118 lines
3.0 KiB
C++
118 lines
3.0 KiB
C++
#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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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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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfacePatch.indexBuffer);
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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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glDrawElements(GL_TRIANGLES, openGLSurfacePatch.noOfIndices, GL_UNSIGNED_INT, 0);
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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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} |