Each mesh now has it's own transform matrix applied, so that our example framework can support breaking a volume into regions.
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@ -127,17 +127,14 @@ void OpenGLWidget::paintGL()
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//Clear the screen
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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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//modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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//modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
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shader.bind();
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shader.bind();
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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for (OpenGLMeshData meshData : mMeshData)
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for (OpenGLMeshData meshData : mMeshData)
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{
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{
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.translate(meshData.translation.getX(), meshData.translation.getY(), meshData.translation.getZ()); // Centre the model on the origin
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); // Update to the latest camera matrix
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glBindVertexArray(meshData.vertexArrayObject);
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glBindVertexArray(meshData.vertexArrayObject);
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glDrawElements(GL_TRIANGLES, meshData.noOfIndices, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, meshData.noOfIndices, GL_UNSIGNED_INT, 0);
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@ -37,6 +37,7 @@ struct OpenGLMeshData
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GLuint indexBuffer;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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GLuint vertexBuffer;
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GLuint vertexArrayObject;
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GLuint vertexArrayObject;
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PolyVox::Vector3DInt32 translation;
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};
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};
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class OpenGLWidget : public QGLWidget
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class OpenGLWidget : public QGLWidget
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@ -49,13 +50,48 @@ public:
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void mouseMoveEvent(QMouseEvent* event);
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void mouseMoveEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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// Convert a SurfaceMesh to OpenGL index/vertex buffers
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template <typename MeshType>
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void addMesh(const MeshType& surfaceMesh);
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// The viewable region can be adjusted so that this example framework can be use for different volume sizes.
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// The viewable region can be adjusted so that this example framework can be use for different volume sizes.
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void setViewableRegion(PolyVox::Region viewableRegion);
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void setViewableRegion(PolyVox::Region viewableRegion);
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// Convert a SurfaceMesh to OpenGL index/vertex buffers. Inlined because it's templatised.
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template <typename MeshType>
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void addMesh(const MeshType& surfaceMesh)
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{
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//Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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// This struct holds the OpenGL properties (buffer handles, etc) which will be used
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// to render our mesh. We copy the data from the PolyVox mesh into this structure.
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OpenGLMeshData meshData;
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//Create the VAO for the mesh
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glGenVertexArrays(1, &(meshData.vertexArrayObject));
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glBindVertexArray(meshData.vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(meshData.indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
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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(CubicVertex<uint8_t>), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glBindVertexArray(0);
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meshData.noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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meshData.translation = surfaceMesh.m_Region.getLowerCorner();
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mMeshData.push_back(meshData);
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}
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protected:
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protected:
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@ -83,40 +119,4 @@ private:
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int m_yRotation;
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int m_yRotation;
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};
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};
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template <typename MeshType>
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void OpenGLWidget::addMesh(const MeshType& surfaceMesh)
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{
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//Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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// This struct holds the OpenGL properties (buffer handles, etc) which will be used
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// to render our mesh. We copy the data from the PolyVox mesh into this structure.
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OpenGLMeshData meshData;
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//Create the VAO for the mesh
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glGenVertexArrays(1, &(meshData.vertexArrayObject));
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glBindVertexArray(meshData.vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(meshData.indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
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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(CubicVertex<uint8_t>), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glBindVertexArray(0);
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meshData.noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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mMeshData.push_back(meshData);
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}
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#endif //__BasicExample_OpenGLWidget_H__
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#endif //__BasicExample_OpenGLWidget_H__
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@ -78,16 +78,16 @@ int main(int argc, char *argv[])
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createSphereInVolume(volData, 30);
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createSphereInVolume(volData, 30);
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// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
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// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
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auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
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//auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
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//auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
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//auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
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//auto mesh = extractCubicMesh(&volData, PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(31, 31, 31)));
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auto mesh = extractCubicMesh(&volData, PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(31, 31, 31)));
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//auto mesh2 = extractCubicMesh(&volData, PolyVox::Region(Vector3DInt32(32, 32, 32), Vector3DInt32(63, 63, 63)));
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auto mesh2 = extractCubicMesh(&volData, PolyVox::Region(Vector3DInt32(32, 32, 32), Vector3DInt32(63, 63, 63)));
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//Pass the surface to the OpenGL window
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//Pass the surface to the OpenGL window
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openGLWidget.addMesh(mesh);
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openGLWidget.addMesh(mesh);
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openGLWidget.addMesh(mesh2);
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openGLWidget.setViewableRegion(volData.getEnclosingRegion());
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openGLWidget.setViewableRegion(volData.getEnclosingRegion());
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//openGLWidget.addMesh(mesh2);
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//Run the message pump.
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//Run the message pump.
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return app.exec();
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return app.exec();
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