Merge branch 'feature/vertex-and-example-refactor' of https://bitbucket.org/volumesoffun/polyvox into feature/vertex-and-example-refactor

This commit is contained in:
David Williams 2014-05-27 17:05:46 +02:00
commit 1790d8338f
7 changed files with 54 additions and 43 deletions

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@ -55,6 +55,9 @@ ENDIF(MSVC)
TARGET_LINK_LIBRARIES(BasicExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET BasicExample PROPERTY FOLDER "Examples")
configure_file(../common/example.vert example.vert COPYONLY)
configure_file(../common/example.frag example.frag COPYONLY)
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS BasicExample

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@ -57,6 +57,9 @@ ENDIF(MSVC)
TARGET_LINK_LIBRARIES(OpenGLExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET OpenGLExample PROPERTY FOLDER "Examples")
configure_file(../common/example.vert example.vert COPYONLY)
configure_file(../common/example.frag example.frag COPYONLY)
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS OpenGLExample

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@ -57,6 +57,9 @@ ENDIF(MSVC)
TARGET_LINK_LIBRARIES(PagingExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET PagingExample PROPERTY FOLDER "Examples")
configure_file(../common/example.vert example.vert COPYONLY)
configure_file(../common/example.frag example.frag COPYONLY)
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS PagingExample

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@ -55,6 +55,9 @@ ENDIF(MSVC)
TARGET_LINK_LIBRARIES(SmoothLODExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET SmoothLODExample PROPERTY FOLDER "Examples")
configure_file(../common/example.vert example.vert COPYONLY)
configure_file(../common/example.frag example.frag COPYONLY)
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS SmoothLODExample

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@ -2,6 +2,7 @@
#include <QMouseEvent>
#include <QMatrix4x4>
#include <QCoreApplication>
//#include <QtMath>
using namespace PolyVox;
@ -91,28 +92,7 @@ void OpenGLWidget::initializeGL()
// This is basically a simple fallback vertex shader which does the most basic rendering possible.
// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
if (!mShader->addShaderFromSourceCode(QGLShader::Vertex,
"#version 140\n"
"in vec4 position; // This will be the position of the vertex in model-space\n"
"// The usual matrices are provided\n"
"uniform mat4 cameraToClipMatrix;\n"
"uniform mat4 worldToCameraMatrix;\n"
"uniform mat4 modelToWorldMatrix;\n"
"// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach\n"
"// but we use it in this example framework because not all surface extractor generate surface normals.\n"
"out vec4 worldPosition;\n"
"void main()\n"
"{\n"
" // Standard sequence of OpenGL transformations.\n"
" worldPosition = modelToWorldMatrix * position;\n"
" vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
" gl_Position = cameraToClipMatrix * cameraPosition;\n"
"}\n"
))
if (!mShader->addShaderFromSourceFile(QGLShader::Vertex, QCoreApplication::applicationDirPath()+"/"+"example.vert"))
{
std::cerr << mShader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
@ -120,27 +100,7 @@ void OpenGLWidget::initializeGL()
// This is basically a simple fallback fragment shader which does the most basic rendering possible.
// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
if (!mShader->addShaderFromSourceCode(QGLShader::Fragment,
"#version 130\n"
"// Passed in from the vertex shader\n"
"in vec4 worldPosition;\n"
"in vec4 worldNormal;\n"
"// the color that gets written to the display\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" // Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback \n"
" // is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.\n"
" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
" // We are just using the normal as the output color, and making it lighter so it looks a bit nicer. \n"
" // Obviously a real shader would also do texuring, lighting, or whatever is required for the application.\n"
" outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);\n"
"}\n"
))
if (!mShader->addShaderFromSourceFile(QGLShader::Fragment, QCoreApplication::applicationDirPath()+"/"+"example.frag"))
{
std::cerr << mShader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);

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@ -0,0 +1,19 @@
#version 130
// Passed in from the vertex shader
in vec4 worldPosition;
in vec4 worldNormal;
// the color that gets written to the display
out vec4 outputColor;
void main()
{
// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback
// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
}

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@ -0,0 +1,20 @@
#version 140
in vec4 position; // This will be the position of the vertex in model-space
// The usual matrices are provided
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
// but we use it in this example framework because not all surface extractor generate surface normals.
out vec4 worldPosition;
void main()
{
// Standard sequence of OpenGL transformations.
worldPosition = modelToWorldMatrix * position;
vec4 cameraPosition = worldToCameraMatrix * worldPosition;
gl_Position = cameraToClipMatrix * cameraPosition;
}