Merge branch 'feature/vertex-and-example-refactor' into develop

This commit is contained in:
David Williams 2014-06-03 21:22:56 +02:00
commit 6bedd40694
56 changed files with 1433 additions and 2392 deletions

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@ -72,6 +72,7 @@ IF(ENABLE_EXAMPLES AND QT_QTOPENGL_FOUND)
ADD_SUBDIRECTORY(examples/Paging)
ADD_SUBDIRECTORY(examples/OpenGL)
ADD_SUBDIRECTORY(examples/SmoothLOD)
ADD_SUBDIRECTORY(examples/DecodeOnGPU)
ADD_SUBDIRECTORY(examples/Python)
SET(BUILD_EXAMPLES ON)
ELSE()

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@ -26,7 +26,7 @@ PROJECT(BasicExample)
#Projects source files
SET(SRC_FILES
main.cpp
OpenGLWidget.cpp
../common/OpenGLWidget.cpp
)
#Projects headers files
@ -36,19 +36,20 @@ SET(INC_FILES
add_definitions(-DGLEW_STATIC)
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${SRC_FILES})
SOURCE_GROUP("Headers" FILES ${INC_FILES})
FIND_PACKAGE(OpenGL REQUIRED)
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
#This will include the shader files inside the compiled binary
QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
# Put the resources in a seperate folder in Visual Studio
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC})
#Build
ADD_EXECUTABLE(BasicExample ${SRC_FILES})
ADD_EXECUTABLE(BasicExample ${SRC_FILES} ${COMMON_RESOURCES_RCC})
IF(MSVC)
SET_TARGET_PROPERTIES(BasicExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
ENDIF(MSVC)

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@ -1,200 +0,0 @@
#include "OpenGLWidget.h"
#include <QMouseEvent>
#include <QMatrix4x4>
//#include <QtMath>
using namespace PolyVox;
using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_xRotation(0)
,m_yRotation(0)
{
}
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<CubicVertex<uint8_t> >& surfaceMesh)
{
//Convienient access to the vertices and indices
const auto& vecIndices = surfaceMesh.getIndices();
const auto& vecVertices = surfaceMesh.getVertices();
//Create the VAO for the mesh
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
//The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
//We need to tell OpenGL how to understand the format of the vertex data
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(CubicVertex<uint8_t>), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glBindVertexArray(0);
noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
}
void OpenGLWidget::initializeGL()
{
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
}
//Print out some information about the OpenGL implementation.
std::cout << "OpenGL Implementation Details:" << std::endl;
if(glGetString(GL_VENDOR))
std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
if(glGetString(GL_RENDERER))
std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
if(glGetString(GL_VERSION))
std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
if(glGetString(GL_SHADING_LANGUAGE_VERSION))
std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
//Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0, 1.0);
if (!shader.addShaderFromSourceCode(QGLShader::Vertex, R"(
#version 140
in vec4 position; //This will be the position of the vertex in model-space
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
void main()
{
worldPosition = modelToWorldMatrix * position;
vec4 cameraPosition = worldToCameraMatrix * worldPosition;
gl_Position = cameraToClipMatrix * cameraPosition;
}
)"))
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
if (!shader.addShaderFromSourceCode(QGLShader::Fragment, R"(
#version 130
in vec4 worldPosition; //Passed in from the vertex shader
out vec4 outputColor;
void main()
{
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);
outputColor = vec4(1.0, 0.5, color, 1.0);
}
)"))
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
shader.bindAttributeLocation("position", 0);
if(!shader.link())
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
shader.bind();
QMatrix4x4 worldToCameraMatrix{};
worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
shader.release();
}
void OpenGLWidget::resizeGL(int w, int h)
{
//Setup the viewport
glViewport(0, 0, w, h);
auto aspectRatio = w / (float)h;
float zNear = 1.0;
float zFar = 1000.0;
QMatrix4x4 cameraToClipMatrix{};
cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
shader.bind();
shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
shader.release();
}
void OpenGLWidget::paintGL()
{
//Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 modelToWorldMatrix{};
modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
shader.bind();
shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
shader.release();
GLenum errCode = glGetError();
if(errCode != GL_NO_ERROR)
{
std::cerr << "OpenGL Error: " << errCode << std::endl;
}
}
void OpenGLWidget::mousePressEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}
void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
m_xRotation += diff.x();
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}

