Added initial version of new basic example.
This commit is contained in:
50
examples/Basic/CMakeLists.txt
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50
examples/Basic/CMakeLists.txt
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@ -0,0 +1,50 @@
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CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
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PROJECT(BasicExample)
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#Projects source files
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SET(SRC_FILES
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glew/glew.c
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main.cpp
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)
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#Projects headers files
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SET(INC_FILES
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glew/glew.h
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glew/glxew.h
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glew/wglew.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 ${INC_FILES})
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FIND_PACKAGE(OpenGL REQUIRED)
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#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
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INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_SOURCE_DIR}/include)
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#There has to be a better way!
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LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR}/debug ${PolyVoxCore_BINARY_DIR}/release)
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#Build
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ADD_EXECUTABLE(BasicExample ${SRC_FILES})
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TARGET_LINK_LIBRARIES(BasicExample ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
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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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RUNTIME DESTINATION Examples/OpenGL/bin
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LIBRARY DESTINATION Examples/OpenGL/lib
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ARCHIVE DESTINATION Examples/OpenGL/lib
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COMPONENT example
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)
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INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
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INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
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INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
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INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
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ENDIF(WIN32)
|
73
examples/Basic/glew/LICENSE.txt
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73
examples/Basic/glew/LICENSE.txt
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@ -0,0 +1,73 @@
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The OpenGL Extension Wrangler Library
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Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
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Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
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Copyright (C) 2002, Lev Povalahev
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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* The name of the author may be used to endorse or promote products
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derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
|
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THE POSSIBILITY OF SUCH DAMAGE.
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Mesa 3-D graphics library
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Version: 7.0
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Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
|
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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Copyright (c) 2007 The Khronos Group Inc.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and/or associated documentation files (the
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"Materials"), to deal in the Materials without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Materials, and to
|
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permit persons to whom the Materials are furnished to do so, subject to
|
||||
the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Materials.
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THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
12180
examples/Basic/glew/glew.c
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12180
examples/Basic/glew/glew.c
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File diff suppressed because it is too large
Load Diff
12262
examples/Basic/glew/glew.h
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12262
examples/Basic/glew/glew.h
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File diff suppressed because it is too large
Load Diff
1397
examples/Basic/glew/glxew.h
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1397
examples/Basic/glew/glxew.h
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File diff suppressed because it is too large
Load Diff
1165
examples/Basic/glew/wglew.h
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1165
examples/Basic/glew/wglew.h
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File diff suppressed because it is too large
Load Diff
368
examples/Basic/main.cpp
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368
examples/Basic/main.cpp
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#include "Filters.h"
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#include "Log.h"
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#include "MaterialDensityPair.h"
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#include "Volume.h"
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#include "SurfaceExtractor.h"
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#include "SurfaceMesh.h"
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#include "PolyVoxImpl/Utility.h"
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#include "glew/glew.h"
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#ifdef WIN32
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#include <windows.h> // Standard Header For Most Programs
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#endif
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#include <QApplication>
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#include <QGLWidget>
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#include <QTime>
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//Some namespaces we need
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using namespace std;
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using namespace PolyVox;
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using namespace std;
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struct OpenGLColour
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{
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GLfloat red;
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GLfloat green;
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GLfloat blue;
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};
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struct OpenGLSurfaceMesh
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{
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GLulong noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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const PolyVox::SurfaceMesh* sourceMesh;
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};
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OpenGLColour convertMaterialIDToColour(uint8_t materialID)
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{
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OpenGLColour colour;
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switch(materialID)
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{
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case 1:
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colour.red = 1.0f;
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colour.green = 0.0f;
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colour.blue = 0.0f;
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break;
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case 2:
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colour.red = 0.0f;
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colour.green = 1.0f;
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colour.blue = 0.0f;
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break;
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case 3:
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colour.red = 0.0f;
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colour.green = 0.0f;
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colour.blue = 1.0f;
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break;
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case 4:
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colour.red = 1.0f;
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colour.green = 1.0f;
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colour.blue = 0.0f;
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break;
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case 5:
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colour.red = 1.0f;
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colour.green = 0.0f;
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colour.blue = 1.0f;
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break;
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default:
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colour.red = 1.0f;
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colour.green = 1.0f;
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colour.blue = 1.0f;
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}
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return colour;
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}
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const PolyVox::SurfaceMesh& mesh);
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void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel);
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh& mesh)
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{
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//Represents our filled in OpenGL vertex and index buffer objects.
