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style fixes
This commit is contained in:
parent
fd0cc3b417
commit
5695429a78
2 changed files with 1 additions and 25 deletions
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@ -714,12 +714,6 @@ void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& s
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writeVerticesAt->r = color[RED_INDEX];
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writeVerticesAt->r = color[RED_INDEX];
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writeVerticesAt->g = color[GREEN_INDEX];
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writeVerticesAt->g = color[GREEN_INDEX];
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writeVerticesAt->b = color[BLUE_INDEX];
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writeVerticesAt->b = color[BLUE_INDEX];
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/**
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printf("updateNodeInArrays() nodeIndex=%lu writeVerticesAt=[%f,%f,%f,%f (%u,%u,%u)]\n",
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nodeIndex, writeVerticesAt->x, writeVerticesAt->y, writeVerticesAt->z, writeVerticesAt->s,
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writeVerticesAt->r, writeVerticesAt->g, writeVerticesAt->b );
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**/
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} else {
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} else {
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for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
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for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
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GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
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GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
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@ -841,18 +835,11 @@ void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex seg
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GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
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glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
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glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
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//printf("VoxelSystem::updateVBOSegment() segmentStart=%lu, segmentEnd=%lu, segmentSizeBytes=%lu \n",
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// segmentStart, segmentEnd, segmentSizeBytes);
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segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
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GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
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glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
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glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
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glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
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glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
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//printf("VoxelSystem::updateVBOSegment() segmentStart=%lu, segmentEnd=%lu, segmentSizeBytes=%lu \n",
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// segmentStart, segmentEnd, segmentSizeBytes);
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}
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}
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}
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}
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@ -864,8 +851,6 @@ void VoxelSystem::render(bool texture) {
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updateVBOs();
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updateVBOs();
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//printf("render() _voxelsInReadArrays=%lu voxel shader=%s\n", _voxelsInReadArrays, debug::valueOf(_useVoxelShader));
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if (_useVoxelShader) {
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if (_useVoxelShader) {
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Application::getInstance()->getVoxelShader().begin();
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Application::getInstance()->getVoxelShader().begin();
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@ -885,15 +870,6 @@ void VoxelSystem::render(bool texture) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
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glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
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glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
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/**
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for (int i=0; i < _voxelsInReadArrays; i++) {
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VoxelShaderVBOData* readDataAt = &_readVoxelShaderData[i];
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printf("render() _voxelsInReadArrays=%lu i=%d readDataAt=[%f,%f,%f,%f (%u,%u,%u)]\n",
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_voxelsInReadArrays, i, readDataAt->x, readDataAt->y, readDataAt->z, readDataAt->s,
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readDataAt->r, readDataAt->g, readDataAt->b );
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}
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**/
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// deactivate vertex and color 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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glDisableClientState(GL_COLOR_ARRAY);
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@ -34,7 +34,7 @@ const int MAX_VOXEL_PACKET_SIZE = 1492;
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const int MAX_TREE_SLICE_BYTES = 26;
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const int MAX_TREE_SLICE_BYTES = 26;
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const int DEFAULT_MAX_VOXELS_PER_SYSTEM = 200000;
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const int DEFAULT_MAX_VOXELS_PER_SYSTEM = 200000;
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const int VERTICES_PER_VOXEL = 24; // 6 sides * 4 corners per side
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const int VERTICES_PER_VOXEL = 24; // 6 sides * 4 corners per side
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const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; // ???? xyz for each VERTICE_PER_VOXEL??
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const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; // xyz for each VERTICE_PER_VOXEL
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const int INDICES_PER_VOXEL = 3 * 12; // 6 sides * 2 triangles per size * 3 vertices per triangle
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const int INDICES_PER_VOXEL = 3 * 12; // 6 sides * 2 triangles per size * 3 vertices per triangle
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const int COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * VERTICES_PER_VOXEL;
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const int COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * VERTICES_PER_VOXEL;
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