Work on new OpenGL example.
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@ -15,8 +15,6 @@
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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;
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using namespace std;
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using namespace PolyVox;
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using namespace PolyVox;
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@ -26,7 +24,7 @@ using namespace std;
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//as I'm not sure how/if I can pass variables to the GLUT functions.
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//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
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//Global variables are denoted by the 'g_' prefix
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const uint16 g_uVolumeSideLength = 128;
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const uint16 g_uVolumeSideLength = 128;
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const uint16 g_uRegionSideLength = 32;
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const uint16 g_uRegionSideLength = 16;
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const uint16 g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideLength;
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const uint16 g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideLength;
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//Creates a volume 128x128x128
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//Creates a volume 128x128x128
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@ -34,7 +32,8 @@ 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 indexBuffers[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
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GLuint vertexBuffers[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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@ -94,12 +93,15 @@ void display ( void ) // Create The Display Function
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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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glBindBuffer(GL_ARRAY_BUFFER, buffers[uRegionX][uRegionY][uRegionZ]);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDrawArrays(GL_TRIANGLES, 0, vecIndices.size());
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int s = vecIndices.size();
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glDrawElements(GL_TRIANGLE_STRIP, s, GL_UNSIGNED_INT, 0);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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}
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@ -217,18 +219,27 @@ 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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glGenBuffers(1, &(buffers[uRegionX][uRegionY][uRegionZ]));
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glGenBuffers(1, &(indexBuffers[uRegionX][uRegionY][uRegionZ]));
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glBindBuffer(GL_ARRAY_BUFFER, buffers[uRegionX][uRegionY][uRegionZ]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[uRegionX][uRegionY][uRegionZ]);
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glBufferData(GL_ARRAY_BUFFER, vecIndices.size() * sizeof(GLfloat) * 3, 0, GL_STATIC_DRAW);
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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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glGenBuffers(1, &(vertexBuffers[uRegionX][uRegionY][uRegionZ]));
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[uRegionX][uRegionY][uRegionZ]);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.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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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<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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{
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{
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const SurfaceVertex& vertex = vecVertices[*iterIndex];
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const SurfaceVertex& vertex = *iterVertex;
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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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 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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*ptr = v3dFinalVertexPos.getX();
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*ptr = v3dFinalVertexPos.getX();
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ptr++;
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ptr++;
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*ptr = v3dFinalVertexPos.getY();
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*ptr = v3dFinalVertexPos.getY();
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