#include "BlockVolume.h" #include "BlockVolumeIterator.h" #include "Utility.h" #include // Standard Header For Most Programs #include // The GL Header File #include // The GL Utility Toolkit (Glut) Header //Some namespaces we need using namespace boost; using namespace PolyVox; using namespace std; //Global variables are easier for demonstration purposes, especially //as I'm not sure if I can pass variables to the GLUT functions. const uint16_t g_uVolumeSideLength = 128; BlockVolume g_volData(logBase2(g_uVolumeSideLength)); //Creates a volume 128x128x128 void createSphereInVolume(void) { //Create an iterator to access data in the volume BlockVolumeIterator volIter(g_volData); //A region corresponding to the whole volume const Region& regWholeVolume = g_volData.getEnclosingRegion(); //This iterator will iterate over the whole volume volIter.setValidRegion(regWholeVolume); //Start at the begining volIter.setPosition(static_cast(regWholeVolume.getLowerCorner())); do { //Get our current position const uint16_t uX = volIter.getPosX(); const uint16_t uY = volIter.getPosY(); const uint16_t uZ = volIter.getPosZ(); //The centre of the volume const uint16_t uVolCenterX = g_uVolumeSideLength / 2; }while (volIter.isValidForRegion()); //In our case this covers the whole volume } void init ( GLvoid ) // Create Some Everyday Functions { glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glEnable ( GL_COLOR_MATERIAL ); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); } void display ( void ) // Create The Display Function { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,-200.0f); // Move Right 3 Units glBegin(GL_QUADS); // Draw A Quad glVertex3f(0.0f, 0.0f, 0.0f); // Top Left glVertex3f( 128.0f, 0.0f, 0.0f); // Top Right glVertex3f( 128.0f, 128.0f, 0.0f); // Bottom Right glVertex3f(0.0f, 128.0f, 0.0f); // Bottom Left glEnd(); glutSwapBuffers ( ); // Swap The Buffers To Not Be Left With A Clear Screen } void reshape ( int w, int h ) // Create The Reshape Function (the viewport) { glViewport ( 0, 0, w, h ); glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix glLoadIdentity ( ); // Reset The Projection Matrix if ( h==0 ) // Calculate The Aspect Ratio Of The Window gluPerspective ( 80, ( float ) w, 1.0, 5000.0 ); else gluPerspective ( 80, ( float ) w / ( float ) h, 1.0, 5000.0 ); glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix glLoadIdentity ( ); // Reset The Model View Matrix } void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function { switch ( key ) { case 27: // When Escape Is Pressed... exit ( 0 ); // Exit The Program break; // Ready For Next Case default: // Now Wrap It Up break; } } void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys) { switch ( a_keys ) { case GLUT_KEY_UP: // When Up Arrow Is Pressed... glutFullScreen ( ); // Go Into Full Screen Mode break; case GLUT_KEY_DOWN: // When Down Arrow Is Pressed... glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window break; default: break; } } void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together { glutInit ( &argc, argv ); // Erm Just Write It =) init (); glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size glutCreateWindow ( "NeHe's OpenGL Framework" ); // Window Title (argv[0] for current directory as title) glutFullScreen ( ); // Put Into Full Screen glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts glutReshapeFunc ( reshape ); glutKeyboardFunc ( keyboard ); glutSpecialFunc ( arrow_keys ); glutMainLoop ( ); // Initialize The Main Loop }