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@ -1,69 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __BasicExample_OpenGLWidget_H__
#define __BasicExample_OpenGLWidget_H__
#include "PolyVoxCore/SurfaceMesh.h"
#include "glew/glew.h"
#include <QGLWidget>
#include <QGLShaderProgram>
class OpenGLWidget : public QGLWidget
{
public:
//Constructor
OpenGLWidget(QWidget *parent);
//Mouse handling
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
//Convert a SurfaceMesh to OpenGL index/vertex buffers
void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::CubicVertex<uint8_t> >& surfaceMesh);
protected:
//Qt OpenGL functions
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
//Index/vertex buffer data
GLuint noOfIndices;
GLuint indexBuffer;
GLuint vertexBuffer;
GLuint vertexArrayObject;
QGLShaderProgram shader;
//Mouse data
QPoint m_LastFrameMousePos;
QPoint m_CurrentMousePos;
int m_xRotation;
int m_yRotation;
};
#endif //__BasicExample_OpenGLWidget_H__

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@ -25,7 +25,7 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/CubicSurfaceExtractor.h"
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/SimpleVolume.h"
#include <QApplication>
@ -77,12 +77,18 @@ int main(int argc, char *argv[])
SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63)));
createSphereInVolume(volData, 30);
// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
auto mesh = extractCubicSurface(&volData, volData.getEnclosingRegion());
//auto mesh = extractMarchingCubesSurface(&volData, volData.getEnclosingRegion());
// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
//auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
// The surface extractor outputs the mesh in an efficient compressed format which is not directly suitable for rendering. The easiest approach is to
// decode this on the CPU as shown below, though more advanced applications can upload the compressed mesh to the GPU and decompress in shader code.
auto decodedMesh = decode(mesh);
//Pass the surface to the OpenGL window
openGLWidget.setSurfaceMeshToRender(mesh);
openGLWidget.addMesh(decodedMesh);
//openGLWidget.addMesh(mesh2);
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
//Run the message pump.
return app.exec();

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@ -0,0 +1,75 @@
# Copyright (c) 2010-2012 David Williams
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any source
# distribution.
CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
PROJECT(DecodeOnGPUExample)
#Projects source files
SET(SRC_FILES
main.cpp
../common/OpenGLWidget.cpp
)
#Projects headers files
SET(INC_FILES
OpenGLWidget.h
)
add_definitions(-DGLEW_STATIC)
FIND_PACKAGE(OpenGL REQUIRED)
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
#This will include the shader files inside the compiled binary
QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
QT4_ADD_RESOURCES(DECODE_RESOURCES_RCC decode.qrc)
# Put the resources in a seperate folder in Visual Studio
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC} decode.qrc ${DECODE_RESOURCES_RCC})
#Build
ADD_EXECUTABLE(DecodeOnGPUExample ${SRC_FILES} ${COMMON_RESOURCES_RCC} ${DECODE_RESOURCES_RCC})
IF(MSVC)
SET_TARGET_PROPERTIES(DecodeOnGPUExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
ENDIF(MSVC)
TARGET_LINK_LIBRARIES(DecodeOnGPUExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET DecodeOnGPUExample PROPERTY FOLDER "Examples")
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS DecodeOnGPUExample
RUNTIME DESTINATION Examples/OpenGL/bin
LIBRARY DESTINATION Examples/OpenGL/lib
ARCHIVE DESTINATION Examples/OpenGL/lib
COMPONENT example
)
#.dlls should be installed in shared builds.
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
ENDIF(WIN32)

