Merge branch 'feature/vertex-and-example-refactor' of https://bitbucket.org/volumesoffun/polyvox into feature/vertex-and-example-refactor
This commit is contained in:
		@@ -55,6 +55,9 @@ ENDIF(MSVC)
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TARGET_LINK_LIBRARIES(BasicExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
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SET_PROPERTY(TARGET BasicExample PROPERTY FOLDER "Examples")
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configure_file(../common/example.vert example.vert COPYONLY)
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configure_file(../common/example.frag example.frag COPYONLY)
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#Install - Only install the example in Windows
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IF(WIN32)
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	INSTALL(TARGETS BasicExample
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@@ -57,6 +57,9 @@ ENDIF(MSVC)
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TARGET_LINK_LIBRARIES(OpenGLExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
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SET_PROPERTY(TARGET OpenGLExample PROPERTY FOLDER "Examples")
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configure_file(../common/example.vert example.vert COPYONLY)
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configure_file(../common/example.frag example.frag COPYONLY)
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#Install - Only install the example in Windows
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IF(WIN32)
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	INSTALL(TARGETS OpenGLExample
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@@ -57,6 +57,9 @@ ENDIF(MSVC)
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TARGET_LINK_LIBRARIES(PagingExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
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SET_PROPERTY(TARGET PagingExample PROPERTY FOLDER "Examples")
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configure_file(../common/example.vert example.vert COPYONLY)
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configure_file(../common/example.frag example.frag COPYONLY)
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#Install - Only install the example in Windows
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IF(WIN32)
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	INSTALL(TARGETS PagingExample
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@@ -55,6 +55,9 @@ ENDIF(MSVC)
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TARGET_LINK_LIBRARIES(SmoothLODExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
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SET_PROPERTY(TARGET SmoothLODExample PROPERTY FOLDER "Examples")
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configure_file(../common/example.vert example.vert COPYONLY)
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configure_file(../common/example.frag example.frag COPYONLY)
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#Install - Only install the example in Windows
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IF(WIN32)
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	INSTALL(TARGETS SmoothLODExample
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@@ -2,6 +2,7 @@
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#include <QMouseEvent>
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#include <QMatrix4x4>
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#include <QCoreApplication>
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//#include <QtMath>
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using namespace PolyVox;
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@@ -91,28 +92,7 @@ void OpenGLWidget::initializeGL()
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	// This is basically a simple fallback vertex shader which does the most basic rendering possible.  
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	// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired. 
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	if (!mShader->addShaderFromSourceCode(QGLShader::Vertex,
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		"#version 140\n"
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		"in vec4 position; // This will be the position of the vertex in model-space\n"
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		"// The usual matrices are provided\n"
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		"uniform mat4 cameraToClipMatrix;\n"
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		"uniform mat4 worldToCameraMatrix;\n"
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		"uniform mat4 modelToWorldMatrix;\n"
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		"// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach\n"
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		"// but we use it in this example framework because not all surface extractor generate surface normals.\n"
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		"out vec4 worldPosition;\n"
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		"void main()\n"
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		"{\n"
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		"	// Standard sequence of OpenGL transformations.\n"
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		"	worldPosition = modelToWorldMatrix * position;\n"
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		"	vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
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		"	gl_Position = cameraToClipMatrix * cameraPosition;\n"
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		"}\n"
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	))
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	if (!mShader->addShaderFromSourceFile(QGLShader::Vertex, QCoreApplication::applicationDirPath()+"/"+"example.vert"))
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	{
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		std::cerr << mShader->log().toStdString() << std::endl;
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		exit(EXIT_FAILURE);
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@@ -120,27 +100,7 @@ void OpenGLWidget::initializeGL()
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	// This is basically a simple fallback fragment shader which does the most basic rendering possible.  
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	// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired. 
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	if (!mShader->addShaderFromSourceCode(QGLShader::Fragment,
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		"#version 130\n"
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		"// Passed in from the vertex shader\n"
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		"in vec4 worldPosition;\n"
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		"in vec4 worldNormal;\n"
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		"// the color that gets written to the display\n"
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		"out vec4 outputColor;\n"
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		"void main()\n"
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		"{\n"
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		"	// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback \n"
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		"	// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.\n"
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		"	vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
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		"	// We are just using the normal as the output color, and making it lighter so it looks a bit nicer. \n"
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		"	// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.\n"
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		"	outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);\n"
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		"}\n"
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	))
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	if (!mShader->addShaderFromSourceFile(QGLShader::Fragment, QCoreApplication::applicationDirPath()+"/"+"example.frag"))
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	{
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		std::cerr << mShader->log().toStdString() << std::endl;
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		exit(EXIT_FAILURE);
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										19
									
								
								examples/common/example.frag
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								examples/common/example.frag
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,19 @@
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#version 130
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// Passed in from the vertex shader
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in vec4 worldPosition;
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in vec4 worldNormal;
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// the color that gets written to the display
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out vec4 outputColor;
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void main()
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{
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	// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback 
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	// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
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	vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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	// We are just using the normal as the output color, and making it lighter so it looks a bit nicer. 
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	// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
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	outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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}
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										20
									
								
								examples/common/example.vert
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										20
									
								
								examples/common/example.vert
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,20 @@
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#version 140
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in vec4 position; // This will be the position of the vertex in model-space
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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
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// but we use it in this example framework because not all surface extractor generate surface normals.
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out vec4 worldPosition;
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void main()
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{
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	// Standard sequence of OpenGL transformations.
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	worldPosition = modelToWorldMatrix * position;
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	vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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	gl_Position = cameraToClipMatrix * cameraPosition;
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}
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