126 lines
4.6 KiB
C++
126 lines
4.6 KiB
C++
/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#include "OpenGLSupport.h"
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#include "OpenGLVertexBufferObjectSupport.h"
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#include "PolyVoxCore/MaterialDensityPair.h"
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#include "PolyVoxCore/SurfaceMesh.h"
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using namespace PolyVox;
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using namespace std;
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh<MarchingCubesVertex<MaterialDensityPair44> >& mesh)
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{
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//Represents our filled in OpenGL vertex and index buffer objects.
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OpenGLSurfaceMesh result;
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//The source
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result.sourceMesh = &mesh;
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//Convienient access to the vertices and indices
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const vector<MarchingCubesVertex<MaterialDensityPair44> >& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
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//If we have any indices...
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if(!vecIndices.empty())
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{
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//Create an OpenGL index buffer
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glGenBuffers(1, &result.indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
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//Get a pointer to the first index
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GLvoid* pIndices = (GLvoid*)(&(vecIndices[0]));
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//Fill the OpenGL index buffer with our data.
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, 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<MarchingCubesVertex<MaterialDensityPair44> >::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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{
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const MarchingCubesVertex<MaterialDensityPair44> & 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>(mesh.m_Region.getLowerCorner());
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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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uint8_t material = static_cast<uint8_t>(vertex.getMaterial().getMaterial() + 0.5);
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//uint8_t material = 1;
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OpenGLColour colour = convertMaterialIDToColour(material);
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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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glUnmapBuffer(GL_ARRAY_BUFFER);
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return result;
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}
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void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel)
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{
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int beginIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].beginIndex;
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int endIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].endIndex;
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glBindBuffer(GL_ARRAY_BUFFER, openGLSurfaceMesh.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, openGLSurfaceMesh.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, openGLSurfaceMesh.noOfIndices, GL_UNSIGNED_INT, 0);
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glDrawRangeElements(GL_TRIANGLES, beginIndex, endIndex-1, endIndex - beginIndex,/* openGLSurfaceMesh.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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} |