Revert "Remove usage of QOpenGLFunctions and use GLEW instead."
This reverts commit 464d713c2affcf7d8acb3403c9bd33bca673fb56.
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464d713c2a
commit
1f1cc67fb7
@ -32,17 +32,13 @@ SET(INC_FILES
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OpenGLWidget.h
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)
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add_definitions(-DGLEW_STATIC)
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#"Sources" and "Headers" are the group names in Visual Studio.
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#They may have other uses too...
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SOURCE_GROUP("Sources" FILES ${SRC_FILES})
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SOURCE_GROUP("Headers" FILES ${INC_FILES})
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FIND_PACKAGE(OpenGL REQUIRED)
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#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
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INCLUDE_DIRECTORIES(${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
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INCLUDE_DIRECTORIES(${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include)
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LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
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#Build
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@ -50,7 +46,7 @@ ADD_EXECUTABLE(BasicExample ${SRC_FILES})
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IF(MSVC)
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SET_TARGET_PROPERTIES(BasicExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
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ENDIF(MSVC)
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TARGET_LINK_LIBRARIES(BasicExample glew Qt5::OpenGL ${OPENGL_gl_LIBRARY} PolyVoxCore)
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TARGET_LINK_LIBRARIES(BasicExample Qt5::OpenGL PolyVoxCore)
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SET_PROPERTY(TARGET BasicExample PROPERTY FOLDER "Examples")
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#Install - Only install the example in Windows
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@ -11,6 +11,7 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_xRotation(0)
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,m_yRotation(0)
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,gl(nullptr)
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{
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}
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@ -21,57 +22,63 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMat
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const auto& vecVertices = surfaceMesh.getVertices();
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//Create the VAO for the mesh
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glGenVertexArrays(1, &vertexArrayObject);
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glBindVertexArray(vertexArrayObject);
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gl->glGenVertexArrays(1, &vertexArrayObject);
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gl->glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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gl->glGenBuffers(1, &vertexBuffer);
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gl->glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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gl->glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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gl->glGenBuffers(1, &indexBuffer);
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gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl->glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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//We need to tell OpenGL how to understand the format of the vertex data
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glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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gl->glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glBindVertexArray(0);
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gl->glBindVertexArray(0);
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noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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}
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void OpenGLWidget::initializeGL()
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{
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GLenum err = glewInit();
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if (GLEW_OK != err)
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//'gl' will give us access to all the OpenGL functions
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gl = context()->contextHandle()->versionFunctions<QOpenGLFunctions_3_1>();
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if(!gl)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
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std::cerr << "Could not obtain required OpenGL context version" << std::endl;
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exit(EXIT_FAILURE);
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}
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if(!gl->initializeOpenGLFunctions())
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{
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std::cerr << "Could not initialise OpenGL functions" << std::endl;
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exit(EXIT_FAILURE);
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}
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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if(gl->glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << gl->glGetString(GL_VENDOR) << std::endl;
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if(gl->glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << gl->glGetString(GL_RENDERER) << std::endl;
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if(gl->glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << gl->glGetString(GL_VERSION) << std::endl;
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if(gl->glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << gl->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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gl->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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gl->glClearDepth(1.0f);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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gl->glEnable(GL_CULL_FACE);
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gl->glEnable(GL_DEPTH_TEST);
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gl->glDepthMask(GL_TRUE);
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gl->glDepthFunc(GL_LEQUAL);
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gl->glDepthRange(0.0, 1.0);
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, R"(
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#version 140
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@ -137,7 +144,7 @@ void OpenGLWidget::initializeGL()
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void OpenGLWidget::resizeGL(int w, int h)
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{
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//Setup the viewport
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glViewport(0, 0, w, h);
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gl->glViewport(0, 0, w, h);
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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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@ -154,7 +161,7 @@ void OpenGLWidget::resizeGL(int w, int h)
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void OpenGLWidget::paintGL()
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{
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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@ -165,15 +172,15 @@ void OpenGLWidget::paintGL()
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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glBindVertexArray(vertexArrayObject);
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gl->glBindVertexArray(vertexArrayObject);
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glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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gl->glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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gl->glBindVertexArray(0);
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shader.release();
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GLenum errCode = glGetError();
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GLenum errCode = gl->glGetError();
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if(errCode != GL_NO_ERROR)
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{
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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@ -26,10 +26,12 @@ distribution.
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#include "PolyVoxCore/SurfaceMesh.h"
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#include "glew/glew.h"
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#include <QOpenGLFunctions_3_1>
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#include <QGLWidget>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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class OpenGLWidget : public QGLWidget
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{
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@ -58,6 +60,7 @@ private:
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GLuint vertexArrayObject;
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QOpenGLShaderProgram shader;
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QOpenGLFunctions_3_1* gl;
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//Mouse data
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QPoint m_LastFrameMousePos;
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