cpp
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OpenGLImmediateModeSupport.cpp
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OpenGLSupport.cpp
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OpenGLVertexBufferObjectSupport.cpp
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Shapes.cpp
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)
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)
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#Projects headers files
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#Projects headers files
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@ -14,7 +17,10 @@ SET(INC_FILES
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glew/glew.h
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glew/glew.h
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glew/glxew.h
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glew/glxew.h
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glew/wglew.h
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glew/wglew.h
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shapes.h
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OpenGLImmediateModeSupport.h
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OpenGLSupport.h
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OpenGLVertexBufferObjectSupport.h
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Shapes.h
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)
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)
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ADD_DEFINITIONS(-DGLEW_STATIC)
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ADD_DEFINITIONS(-DGLEW_STATIC)
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66
examples/OpenGL/OpenGLImmediateModeSupport.cpp
Normal file
66
examples/OpenGL/OpenGLImmediateModeSupport.cpp
Normal file
@ -0,0 +1,66 @@
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#include "OpenGLImmediateModeSupport.h"
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#include "PolyVoxCore/IndexedSurfacePatch.h"
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using namespace PolyVox;
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using namespace std;
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void renderRegion(PolyVox::IndexedSurfacePatch& isp)
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{
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const vector<SurfaceVertex>& vecVertices = isp.getVertices();
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const vector<uint32>& vecIndices = isp.getIndices();
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glBegin(GL_TRIANGLES);
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for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
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{
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const SurfaceVertex& vertex = vecVertices[*iterIndex];
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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>(isp.m_v3dRegionPosition);
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GLfloat red = 0.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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uint8 material = vertex.getMaterial() + 0.5;
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switch(material)
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{
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case 1:
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red = 1.0;
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green = 0.0;
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blue = 0.0;
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break;
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case 2:
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red = 0.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 3:
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red = 0.0;
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green = 0.0;
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blue = 1.0;
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break;
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case 4:
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red = 1.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 5:
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red = 1.0;
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green = 0.0;
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blue = 1.0;
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break;
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}
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glColor3f(red, green, blue);
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glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
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glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
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}
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glEnd();
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}
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10
examples/OpenGL/OpenGLImmediateModeSupport.h
Normal file
10
examples/OpenGL/OpenGLImmediateModeSupport.h
Normal file
@ -0,0 +1,10 @@
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#ifndef __OpenGLExample_OpenGLImmediateModeSupport_H__
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#define __OpenGLExample_OpenGLImmediateModeSupport_H__
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#include "PolyVoxCore/PolyVoxForwardDeclarations.h"
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#include "glew/glew.h"
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void renderRegion(PolyVox::IndexedSurfacePatch& isp);
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#endif //__OpenGLExample_OpenGLImmediateModeSupport_H__
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0
examples/OpenGL/OpenGLSupport.cpp
Normal file
0
examples/OpenGL/OpenGLSupport.cpp
Normal file
0
examples/OpenGL/OpenGLSupport.h
Normal file
0
examples/OpenGL/OpenGLSupport.h
Normal file
98
examples/OpenGL/OpenGLVertexBufferObjectSupport.cpp
Normal file
98
examples/OpenGL/OpenGLVertexBufferObjectSupport.cpp
Normal file
@ -0,0 +1,98 @@
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#include "OpenGLVertexBufferObjectSupport.h"
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#include "PolyVoxCore/IndexedSurfacePatch.h"
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using namespace PolyVox;
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using namespace std;
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OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
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{
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OpenGLSurfacePatch result;
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const vector<SurfaceVertex>& vecVertices = isp.getVertices();
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const vector<uint32>& vecIndices = isp.getIndices();
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glGenBuffers(1, &result.indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
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int s = vecIndices.size() * sizeof(GLint);
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if(s != 0)
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{
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GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
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}
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result.noOfIndices = vecIndices.size();
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glGenBuffers(1, &result.vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
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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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{
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const SurfaceVertex& 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>(isp.m_v3dRegionPosition);
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*ptr = v3dFinalVertexPos.getX();
