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179 lines
6.3 KiB
C++
179 lines
6.3 KiB
C++
//
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// Cube.cpp
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// interface
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//
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// Created by Philip on 12/31/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include "VoxelSystem.h"
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#include <AgentList.h>
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const int MAX_VOXELS_PER_SYSTEM = 500000;
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const int VERTICES_PER_VOXEL = 8;
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const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
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const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
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const int INDICES_PER_VOXEL = 3 * 12;
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const float CUBE_WIDTH = 0.025f;
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float identityVertices[] = { -1, -1, 1,
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1, -1, 1,
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1, -1, -1,
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-1, -1, -1,
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1, 1, 1,
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-1, 1, 1,
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-1, 1, -1,
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1, 1, -1 };
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GLubyte identityIndices[] = { 0,1,2, 0,2,3,
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0,4,1, 0,4,5,
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0,3,6, 0,5,6,
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1,2,4, 2,4,7,
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2,3,6, 2,6,7,
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4,5,6, 4,6,7 };
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VoxelSystem::VoxelSystem() {
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voxelsRendered = 0;
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}
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VoxelSystem::~VoxelSystem() {
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delete[] verticesArray;
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delete[] colorsArray;
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}
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void VoxelSystem::parseData(void *data, int size) {
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// ignore the first char, it's a V to tell us that this is voxel data
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char *voxelDataPtr = (char *) data + 1;
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GLfloat *position = new GLfloat[3];
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GLubyte *color = new GLubyte[3];
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// get pointers to position of last append of data
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GLfloat *parseVerticesPtr = lastAddPointer;
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GLubyte *parseColorsPtr = colorsArray + (lastAddPointer - verticesArray);
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int voxelsInData = 0;
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// pull voxels out of the received data and put them into our internal memory structure
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while ((voxelDataPtr - (char *) data) < size) {
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memcpy(position, voxelDataPtr, 3 * sizeof(float));
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voxelDataPtr += 3 * sizeof(float);
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memcpy(color, voxelDataPtr, 3);
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voxelDataPtr += 3;
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for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) {
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parseVerticesPtr[v] = position[v % 3] + (identityVertices[v] * CUBE_WIDTH);
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}
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parseVerticesPtr += VERTEX_POINTS_PER_VOXEL;
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for (int c = 0; c < COLOR_VALUES_PER_VOXEL; c++) {
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parseColorsPtr[c] = color[c % 3];
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}
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parseColorsPtr += COLOR_VALUES_PER_VOXEL;
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voxelsInData++;
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}
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// increase the lastAddPointer to the new spot, increase the number of rendered voxels
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lastAddPointer = parseVerticesPtr;
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voxelsRendered += voxelsInData;
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}
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VoxelSystem* VoxelSystem::clone() const {
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// this still needs to be implemented, will need to be used if VoxelSystem is attached to agent
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return NULL;
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}
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void VoxelSystem::init() {
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// prep the data structures for incoming voxel data
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lastDrawPointer = lastAddPointer = verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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colorsArray = new GLubyte[COLOR_VALUES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
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// populate the indicesArray
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// this will not change given new voxels, so we can set it all up now
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for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {
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// fill the indices array
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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GLuint *currentIndicesPos = indicesArray + voxelIndexOffset;
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int startIndex = (n * VERTICES_PER_VOXEL);
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for (int i = 0; i < INDICES_PER_VOXEL; i++) {
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// add indices for this side of the cube
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currentIndicesPos[i] = startIndex + identityIndices[i];
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}
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}
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// VBO for the verticesArray
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glGenBuffers(1, &vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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// VBO for colorsArray
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glGenBuffers(1, &vboColorsID);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferData(GL_ARRAY_BUFFER, COLOR_VALUES_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);
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// VBO for the indicesArray
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glGenBuffers(1, &vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM, indicesArray, GL_STATIC_DRAW);
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// delete the indices array that is no longer needed
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delete[] indicesArray;
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}
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void VoxelSystem::render() {
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// check if there are new voxels to draw
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int vertexValuesToDraw = lastAddPointer - lastDrawPointer;
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if (vertexValuesToDraw > 0) {
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// calculate the offset into each VBO, in vertex point values
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int vertexBufferOffset = lastDrawPointer - verticesArray;
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// bind the vertices VBO, copy in new data
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferSubData(GL_ARRAY_BUFFER, vertexBufferOffset * sizeof(GLfloat), vertexValuesToDraw * sizeof(GLfloat), lastDrawPointer);
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// bind the colors VBO, copy in new data
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferSubData(GL_ARRAY_BUFFER, vertexBufferOffset * sizeof(GLubyte), vertexValuesToDraw * sizeof(GLubyte), (colorsArray + (lastDrawPointer - verticesArray)));
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// increment the lastDrawPointer to the lastAddPointer value used for this draw
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lastDrawPointer += vertexValuesToDraw;
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}
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// tell OpenGL where to find vertex and color information
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
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// draw the number of voxels we have
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
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// deactivate vertex and color arrays after drawing
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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// bind with 0 to switch back to normal operation
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void VoxelSystem::simulate(float deltaTime) {
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}
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