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OpenGLSurfaceMesh result;
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//The source
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result.sourceMesh = &mesh;
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//Convienient access to the vertices and indices
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const vector<SurfaceVertex>& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
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//If we have any indices...
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if(!vecIndices.empty())
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{
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//Create an OpenGL index buffer
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glGenBuffers(1, &result.indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
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//Get a pointer to the first index
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GLvoid* pIndices = (GLvoid*)(&(vecIndices[0]));
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//Fill the OpenGL index buffer with our data.
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
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}
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result.noOfIndices = vecIndices.size();
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glGenBuffers(1, &result.vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 0, GL_STATIC_DRAW);
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GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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{
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const SurfaceVertex& vertex = *iterVertex;
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
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*ptr = v3dFinalVertexPos.getX();
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ptr++;
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*ptr = v3dFinalVertexPos.getY();
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ptr++;
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*ptr = v3dFinalVertexPos.getZ();
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ptr++;
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*ptr = vertex.getNormal().getX();
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ptr++;
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*ptr = vertex.getNormal().getY();
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ptr++;
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*ptr = vertex.getNormal().getZ();
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ptr++;
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uint8_t material = vertex.getMaterial() + 0.5;
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OpenGLColour colour = convertMaterialIDToColour(material);
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*ptr = colour.red;
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ptr++;
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*ptr = colour.green;
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ptr++;
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*ptr = colour.blue;
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ptr++;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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return result;
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}
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void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel)
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{
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int beginIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].beginIndex;
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int endIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].endIndex;
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glBindBuffer(GL_ARRAY_BUFFER, openGLSurfaceMesh.vertexBuffer);
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glVertexPointer(3, GL_FLOAT, 36, 0);
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glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
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glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfaceMesh.indexBuffer);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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//glDrawElements(GL_TRIANGLES, openGLSurfaceMesh.noOfIndices, GL_UNSIGNED_INT, 0);
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glDrawRangeElements(GL_TRIANGLES, beginIndex, endIndex-1, endIndex - beginIndex,/* openGLSurfaceMesh.noOfIndices,*/ GL_UNSIGNED_INT, 0);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
|
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|
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void renderRegionImmediateMode(PolyVox::SurfaceMesh& mesh, unsigned int uLodLevel)
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{
|
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const vector<SurfaceVertex>& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
|
||||
|
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int beginIndex = mesh.m_vecLodRecords[uLodLevel].beginIndex;
|
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int endIndex = mesh.m_vecLodRecords[uLodLevel].endIndex;
|
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|
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glBegin(GL_TRIANGLES);
|
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//for(vector<PolyVox::uint32_t>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
|
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for(int index = beginIndex; index < endIndex; ++index)
|
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{
|
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const SurfaceVertex& vertex = vecVertices[vecIndices[index]];
|
||||
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
|
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
|
||||
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
|
||||
|
||||
|
||||
|
||||
|
||||
uint8_t material = vertex.getMaterial() + 0.5;
|
||||
|
||||
OpenGLColour colour = convertMaterialIDToColour(material);
|
||||
|
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glColor3f(colour.red, colour.green, colour.blue);
|
||||
glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
|
||||
glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
|
||||
|
||||
|
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}
|
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glEnd();
|
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}
|
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|
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void createSphereInVolume(Volume<MaterialDensityPair44>& volData, float fRadius, uint8_t uValue)
|
||||
{
|
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//This vector hold the position of the center of the volume
|
||||
Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
|
||||
|
||||
//This three-level for loop iterates over every voxel in the volume
|
||||
for (int z = 0; z < volData.getWidth(); z++)
|
||||
{
|
||||
for (int y = 0; y < volData.getHeight(); y++)
|
||||
{
|
||||
for (int x = 0; x < volData.getDepth(); x++)
|
||||
{
|
||||
//Store our current position as a vector...
|
||||
Vector3DFloat v3dCurrentPos(x,y,z);
|
||||
//And compute how far the current position is from the center of the volume
|
||||
float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
|
||||
|
||||
//If the current voxel is less than 'radius' units from the center
|
||||
//then we make it solid, otherwise we make it empty space.
