88 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "OpenGLSupport.h"
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| #include "OpenGLVertexBufferObjectSupport.h"
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| 
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| #include "PolyVoxCore/IndexedSurfacePatch.h"
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| 
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| using namespace PolyVox;
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| using namespace std;
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| 
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| OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
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| {
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| 	OpenGLSurfacePatch result;
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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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| 
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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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| 
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| 	result.noOfIndices = vecIndices.size();
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 		uint8 material = vertex.getMaterial() + 0.5;
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| 
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| 		OpenGLColour colour = convertMaterialIDToColour(material);
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| 
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| 		*ptr = colour.red;
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| 		ptr++;
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| 		*ptr = colour.green;
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| 		ptr++;
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| 		*ptr = colour.blue;
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| 		ptr++;
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| 	}
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| 
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| 	glUnmapBuffer(GL_ARRAY_BUFFER);
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| 
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| 	return result;
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| }
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| 
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| void renderRegionVertexBufferObject(const OpenGLSurfacePatch& openGLSurfacePatch)
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| {
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| 	glBindBuffer(GL_ARRAY_BUFFER, openGLSurfacePatch.vertexBuffer);
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| 	glVertexPointer(3, GL_FLOAT, 36, 0);
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| 	glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
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| 	glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
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| 
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| 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfacePatch.indexBuffer);
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| 
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| 	glEnableClientState(GL_VERTEX_ARRAY);
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| 	glEnableClientState(GL_NORMAL_ARRAY);
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| 	glEnableClientState(GL_COLOR_ARRAY);
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| 
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| 	glDrawElements(GL_TRIANGLES, openGLSurfacePatch.noOfIndices, GL_UNSIGNED_INT, 0);
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| 
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| 	glDisableClientState(GL_COLOR_ARRAY);
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| 	glDisableClientState(GL_NORMAL_ARRAY);
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| 	glDisableClientState(GL_VERTEX_ARRAY);
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| } |