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@ -0,0 +1,19 @@
#version 130
// 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)));
// 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(worldNormal.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
}

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@ -0,0 +1,6 @@
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>decode.vert</file>
<file>decode.frag</file>
</qresource>
</RCC>

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@ -0,0 +1,33 @@
#version 140
in uvec4 position; // This will be the position of the vertex in model-space
in uint normal;
// The usual matrices are provided
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
// 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;
out vec4 worldNormal;
void main()
{
vec4 decodedPosition = position;
decodedPosition.xyz = decodedPosition.xyz * (1.0 / 256.0);
uint encodedX = (normal >> 10u) & 0x1Fu;
uint encodedY = (normal >> 5u) & 0x1Fu;
uint encodedZ = (normal) & 0x1Fu;
worldNormal.xyz = vec3(encodedX, encodedY, encodedZ);
worldNormal.xyz = worldNormal.xyz / 15.5;
worldNormal.xyz = worldNormal.xyz - vec3(1.0, 1.0, 1.0);
worldNormal.w = 1.0;
// Standard sequence of OpenGL transformations.
worldPosition = modelToWorldMatrix * decodedPosition;
vec4 cameraPosition = worldToCameraMatrix * worldPosition;
gl_Position = cameraToClipMatrix * cameraPosition;
}

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@ -0,0 +1,164 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#include "OpenGLWidget.h"
#include "PolyVoxCore/CubicSurfaceExtractor.h"
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/SimpleVolume.h"
#include <QApplication>
//Use the PolyVox namespace
using namespace PolyVox;
void createSphereInVolume(SimpleVolume<uint8_t>& volData, float fRadius)
{
//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.getDepth(); z++)
{
for (int y = 0; y < volData.getHeight(); y++)
{
for (int x = 0; x < volData.getWidth(); 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();
uint8_t uVoxelValue = 0;
//If the current voxel is less than 'radius' units from the center then we make it solid.
if(fDistToCenter <= fRadius)
{
//Our new voxel value
uVoxelValue = 255;
}
//Wrte the voxel value into the volume
volData.setVoxelAt(x, y, z, uVoxelValue);
}
}
}
}
OpenGLMeshData buildOpenGLMeshData(const PolyVox::Mesh< PolyVox::MarchingCubesVertex< uint8_t > >& surfaceMesh, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f)
{
// Convienient access to the vertices and indices
const auto& vecIndices = surfaceMesh.getIndices();
const auto& vecVertices = surfaceMesh.getVertices();
// This struct holds the OpenGL properties (buffer handles, etc) which will be used
// to render our mesh. We copy the data from the PolyVox mesh into this structure.
OpenGLMeshData meshData;
// Create the VAO for the mesh
glGenVertexArrays(1, &(meshData.vertexArrayObject));
glBindVertexArray(meshData.vertexArrayObject);
// The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &(meshData.vertexBuffer));
glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(MarchingCubesVertex< uint8_t >), vecVertices.data(), GL_STATIC_DRAW);
// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &(meshData.indexBuffer));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
glVertexAttribIPointer(0, 3, GL_UNSIGNED_SHORT, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, encodedPosition))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
// shader. This is mostly just to simplify this example code - in a real application you will know whether your
// chosen surface extractor generates normals and can skip uploading them if not.
glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
glVertexAttribIPointer(1, 1, GL_UNSIGNED_SHORT, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, encodedNormal)));
// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
GLint size = (std::min)(sizeof(uint8_t), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, data)));
// We're done uploading and can now unbind.
glBindVertexArray(0);
// A few additional properties can be copied across for use during rendering.
meshData.noOfIndices = vecIndices.size();
meshData.translation = QVector3D(translation.getX(), translation.getY(), translation.getZ());
meshData.scale = scale;
return meshData;
}
int main(int argc, char *argv[])
{
//Create and show the Qt OpenGL window
QApplication app(argc, argv);
OpenGLWidget openGLWidget(0);
openGLWidget.show();
QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
if (!shader->addShaderFromSourceFile(QGLShader::Vertex, ":/decode.vert"))
{
std::cerr << shader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
if (!shader->addShaderFromSourceFile(QGLShader::Fragment, ":/decode.frag"))
{
std::cerr << shader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
openGLWidget.setShader(shader);
//Create an empty volume and then place a sphere in it
SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63)));
createSphereInVolume(volData, 30);
// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
//auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
// The surface extractor outputs the mesh in an efficient compressed format which is not directly suitable for rendering. The easiest approach is to
// decode this on the CPU as shown below, though more advanced applications can upload the compressed mesh to the GPU and decompress in shader code.
//auto decodedMesh = decode(mesh);
//Pass the surface to the OpenGL window
OpenGLMeshData meshData = buildOpenGLMeshData(mesh);
openGLWidget.addMeshData(meshData);
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
//Run the message pump.
return app.exec();
}

