Work on new OpenGL example.

This commit is contained in:
David Williams 2009-03-13 23:36:45 +00:00
parent b26e306bb9
commit def987450c

View File

@ -15,8 +15,6 @@
#include <iostream>
//Some namespaces we need
using namespace std;
using namespace PolyVox;
@ -26,7 +24,7 @@ using namespace std;
//as I'm not sure how/if I can pass variables to the GLUT functions.
//Global variables are denoted by the 'g_' prefix
const uint16 g_uVolumeSideLength = 128;
const uint16 g_uRegionSideLength = 32;
const uint16 g_uRegionSideLength = 16;
const uint16 g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideLength;
//Creates a volume 128x128x128
@ -34,7 +32,8 @@ 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];
GLuint indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
GLuint vertexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
void createSphereInVolume(float fRadius, uint8 uValue)
{
@ -94,12 +93,15 @@ void display ( void ) // Create The Display Function
const vector<uint32>& vecIndices = g_ispRegionSurfaces[uRegionX][uRegionY][uRegionZ]->getIndices();
glBindBuffer(GL_ARRAY_BUFFER, buffers[uRegionX][uRegionY][uRegionZ]);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, vecIndices.size());
int s = vecIndices.size();
glDrawElements(GL_TRIANGLE_STRIP, s, GL_UNSIGNED_INT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
}
@ -217,18 +219,27 @@ 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();
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);
glGenBuffers(1, &(indexBuffers[uRegionX][uRegionY][uRegionZ]));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
int s = vecIndices.size() * sizeof(GLint);
if(s != 0)
{
GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
}
glGenBuffers(1, &(vertexBuffers[uRegionX][uRegionY][uRegionZ]));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
glBufferData(GL_ARRAY_BUFFER, vecVertices.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)
for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
{
const SurfaceVertex& vertex = vecVertices[*iterIndex];
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 + v3dRegionOffset;
//glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
*ptr = v3dFinalVertexPos.getX();
ptr++;
*ptr = v3dFinalVertexPos.getY();