More commenting.

This commit is contained in:
David Williams 2014-05-26 16:50:13 +02:00
parent e9c8daa9cb
commit 4ae25d6b1e

View File

@ -89,19 +89,25 @@ void OpenGLWidget::initializeGL()
mShader = QSharedPointer<QGLShaderProgram>(new QGLShaderProgram);
// 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, R"(
#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;
out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
// 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;
@ -112,19 +118,26 @@ void OpenGLWidget::initializeGL()
exit(EXIT_FAILURE);
}
// 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, R"(
#version 130
in vec4 worldPosition; //Passed in from the vertex shader
// 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)));
float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
// 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);
}
)"))
@ -133,7 +146,11 @@ void OpenGLWidget::initializeGL()
exit(EXIT_FAILURE);
}
// Bind the position semantic - this is defined in the vertex shader above.
mShader->bindAttributeLocation("position", 0);
// Bind the other semantics. Note that these don't actually exist in our example shader above! However, other
// example shaders may choose to provide them and having the binding code here does not seem to cause any problems.
mShader->bindAttributeLocation("normal", 1);
mShader->bindAttributeLocation("material", 2);
@ -143,6 +160,7 @@ void OpenGLWidget::initializeGL()
exit(EXIT_FAILURE);
}
// Initial setup of camera.
setupWorldToCameraMatrix();
}
@ -164,27 +182,34 @@ void OpenGLWidget::paintGL()
//Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Our example framework only uses a single shader for the scene (for all meshes).
mShader->bind();
// These two matrices are constant for all meshes.
mShader->setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
mShader->setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
// Iterate over each mesh which the user added to our list, and render it.
for (OpenGLMeshData meshData : mMeshData)
{
//Set up the model matrrix based on provided translation and scale.
QMatrix4x4 modelToWorldMatrix{};
modelToWorldMatrix.translate(meshData.translation);
modelToWorldMatrix.scale(meshData.scale);
mShader->setUniformValue("modelToWorldMatrix", modelToWorldMatrix);
// Bind the vertex array for the current mesh
glBindVertexArray(meshData.vertexArrayObject);
// Draw the mesh
glDrawElements(GL_TRIANGLES, meshData.noOfIndices, GL_UNSIGNED_INT, 0);
// Unbind the vertex array.
glBindVertexArray(0);
}
// We're done with the shader for this frame.
mShader->release();
// Check for errors.
GLenum errCode = glGetError();
if(errCode != GL_NO_ERROR)
{