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@ -26,37 +26,33 @@ PROJECT(OpenGLExample)
#Projects source files
SET(SRC_FILES
main.cpp
OpenGLImmediateModeSupport.cpp
OpenGLSupport.cpp
OpenGLVertexBufferObjectSupport.cpp
OpenGLWidget.cpp
../common/OpenGLWidget.cpp
Shapes.cpp
)
#Projects headers files
SET(INC_FILES
OpenGLImmediateModeSupport.h
OpenGLSupport.h
OpenGLVertexBufferObjectSupport.h
OpenGLWidget.h
Shapes.h
)
add_definitions(-DGLEW_STATIC)
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${SRC_FILES})
SOURCE_GROUP("Headers" FILES ${INC_FILES})
FIND_PACKAGE(OpenGL REQUIRED)
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
#This will include the shader files inside the compiled binary
QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
QT4_ADD_RESOURCES(OPENGLEXAMPLE_RESOURCES_RCC openglexample.qrc)
# Put the resources in a seperate folder in Visual Studio
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC} openglexample.qrc ${OPENGLEXAMPLE_RESOURCES_RCC})
#Build
ADD_EXECUTABLE(OpenGLExample ${SRC_FILES})
ADD_EXECUTABLE(OpenGLExample ${SRC_FILES} ${COMMON_RESOURCES_RCC} ${OPENGLEXAMPLE_RESOURCES_RCC})
IF(MSVC)
SET_TARGET_PROPERTIES(OpenGLExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
ENDIF(MSVC)

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@ -1,65 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#include "OpenGLImmediateModeSupport.h"
#include "OpenGLSupport.h"
#include "PolyVoxCore/SurfaceMesh.h"
using namespace PolyVox;
using namespace std;
void renderRegionImmediateMode(PolyVox::SurfaceMesh<MarchingCubesVertex<MaterialDensityPair44> >& mesh, unsigned int uLodLevel)
{
const vector<MarchingCubesVertex<MaterialDensityPair44> >& vecVertices = mesh.getVertices();
const vector<uint32_t>& vecIndices = mesh.getIndices();
int beginIndex = mesh.m_vecLodRecords[uLodLevel].beginIndex;
int endIndex = mesh.m_vecLodRecords[uLodLevel].endIndex;
glBegin(GL_TRIANGLES);
//for(vector<PolyVox::uint32_t>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
for(int index = beginIndex; index < endIndex; ++index)
{
const MarchingCubesVertex<MaterialDensityPair44> & vertex = vecVertices[vecIndices[index]];
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
//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 = static_cast<uint8_t>(static_cast<double>(vertex.getMaterial().getMaterial()) + 0.5);
//uint8_t material = 1;
OpenGLColour colour = convertMaterialIDToColour(material);
glColor3f(colour.red, colour.green, colour.blue);
glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
}
glEnd();
}

