126 lines
4.5 KiB
C++
126 lines
4.5 KiB
C++
#include "BlockVolume.h"
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#include "BlockVolumeIterator.h"
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#include "Utility.h"
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#include <windows.h> // Standard Header For Most Programs
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#include <gl/gl.h> // The GL Header File
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#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
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//Some namespaces we need
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using namespace boost;
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using namespace PolyVox;
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using namespace std;
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//Global variables are easier for demonstration purposes, especially
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//as I'm not sure if I can pass variables to the GLUT functions.
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const uint16_t g_uVolumeSideLength = 128;
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BlockVolume<uint8_t> g_volData(logBase2(g_uVolumeSideLength)); //Creates a volume 128x128x128
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void createSphereInVolume(void)
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{
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//Create an iterator to access data in the volume
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BlockVolumeIterator<uint8_t> volIter(g_volData);
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//A region corresponding to the whole volume
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const Region& regWholeVolume = g_volData.getEnclosingRegion();
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//This iterator will iterate over the whole volume
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volIter.setValidRegion(regWholeVolume);
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//Start at the begining
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volIter.setPosition(static_cast<Vector3DInt16>(regWholeVolume.getLowerCorner()));
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do
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{
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//Get our current position
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const uint16_t uX = volIter.getPosX();
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const uint16_t uY = volIter.getPosY();
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const uint16_t uZ = volIter.getPosZ();
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//The centre of the volume
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const uint16_t uVolCenterX = g_uVolumeSideLength / 2;
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}while (volIter.isValidForRegion()); //In our case this covers the whole volume
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}
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void init ( GLvoid ) // Create Some Everyday Functions
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{
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glEnable ( GL_COLOR_MATERIAL );
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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}
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void display ( void ) // Create The Display Function
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glLoadIdentity(); // Reset The Current Modelview Matrix
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glTranslatef(0.0f,0.0f,-200.0f); // Move Right 3 Units
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glBegin(GL_QUADS); // Draw A Quad
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glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
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glVertex3f( 128.0f, 0.0f, 0.0f); // Top Right
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glVertex3f( 128.0f, 128.0f, 0.0f); // Bottom Right
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glVertex3f(0.0f, 128.0f, 0.0f); // Bottom Left
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glEnd();
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glutSwapBuffers ( );
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// Swap The Buffers To Not Be Left With A Clear Screen
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}
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void reshape ( int w, int h ) // Create The Reshape Function (the viewport)
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{
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glViewport ( 0, 0, w, h );
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glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix
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glLoadIdentity ( ); // Reset The Projection Matrix
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if ( h==0 ) // Calculate The Aspect Ratio Of The Window
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gluPerspective ( 80, ( float ) w, 1.0, 5000.0 );
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else
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gluPerspective ( 80, ( float ) w / ( float ) h, 1.0, 5000.0 );
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glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
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glLoadIdentity ( ); // Reset The Model View Matrix
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}
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void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function
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{
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switch ( key ) {
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case 27: // When Escape Is Pressed...
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exit ( 0 ); // Exit The Program
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break; // Ready For Next Case
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default: // Now Wrap It Up
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break;
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}
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}
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void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys)
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{
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switch ( a_keys ) {
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case GLUT_KEY_UP: // When Up Arrow Is Pressed...
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glutFullScreen ( ); // Go Into Full Screen Mode
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break;
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case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
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glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
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break;
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default:
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break;
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}
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}
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void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
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{
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glutInit ( &argc, argv ); // Erm Just Write It =)
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init ();
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glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
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glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
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glutCreateWindow ( "NeHe's OpenGL Framework" ); // Window Title (argv[0] for current directory as title)
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glutFullScreen ( ); // Put Into Full Screen
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glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts
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glutReshapeFunc ( reshape );
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glutKeyboardFunc ( keyboard );
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glutSpecialFunc ( arrow_keys );
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glutMainLoop ( ); // Initialize The Main Loop
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}
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