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ptr++;
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*ptr = v3dFinalVertexPos.getY();
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ptr++;
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*ptr = v3dFinalVertexPos.getZ();
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ptr++;
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*ptr = vertex.getNormal().getX();
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ptr++;
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*ptr = vertex.getNormal().getY();
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ptr++;
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*ptr = vertex.getNormal().getZ();
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ptr++;
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GLfloat red = 0.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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uint8 material = vertex.getMaterial() + 0.5;
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switch(material)
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{
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case 1:
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red = 1.0;
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green = 0.0;
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blue = 0.0;
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break;
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case 2:
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red = 0.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 3:
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red = 0.0;
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green = 0.0;
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blue = 1.0;
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break;
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case 4:
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red = 1.0;
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green = 1.0;
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blue = 0.0;
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break;
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case 5:
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red = 1.0;
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green = 0.0;
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blue = 1.0;
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break;
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}
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*ptr = red;
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ptr++;
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*ptr = green;
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ptr++;
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*ptr = blue;
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ptr++;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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return result;
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}
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17
examples/OpenGL/OpenGLVertexBufferObjectSupport.h
Normal file
17
examples/OpenGL/OpenGLVertexBufferObjectSupport.h
Normal file
@ -0,0 +1,17 @@
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#ifndef __OpenGLExample_OpenGLVertexBufferObjectSupport_H__
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#define __OpenGLExample_OpenGLVertexBufferObjectSupport_H__
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#include "PolyVoxCore/PolyVoxForwardDeclarations.h"
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#include "glew/glew.h"
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struct OpenGLSurfacePatch
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{
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GLulong noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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};
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OpenGLSurfacePatch BuildOpenGLSurfacePatch(PolyVox::IndexedSurfacePatch& isp);
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#endif //__OpenGLExample_OpenGLVertexBufferObjectSupport_H__
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@ -3,41 +3,28 @@
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#include "PolyVoxCore/SurfaceExtractors.h"
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#include "PolyVoxCore/SurfaceExtractors.h"
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#include "PolyVoxCore/Utility.h"
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#include "PolyVoxCore/Utility.h"
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#include "OpenGLImmediateModeSupport.h"
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#include "OpenGLVertexBufferObjectSupport.h"
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#include "Shapes.h"
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#include "Shapes.h"
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#include <windows.h> // Standard Header For Most Programs
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#include <windows.h> // Standard Header For Most Programs
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#define USE_OPENGL_VERTEX_BUFFERS_OBJECTS
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#define USE_OPENGL_VERTEX_BUFFERS_OBJECTS
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#ifdef USE_OPENGL_VERTEX_BUFFERS_OBJECTS
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#ifdef WIN32
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#ifdef WIN32
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#include "glew/glew.h"
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#include "glew/glew.h"
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#else
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#else
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#include <gl/gl.h> // The GL Header File
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#include <gl/gl.h> // The GL Header File
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#endif
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#endif
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#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header]
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#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header]
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#else
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#include <gl/gl.h>
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#include <gl/glut.h>
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#endif
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#include <iostream>
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#include <iostream>
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//Some namespaces we need
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//Some namespaces we need
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using namespace std;
|
using namespace std;
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using namespace PolyVox;
|
using namespace PolyVox;
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using namespace std;
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using namespace std;
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|
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#ifdef USE_OPENGL_VERTEX_BUFFERS_OBJECTS
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struct OpenGLSurfacePatch
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{
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GLulong noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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};
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#endif
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//Global variables are easier for demonstration purposes, especially
|
//Global variables are easier for demonstration purposes, especially
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//as I'm not sure how/if I can pass variables to the GLUT functions.
|
//as I'm not sure how/if I can pass variables to the GLUT functions.