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@ -1,34 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __OpenGLExample_OpenGLImmediateModeSupport_H__
#define __OpenGLExample_OpenGLImmediateModeSupport_H__
#include "PolyVoxCore/MaterialDensityPair.h"
#include "PolyVoxCore/PolyVoxForwardDeclarations.h"
#include "glew/glew.h"
void renderRegionImmediateMode(PolyVox::SurfaceMesh<PolyVox::MarchingCubesVertex<PolyVox::MaterialDensityPair44> >& mesh, unsigned int uLodLevel);
#endif //__OpenGLExample_OpenGLImmediateModeSupport_H__

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@ -1,66 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#include "OpenGLSupport.h"
using namespace PolyVox;
OpenGLColour convertMaterialIDToColour(uint8_t materialID)
{
OpenGLColour colour;
switch(materialID)
{
case 1:
colour.red = 1.0f;
colour.green = 0.0f;
colour.blue = 0.0f;
break;
case 2:
colour.red = 0.0f;
colour.green = 1.0f;
colour.blue = 0.0f;
break;
case 3:
colour.red = 0.0f;
colour.green = 0.0f;
colour.blue = 1.0f;
break;
case 4:
colour.red = 1.0f;
colour.green = 1.0f;
colour.blue = 0.0f;
break;
case 5:
colour.red = 1.0f;
colour.green = 0.0f;
colour.blue = 1.0f;
break;
default:
colour.red = 1.0f;
colour.green = 1.0f;
colour.blue = 1.0f;
}
return colour;
}

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@ -1,126 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#include "OpenGLSupport.h"
#include "OpenGLVertexBufferObjectSupport.h"
#include "PolyVoxCore/MaterialDensityPair.h"
#include "PolyVoxCore/SurfaceMesh.h"
using namespace PolyVox;
using namespace std;
OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh<MarchingCubesVertex<MaterialDensityPair44> >& mesh)
{
//Represents our filled in OpenGL vertex and index buffer objects.
OpenGLSurfaceMesh result;
//The source
result.sourceMesh = &mesh;
//Convienient access to the vertices and indices
const vector<MarchingCubesVertex<MaterialDensityPair44> >& vecVertices = mesh.getVertices();
const vector<uint32_t>& vecIndices = mesh.getIndices();
//If we have any indices...
if(!vecIndices.empty())
{
//Create an OpenGL index buffer
glGenBuffers(1, &result.indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
//Get a pointer to the first index
GLvoid* pIndices = (GLvoid*)(&(vecIndices[0]));
//Fill the OpenGL index buffer with our data.
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
}
result.noOfIndices = vecIndices.size();
glGenBuffers(1, &result.vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 0, GL_STATIC_DRAW);
GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
for (vector<MarchingCubesVertex<MaterialDensityPair44> >::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
{
const MarchingCubesVertex<MaterialDensityPair44> & vertex = *iterVertex;
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
*ptr = v3dFinalVertexPos.getX();
ptr++;
*ptr = v3dFinalVertexPos.getY();
ptr++;
*ptr = v3dFinalVertexPos.getZ();
ptr++;
*ptr = vertex.getNormal().getX();
ptr++;
*ptr = vertex.getNormal().getY();
ptr++;
*ptr = vertex.getNormal().getZ();
ptr++;
uint8_t material = static_cast<uint8_t>(vertex.getMaterial().getMaterial() + 0.5);
//uint8_t material = 1;
OpenGLColour colour = convertMaterialIDToColour(material);
*ptr = colour.red;
ptr++;
*ptr = colour.green;
ptr++;
*ptr = colour.blue;
ptr++;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
return result;
}
void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel)
{
int beginIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].beginIndex;
int endIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].endIndex;
glBindBuffer(GL_ARRAY_BUFFER, openGLSurfaceMesh.vertexBuffer);
glVertexPointer(3, GL_FLOAT, 36, 0);
glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfaceMesh.indexBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
//glDrawElements(GL_TRIANGLES, openGLSurfaceMesh.noOfIndices, GL_UNSIGNED_INT, 0);
glDrawRangeElements(GL_TRIANGLES, beginIndex, endIndex-1, endIndex - beginIndex,/* openGLSurfaceMesh.noOfIndices,*/ GL_UNSIGNED_INT, 0);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}

