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use vertex buffer objects to speed up voxel rendering
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parent
0fbb534566
commit
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3 changed files with 40 additions and 10 deletions
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@ -9,7 +9,7 @@
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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 = 0.05f;
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const float CUBE_WIDTH = 0.005f;
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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 INDICES_PER_VOXEL = 3 * 12;
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const int INDICES_PER_VOXEL = 3 * 12;
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@ -47,10 +47,10 @@ void VoxelSystem::init(int numberOfRandomVoxels) {
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voxelsRendered = numberOfRandomVoxels;
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voxelsRendered = 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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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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// 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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indicesArray = new GLuint[INDICES_PER_VOXEL * numberOfRandomVoxels];
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * numberOfRandomVoxels];
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// new seed based on time now so voxels are different each time
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// new seed based on time now so voxels are different each time
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srand((unsigned)time(0));
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srand((unsigned)time(0));
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@ -81,6 +81,27 @@ 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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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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// 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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// generate new VBO for the indicesArray
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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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// 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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// delete the verticesArray, indicesArray
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delete[] verticesArray;
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delete[] indicesArray;
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}
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}
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//
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//
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@ -184,14 +205,23 @@ 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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glEnableClientState(GL_VERTEX_ARRAY);
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// bind VBOs for vertices and indices array
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glVertexPointer(3, GL_FLOAT, 0, verticesArray);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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// draw a cube
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// draw the cubes
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glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, indicesArray);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, 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 arrays after drawing
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_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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}
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void VoxelSystem::simulate(float deltaTime) {
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void VoxelSystem::simulate(float deltaTime) {
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@ -35,8 +35,8 @@ public:
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Voxel * root;
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Voxel * root;
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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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GLfloat *verticesArray;
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GLuint vboVerticesID;
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GLuint *indicesArray;
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GLuint vboIndicesID;
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};
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};
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#endif
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#endif
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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(50000);
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voxels.init(200000);
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myHead.setRenderYaw(start_yaw);
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myHead.setRenderYaw(start_yaw);
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