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//Global variables are denoted by the 'g_' prefix
|
//Global variables are denoted by the 'g_' prefix
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@ -52,111 +39,14 @@ int g_yOld = 0;
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|
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int g_frameCounter = 0;
|
int g_frameCounter = 0;
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|
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|
bool g_bUseOpenGLVertexBufferObjects;
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|
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//Creates a volume 128x128x128
|
//Creates a volume 128x128x128
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BlockVolume<uint8> g_volData(logBase2(g_uVolumeSideLength));
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BlockVolume<uint8> g_volData(logBase2(g_uVolumeSideLength));
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|
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//Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region
|
//Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region
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#ifdef USE_OPENGL_VERTEX_BUFFERS_OBJECTS
|
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OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
|
OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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#else
|
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IndexedSurfacePatch* g_indexedSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
|
IndexedSurfacePatch* g_indexedSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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#endif
|
|
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|
|
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#ifdef USE_OPENGL_VERTEX_BUFFERS_OBJECTS
|
|
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OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
|
|
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{
|
|
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OpenGLSurfacePatch result;
|
|
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|
|
||||||
const vector<SurfaceVertex>& vecVertices = isp.getVertices();
|
|
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const vector<uint32>& vecIndices = isp.getIndices();
|
|
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|
|
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glGenBuffers(1, &result.indexBuffer);
|
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
|
|
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int s = vecIndices.size() * sizeof(GLint);
|
|
||||||
if(s != 0)
|
|
||||||
{
|
|
||||||
GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
|
|
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
|
|
||||||
}
|
|
||||||
|
|
||||||
result.noOfIndices = vecIndices.size();
|
|
||||||
|
|
||||||
glGenBuffers(1, &result.vertexBuffer);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 0, GL_STATIC_DRAW);
|
|
||||||
GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
|
|
||||||
|
|
||||||
for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
|
|
||||||
{
|
|
||||||
const SurfaceVertex& vertex = *iterVertex;
|
|
||||||
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
|
|
||||||
//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
|
|
||||||
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
|
|
||||||
|
|
||||||
*ptr = v3dFinalVertexPos.getX();
|
|
||||||
ptr++;
|
|
||||||
*ptr = v3dFinalVertexPos.getY();
|
|
||||||
ptr++;
|
|
||||||
*ptr = v3dFinalVertexPos.getZ();
|
|
||||||
ptr++;
|
|
||||||
|
|
||||||
*ptr = vertex.getNormal().getX();
|
|
||||||
ptr++;
|
|
||||||
*ptr = vertex.getNormal().getY();
|
|
||||||
ptr++;
|
|
||||||
*ptr = vertex.getNormal().getZ();
|
|
||||||
ptr++;
|
|
||||||
|
|
||||||
GLfloat red = 0.0f;
|
|
||||||
GLfloat green = 0.0f;
|
|
||||||
GLfloat blue = 0.0f;
|
|
||||||
|
|
||||||
uint8 material = vertex.getMaterial() + 0.5;
|
|
||||||
|
|
||||||
switch(material)
|
|
||||||
{
|
|
||||||
case 1:
|
|
||||||
red = 1.0;
|
|
||||||
green = 0.0;
|
|
||||||
blue = 0.0;
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
red = 0.0;
|
|
||||||
green = 1.0;
|
|
||||||
blue = 0.0;
|
|
||||||
break;
|
|
||||||
case 3:
|
|
||||||
red = 0.0;
|
|
||||||
green = 0.0;
|
|
||||||
blue = 1.0;
|
|
||||||
break;
|
|
||||||
case 4:
|
|
||||||
red = 1.0;
|
|
||||||
green = 1.0;
|
|
||||||
blue = 0.0;
|
|
||||||
break;
|
|
||||||
case 5:
|
|
||||||
red = 1.0;
|
|
||||||
green = 0.0;
|
|
||||||
blue = 1.0;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
*ptr = red;
|
|
||||||
ptr++;
|
|
||||||
*ptr = green;
|
|
||||||
ptr++;
|
|
||||||
*ptr = blue;
|
|
||||||
ptr++;
|
|
||||||
}
|
|
||||||
|
|
||||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void timerFunc(int value)
|
void timerFunc(int value)
|
||||||
{
|
{
|
||||||
@ -205,7 +95,8 @@ void display ( void ) // Create The Display Function
|
|||||||
{
|
{
|
||||||
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
|
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
|
||||||