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@ -1,42 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __OpenGLExample_OpenGLVertexBufferObjectSupport_H__
#define __OpenGLExample_OpenGLVertexBufferObjectSupport_H__
#include "PolyVoxCore/PolyVoxForwardDeclarations.h"
#include "glew/glew.h"
struct OpenGLSurfaceMesh
{
GLulong noOfIndices;
GLuint indexBuffer;
GLuint vertexBuffer;
const PolyVox::SurfaceMesh<PolyVox::MarchingCubesVertex<PolyVox::MaterialDensityPair44> >* sourceMesh;
};
OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const PolyVox::SurfaceMesh<PolyVox::MarchingCubesVertex<PolyVox::MaterialDensityPair44> >& mesh);
void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel);
#endif //__OpenGLExample_OpenGLVertexBufferObjectSupport_H__

View File

@ -1,246 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#include "OpenGLWidget.h"
#include <QMouseEvent>
#include "PolyVoxCore/GradientEstimators.h"
#include "PolyVoxCore/MaterialDensityPair.h"
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
//Some namespaces we need
using namespace std;
using namespace PolyVox;
using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_volData(0)
{
m_xRotation = 0;
m_yRotation = 0;
m_uRegionSideLength = 32;
timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(update()));
timer->start(0);
}
void OpenGLWidget::setVolume(PolyVox::LargeVolume<MaterialDensityPair44>* volData)
{
//First we free anything from the previous volume (if there was one).
m_mapOpenGLSurfaceMeshes.clear();
m_mapSurfaceMeshes.clear();
m_volData = volData;
//If we have any volume data then generate the new surface patches.
if(m_volData != 0)
{
m_uVolumeWidthInRegions = volData->getWidth() / m_uRegionSideLength;
m_uVolumeHeightInRegions = volData->getHeight() / m_uRegionSideLength;
m_uVolumeDepthInRegions = volData->getDepth() / m_uRegionSideLength;
//Our volume is broken down into cuboid regions, and we create one mesh for each region.
//This three-level for loop iterates over each region.
for(uint16_t uRegionZ = 0; uRegionZ < m_uVolumeDepthInRegions; ++uRegionZ)
{
std::cout << "uRegionZ = " << uRegionZ << " of " << m_uVolumeDepthInRegions << std::endl;
for(uint16_t uRegionY = 0; uRegionY < m_uVolumeHeightInRegions; ++uRegionY)
{
for(uint16_t uRegionX = 0; uRegionX < m_uVolumeWidthInRegions; ++uRegionX)
{
//Compute the extents of the current region
//FIXME - This is a little complex? PolyVox could
//provide more functions for dealing with regions?
int32_t regionStartX = uRegionX * m_uRegionSideLength;
int32_t regionStartY = uRegionY * m_uRegionSideLength;
int32_t regionStartZ = uRegionZ * m_uRegionSideLength;
int32_t regionEndX = regionStartX + m_uRegionSideLength;
int32_t regionEndY = regionStartY + m_uRegionSideLength;
int32_t regionEndZ = regionStartZ + m_uRegionSideLength;
Vector3DInt32 regLowerCorner(regionStartX, regionStartY, regionStartZ);
Vector3DInt32 regUpperCorner(regionEndX, regionEndY, regionEndZ);
//Extract the surface for this region
//extractSurface(m_volData, 0, PolyVox::Region(regLowerCorner, regUpperCorner), meshCurrent);
std::shared_ptr< SurfaceMesh<MarchingCubesVertex<MaterialDensityPair44> > > mesh(new SurfaceMesh<MarchingCubesVertex<MaterialDensityPair44> >);
MarchingCubesSurfaceExtractor< LargeVolume<MaterialDensityPair44> > surfaceExtractor(volData, PolyVox::Region(regLowerCorner, regUpperCorner), mesh.get());