|
||||
if(fDistToCenter <= fRadius)
|
||||
{
|
||||
volData.setVoxelAt(x,y,z, MaterialDensityPair44(uValue, uValue > 0 ? MaterialDensityPair44::getMaxDensity() : MaterialDensityPair44::getMinDensity()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void createCubeInVolume(Volume<MaterialDensityPair44>& volData, Vector3DUint16 lowerCorner, Vector3DUint16 upperCorner, uint8_t uValue)
|
||||
{
|
||||
//This three-level for loop iterates over every voxel between the specified corners
|
||||
for (int z = lowerCorner.getZ(); z <= upperCorner.getZ(); z++)
|
||||
{
|
||||
for (int y = lowerCorner.getY(); y <= upperCorner.getY(); y++)
|
||||
{
|
||||
for (int x = lowerCorner.getX() ; x <= upperCorner.getX(); x++)
|
||||
{
|
||||
volData.setVoxelAt(x,y,z, MaterialDensityPair44(uValue, uValue > 0 ? MaterialDensityPair44::getMaxDensity() : MaterialDensityPair44::getMinDensity()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class OpenGLWidget : public QGLWidget
|
||||
{
|
||||
public:
|
||||
OpenGLWidget(QWidget *parent)
|
||||
:QGLWidget(parent)
|
||||
{
|
||||
}
|
||||
|
||||
protected:
|
||||
void initializeGL()
|
||||
{
|
||||
#ifdef WIN32
|
||||
//If we are on Windows we will need GLEW to access recent OpenGL functionality
|
||||
GLenum err = glewInit();
|
||||
if (GLEW_OK != err)
|
||||
{
|
||||
/* Problem: glewInit failed, something is seriously wrong. */
|
||||
cout << "Error: " << glewGetErrorString(err) << endl;
|
||||
}
|
||||
#endif
|
||||
|
||||
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
|
||||
glClearDepth(1.0f); // Depth Buffer Setup
|
||||
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
||||
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
|
||||
glEnable ( GL_COLOR_MATERIAL );
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
glEnable(GL_LIGHT0);
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
glShadeModel(GL_SMOOTH);
|
||||
}
|
||||
|
||||
void resizeGL(int w, int h)
|
||||
{
|
||||
//Setup the viewport based on the window size
|
||||
glViewport(0, 0, w, h);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
//float frustumSize = m_volData->getDiagonalLength() / 2.0f;
|
||||
float frustumSize = 100.0f;
|
||||
float aspect = static_cast<float>(width()) / static_cast<float>(height());
|
||||
|
||||
glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 5000);
|
||||
}
|
||||
|
||||
void paintGL()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Model View Matrix
|
||||
glLoadIdentity(); // Reset The Current Modelview Matrix
|
||||
|
||||
glTranslatef(0.0f,0.0f,-100.0f); // Move Left 1.5 Units And Into The Screen 6.0
|
||||
|
||||
|
||||
//renderRegionVertexBufferObject(mesh, 0);
|
||||
renderRegionImmediateMode(surfaceMesh, 0);
|
||||
}
|
||||
|
||||
public:
|
||||
OpenGLSurfaceMesh mesh;
|
||||
SurfaceMesh surfaceMesh;
|
||||
};
|
||||
|
||||
const uint16_t g_uVolumeSideLength = 32;
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
QApplication app(argc, argv);
|
||||
OpenGLWidget openGLWidget(0);
|
||||
openGLWidget.show();
|
||||
|
||||
Volume<MaterialDensityPair44> volData(g_uVolumeSideLength, g_uVolumeSideLength, g_uVolumeSideLength);
|
||||
|
||||
createSphereInVolume(volData, 10, 1);
|
||||
|
||||
SurfaceExtractor<MaterialDensityPair44> surfaceExtractor(volData);
|
||||
|
||||
shared_ptr<SurfaceMesh> surface = surfaceExtractor.extractSurfaceForRegion(volData.getEnclosingRegion());
|
||||
|
||||
//OpenGLSurfaceMesh mesh = BuildOpenGLSurfaceMesh(*surface);
|
||||
|
||||
|
||||
openGLWidget.mesh = BuildOpenGLSurfaceMesh(*(surface.get()));
|
||||
openGLWidget.surfaceMesh = *surface;
|
||||
return app.exec();
|
||||
}
|
Reference in New Issue
Block a user