{
|
{
|
||||||
#ifdef USE_OPENGL_VERTEX_BUFFERS_OBJECTS
|
if(g_bUseOpenGLVertexBufferObjects)
|
||||||
|
{
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
|
glBindBuffer(GL_ARRAY_BUFFER, g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ].vertexBuffer);
|
||||||
glVertexPointer(3, GL_FLOAT, 36, 0);
|
glVertexPointer(3, GL_FLOAT, 36, 0);
|
||||||
glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
|
glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
|
||||||
@ -222,67 +113,13 @@ void display ( void ) // Create The Display Function
|
|||||||
glDisableClientState(GL_COLOR_ARRAY);
|
glDisableClientState(GL_COLOR_ARRAY);
|
||||||
glDisableClientState(GL_NORMAL_ARRAY);
|
glDisableClientState(GL_NORMAL_ARRAY);
|
||||||
glDisableClientState(GL_VERTEX_ARRAY);
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||||||
|
}
|
||||||
#else
|
else
|
||||||
|
{
|
||||||
IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
|
IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
|
||||||
|
renderRegion(*ispCurrent);
|
||||||
const vector<SurfaceVertex>& vecVertices = ispCurrent->getVertices();
|
|
||||||
const vector<uint32>& vecIndices = ispCurrent->getIndices();
|
|
||||||
|
|
||||||
glBegin(GL_TRIANGLES);
|
|
||||||
for(vector<uint32>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
|
|
||||||
{
|
|
||||||
const SurfaceVertex& vertex = vecVertices[*iterIndex];
|
|
||||||
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
|
|
||||||
//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
|
|
||||||
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(ispCurrent->m_v3dRegionPosition);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
GLfloat red = 0.0f;
|
|
||||||
GLfloat green = 0.0f;
|
|
||||||
GLfloat blue = 0.0f;
|
|
||||||
|
|
||||||
uint8 material = vertex.getMaterial() + 0.5;
|
|
||||||
|
|
||||||
switch(material)
|
|
||||||
{
|
|
||||||
case 1:
|
|
||||||
red = 1.0;
|
|
||||||
green = 0.0;
|
|
||||||
blue = 0.0;
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
red = 0.0;
|
|
||||||
green = 1.0;
|
|
||||||
blue = 0.0;
|
|
||||||
break;
|
|
||||||
case 3:
|
|
||||||
red = 0.0;
|
|
||||||
green = 0.0;
|
|
||||||
blue = 1.0;
|
|
||||||
break;
|
|
||||||
case 4:
|
|
||||||
red = 1.0;
|
|
||||||
green = 1.0;
|
|
||||||
blue = 0.0;
|
|
||||||
break;
|
|
||||||
case 5:
|
|
||||||
red = 1.0;
|
|
||||||
green = 0.0;
|
|
||||||
blue = 1.0;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
glColor3f(red, green, blue);
|
|
||||||
glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
|
|
||||||
glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
glEnd();
|
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -361,6 +198,7 @@ default:
|
|||||||
|
|
||||||
void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
|
void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
|
||||||
{
|
{
|
||||||
|
g_bUseOpenGLVertexBufferObjects = true;
|
||||||
glutInit ( &argc, argv ); // Erm Just Write It =)
|
glutInit ( &argc, argv ); // Erm Just Write It =)
|
||||||
glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
|
glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
|
||||||
glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
|
glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
|
||||||
@ -373,7 +211,8 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
|
|||||||
glutTimerFunc(1000, timerFunc, 0);
|
glutTimerFunc(1000, timerFunc, 0);
|
||||||
glutIdleFunc(idle);
|
glutIdleFunc(idle);
|
||||||
|
|
||||||
#ifdef USE_OPENGL_VERTEX_BUFFERS_OBJECTS
|
if(g_bUseOpenGLVertexBufferObjects)
|
||||||
|
{
|
||||||
#ifdef WIN32
|
#ifdef WIN32
|
||||||
//If we are on Windows we will need GLEW to access recent OpenGL functionality
|
//If we are on Windows we will need GLEW to access recent OpenGL functionality
|
||||||
GLenum err = glewInit();
|
GLenum err = glewInit();
|
||||||
@ -383,7 +222,7 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
|
|||||||
cout << "Error: " << glewGetErrorString(err) << endl;
|
cout << "Error: " << glewGetErrorString(err) << endl;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
#endif
|
}
|
||||||
|
|
||||||
//Make our volume contain a sphere in the center.
|
//Make our volume contain a sphere in the center.
|
||||||
uint16 minPos = 0;
|
uint16 minPos = 0;
|
||||||
@ -430,12 +269,15 @@ void main ( int argc, char** argv ) // Create Main Function For Bringing It Al
|
|||||||
//Extract the surface for this region
|
//Extract the surface for this region
|
||||||
extractReferenceSurface(&g_volData, Region(regLowerCorner, regUpperCorner), ispCurrent);
|
extractReferenceSurface(&g_volData, Region(regLowerCorner, regUpperCorner), ispCurrent);
|
||||||
|
|
||||||
#ifdef USE_OPENGL_VERTEX_BUFFERS_OBJECTS
|
|
||||||
g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
|
|
||||||
#else
|
|
||||||
g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ] = ispCurrent;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
if(g_bUseOpenGLVertexBufferObjects)
|
||||||
|
{
|
||||||
|
g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ] = ispCurrent;
|
||||||
|
}
|
||||||
//delete ispCurrent;
|
//delete ispCurrent;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user