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Render a green plane with fog, per Grayson's request.

Andrzej Kapolka committed 13 years ago

Commit 03de2f31 parent 6d459123 files · +90 −3Browse files

Showing the changes to interface/src/renderer/GeometryCache.cpp (1 of 3 files). Show all

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interface/src/renderer/GeometryCache.cpp+69−1
@@ -18,7 +18,7 @@ GeometryCache::~GeometryCache() { · 17 unmodified lines
1818 }
1919
2020 void GeometryCache::renderHemisphere(int slices, int stacks) {
21− VerticesIndices& vbo = _hemisphereVBOs[SlicesStacks(slices, stacks)];
21+ VerticesIndices& vbo = _hemisphereVBOs[IntPair(slices, stacks)];
2222 int vertices = slices * (stacks - 1) + 1;
2323 int indices = slices * 2 * 3 * (stacks - 2) + slices * 3;
2424 if (vbo.first == 0) {
@@ -95,3 +95,71 @@ void GeometryCache::renderHemisphere(int slices, int stacks) { · 70 unmodified lines
9595 glBindBuffer(GL_ARRAY_BUFFER, 0);
9696 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
9797 }
98+
99+void GeometryCache::renderSquare(int xDivisions, int yDivisions) {
100+ VerticesIndices& vbo = _squareVBOs[IntPair(xDivisions, yDivisions)];
101+ int xVertices = xDivisions + 1;
102+ int yVertices = yDivisions + 1;
103+ int vertices = xVertices * yVertices;
104+ int indices = 2 * 3 * xDivisions * yDivisions;
105+ if (vbo.first == 0) {
106+ GLfloat* vertexData = new GLfloat[vertices * 3];
107+ GLfloat* vertex = vertexData;
108+ for (int i = 0; i <= yDivisions; i++) {
109+ float y = (float)i / yDivisions;
110+
111+ for (int j = 0; j <= xDivisions; j++) {
112+ *(vertex++) = (float)j / xDivisions;
113+ *(vertex++) = y;
114+ *(vertex++) = 0.0f;
115+ }
116+ }
117+
118+ glGenBuffers(1, &vbo.first);
119+ glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
120+ const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat);
121+ glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
122+ delete[] vertexData;
123+
124+ GLushort* indexData = new GLushort[indices];
125+ GLushort* index = indexData;
126+ for (int i = 0; i < yDivisions; i++) {
127+ GLushort bottom = i * xVertices;
128+ GLushort top = bottom + xVertices;
129+ for (int j = 0; j < xDivisions; j++) {
130+ int next = j + 1;
131+
132+ *(index++) = bottom + j;
133+ *(index++) = top + next;
134+ *(index++) = top + j;
135+
136+ *(index++) = bottom + j;
137+ *(index++) = bottom + next;
138+ *(index++) = top + next;
139+ }
140+ }
141+
142+ glGenBuffers(1, &vbo.second);
143+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
144+ const int BYTES_PER_INDEX = sizeof(GLushort);
145+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
146+ delete[] indexData;
147+
148+ } else {
149+ glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
150+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
151+ }
152+ glEnableClientState(GL_VERTEX_ARRAY);
153+
154+ // all vertices have the same normal
155+ glNormal3f(0.0f, 0.0f, 1.0f);
156+
157+ glVertexPointer(3, GL_FLOAT, 0, 0);
158+
159+ glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
160+
161+ glDisableClientState(GL_VERTEX_ARRAY);
162+
163+ glBindBuffer(GL_ARRAY_BUFFER, 0);
164+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
165+}