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https://thingvellir.net/git/overte
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bump up to 300000 voxels, with color
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parent
f27af9c903
commit
f004479e39
3 changed files with 44 additions and 22 deletions
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@ -9,9 +9,10 @@
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#include "VoxelSystem.h"
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#include "VoxelSystem.h"
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const float MAX_UNIT_ANY_AXIS = 20.0f;
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const float MAX_UNIT_ANY_AXIS = 20.0f;
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const float CUBE_WIDTH = 0.005f;
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const float CUBE_WIDTH = 0.01f;
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const int VERTICES_PER_VOXEL = 8;
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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 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 int INDICES_PER_VOXEL = 3 * 12;
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GLfloat identityVertices[] = { -1, -1, 1,
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GLfloat identityVertices[] = { -1, -1, 1,
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@ -40,6 +41,10 @@ void VoxelSystem::init() {
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root = new Voxel;
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root = new Voxel;
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}
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}
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float randomFloat(float maximumValue) {
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return ((float) rand() / ((float) RAND_MAX / maximumValue));
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}
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void VoxelSystem::init(int numberOfRandomVoxels) {
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void VoxelSystem::init(int numberOfRandomVoxels) {
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// create the arrays needed to pass to glDrawElements later
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// create the arrays needed to pass to glDrawElements later
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// position / color are random for now
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// position / color are random for now
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@ -49,6 +54,9 @@ void VoxelSystem::init(int numberOfRandomVoxels) {
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// there are 3 points for each vertices, 24 vertices in each cube
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// there are 3 points for each vertices, 24 vertices in each cube
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GLfloat *verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * numberOfRandomVoxels];
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GLfloat *verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * numberOfRandomVoxels];
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// we need a color for each vertex in each voxel
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GLfloat *colorsArray = new GLfloat[COLOR_VALUES_PER_VOXEL * numberOfRandomVoxels];
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// there are 12 triangles in each cube, with three indices for each triangle
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// there are 12 triangles in each cube, with three indices for each triangle
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * numberOfRandomVoxels];
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * numberOfRandomVoxels];
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@ -58,17 +66,29 @@ void VoxelSystem::init(int numberOfRandomVoxels) {
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for (int n = 0; n < numberOfRandomVoxels; n++) {
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for (int n = 0; n < numberOfRandomVoxels; n++) {
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// pick a random point for the center of the cube
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// pick a random point for the center of the cube
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glm::vec3 position = glm::vec3(
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glm::vec3 position = glm::vec3(
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((float) rand() / ((float) RAND_MAX / MAX_UNIT_ANY_AXIS)),
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randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS,
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((float) rand() / ((float) RAND_MAX / MAX_UNIT_ANY_AXIS)),
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randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS,
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((float) rand() / ((float) RAND_MAX / MAX_UNIT_ANY_AXIS))
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randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS
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);
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);
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// fill the vertices array
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GLfloat *currentVerticesPos = verticesArray + (n * VERTEX_POINTS_PER_VOXEL);
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GLfloat *currentVerticesPos = verticesArray + (n * VERTEX_POINTS_PER_VOXEL);
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// fill the vertices array
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for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) {
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for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) {
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currentVerticesPos[v] = position[v % 3] + (identityVertices[v] * CUBE_WIDTH);
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currentVerticesPos[v] = position[v % 3] + (identityVertices[v] * CUBE_WIDTH);
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}
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}
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// fill the colors array
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GLfloat *currentColorPos = colorsArray + (n * COLOR_VALUES_PER_VOXEL);
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float voxelR = randomFloat(1);
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float voxelG = randomFloat(1);
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float voxelB = randomFloat(1);
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for (int c = 0; c < VERTICES_PER_VOXEL; c++) {
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currentColorPos[0 + (c * 3)] = voxelR;
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currentColorPos[1 + (c * 3)] = voxelG;
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currentColorPos[2 + (c * 3)] = voxelB;
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}
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// fill the indices array
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// fill the indices array
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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@ -81,27 +101,25 @@ void VoxelSystem::init(int numberOfRandomVoxels) {
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}
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}
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}
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}
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// generate new VBO for the verticesArray
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// VBO for the verticesArray
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glGenBuffers(1, &vboVerticesID);
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glGenBuffers(1, &vboVerticesID);
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// bind VBO in order to use
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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// upload data to VBO
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, verticesArray, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, verticesArray, GL_STATIC_DRAW);
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// generate new VBO for the indicesArray
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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, VERTICES_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, colorsArray, GL_STATIC_DRAW);
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// VBO for the indicesArray
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glGenBuffers(1, &vboIndicesID);
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glGenBuffers(1, &vboIndicesID);
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// bind VBO in order to use
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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// upload data to VBO
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberOfRandomVoxels * INDICES_PER_VOXEL * sizeof(GLuint), indicesArray, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberOfRandomVoxels * INDICES_PER_VOXEL * sizeof(GLuint), indicesArray, GL_STATIC_DRAW);
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// delete the verticesArray, indicesArray
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// delete the verticesArray, indicesArray
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delete[] verticesArray;
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delete[] verticesArray;
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delete[] indicesArray;
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delete[] indicesArray;
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delete[] colorsArray;
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}
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}
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//
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//
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@ -205,19 +223,22 @@ int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) {
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}
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}
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void VoxelSystem::render() {
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void VoxelSystem::render() {
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// bind VBOs for vertices and indices array
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glEnableClientState(GL_VERTEX_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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// draw the cubes
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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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_FLOAT, 0, 0);
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glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
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// deactivate vertex arrays after drawing
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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_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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// bind with 0 to switch back to normal operation
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -36,6 +36,7 @@ public:
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private:
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private:
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int voxelsRendered;
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int voxelsRendered;
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GLuint vboVerticesID;
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GLuint vboVerticesID;
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GLuint vboColorsID;
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GLuint vboIndicesID;
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GLuint vboIndicesID;
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};
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};
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@ -319,7 +319,7 @@ void initDisplay(void)
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void init(void)
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void init(void)
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{
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{
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voxels.init(200000);
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voxels.init(300000);
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myHead.setRenderYaw(start_yaw);
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myHead.setRenderYaw(start_yaw);
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