polyvox/examples/OpenGL/OpenGLVertexBufferObjectSupport.cpp

118 lines
3.0 KiB
C++

#include "OpenGLVertexBufferObjectSupport.h"
#include "PolyVoxCore/IndexedSurfacePatch.h"
using namespace PolyVox;
using namespace std;
OpenGLSurfacePatch BuildOpenGLSurfacePatch(IndexedSurfacePatch& isp)
{
OpenGLSurfacePatch result;
const vector<SurfaceVertex>& vecVertices = isp.getVertices();
const vector<uint32>& vecIndices = isp.getIndices();
glGenBuffers(1, &result.indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
int s = vecIndices.size() * sizeof(GLint);
if(s != 0)
{
GLvoid* blah = (GLvoid*)(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, s, blah, GL_STATIC_DRAW);
}
result.noOfIndices = vecIndices.size();
glGenBuffers(1, &result.vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 0, GL_STATIC_DRAW);
GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
{
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 + static_cast<Vector3DFloat>(isp.m_v3dRegionPosition);
*ptr = v3dFinalVertexPos.getX();
ptr++;
*ptr = v3dFinalVertexPos.getY();
ptr++;
*ptr = v3dFinalVertexPos.getZ();
ptr++;
*ptr = vertex.getNormal().getX();
ptr++;
*ptr = vertex.getNormal().getY();
ptr++;
*ptr = vertex.getNormal().getZ();
ptr++;
GLfloat red = 0.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
uint8 material = vertex.getMaterial() + 0.5;
switch(material)
{
case 1:
red = 1.0;
green = 0.0;
blue = 0.0;
break;
case 2:
red = 0.0;
green = 1.0;
blue = 0.0;
break;
case 3:
red = 0.0;
green = 0.0;
blue = 1.0;
break;
case 4:
red = 1.0;
green = 1.0;
blue = 0.0;
break;
case 5:
red = 1.0;
green = 0.0;
blue = 1.0;
break;
}
*ptr = red;
ptr++;
*ptr = green;
ptr++;
*ptr = blue;
ptr++;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
return result;
}
void renderRegionVertexBufferObject(const OpenGLSurfacePatch& openGLSurfacePatch)
{
glBindBuffer(GL_ARRAY_BUFFER, openGLSurfacePatch.vertexBuffer);
glVertexPointer(3, GL_FLOAT, 36, 0);
glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfacePatch.indexBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawElements(GL_TRIANGLES, openGLSurfacePatch.noOfIndices, GL_UNSIGNED_INT, 0);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}