surfaceExtractor.execute();
//decimatedMesh->generateAveragedFaceNormals(true);
//computeNormalsForVertices(m_volData, *(decimatedMesh.get()), SOBEL_SMOOTHED);
//*meshCurrent = getSmoothedSurface(*meshCurrent);
//mesh->smooth(0.3f);
//meshCurrent->generateAveragedFaceNormals(true);
if(mesh->m_vecTriangleIndices.size() > 0)
{
Vector3DUint8 v3dRegPos(uRegionX,uRegionY,uRegionZ);
if(m_bUseOpenGLVertexBufferObjects)
{
OpenGLSurfaceMesh openGLSurfaceMesh = BuildOpenGLSurfaceMesh(*(mesh.get()));
m_mapOpenGLSurfaceMeshes.insert(make_pair(v3dRegPos, openGLSurfaceMesh));
}
//else
//{
m_mapSurfaceMeshes.insert(make_pair(v3dRegPos, mesh));
//}
//delete meshCurrent;
}
}
}
}
//Projection matrix is dependant on volume size, so we need to set it up again.
setupProjectionMatrix();
}
}
void OpenGLWidget::initializeGL()
{
m_bUseOpenGLVertexBufferObjects = true;
if(m_bUseOpenGLVertexBufferObjects)
{
//We need GLEW to access recent OpenGL functionality
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
cout << "GLEW Error: " << glewGetErrorString(err) << endl;
}
}
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 OpenGLWidget::resizeGL(int w, int h)
{
//Setup the viewport based on the window size
glViewport(0, 0, w, h);
//Projection matrix is also dependant on the size of the current volume.
if(m_volData)
{
setupProjectionMatrix();
}
}
void OpenGLWidget::paintGL()
{
if(m_volData)
{
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
//Moves the camera back so we can see the volume
glTranslatef(0.0f, 0.0f, -m_volData->getDiagonalLength());
glRotatef(m_xRotation, 1.0f, 0.0f, 0.0f);
glRotatef(m_yRotation, 0.0f, 1.0f, 0.0f);
//Centre the volume on the origin
glTranslatef(-g_uVolumeSideLength/2,-g_uVolumeSideLength/2,-g_uVolumeSideLength/2);
for(uint16_t uRegionZ = 0; uRegionZ < m_uVolumeDepthInRegions; ++uRegionZ)
{
for(uint16_t uRegionY = 0; uRegionY < m_uVolumeHeightInRegions; ++uRegionY)
{
for(uint16_t uRegionX = 0; uRegionX < m_uVolumeWidthInRegions; ++uRegionX)
{
Vector3DUint8 v3dRegPos(uRegionX,uRegionY,uRegionZ);
if(m_mapSurfaceMeshes.find(v3dRegPos) != m_mapSurfaceMeshes.end())
{
std::shared_ptr< SurfaceMesh<MarchingCubesVertex<MaterialDensityPair44> > > meshCurrent = m_mapSurfaceMeshes[v3dRegPos];
unsigned int uLodLevel = 0; //meshCurrent->m_vecLodRecords.size() - 1;
if(m_bUseOpenGLVertexBufferObjects)
{
renderRegionVertexBufferObject(m_mapOpenGLSurfaceMeshes[v3dRegPos], uLodLevel);
}
else
{
renderRegionImmediateMode(*meshCurrent, uLodLevel);
}
}
}
}
}
GLenum errCode;
const GLubyte *errString;
if ((errCode = glGetError()) != GL_NO_ERROR)
{
errString = gluErrorString(errCode);
cout << "OpenGL Error: " << errString << endl;
}
}
}
void OpenGLWidget::mousePressEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
m_LastFrameMousePos = m_CurrentMousePos;
}
void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
m_xRotation += diff.x();
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;;
}
void OpenGLWidget::setupProjectionMatrix(void)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float frustumSize = m_volData->getDiagonalLength() / 2.0f;
float aspect = static_cast<float>(width()) / static_cast<float>(height());
glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 5000);
}

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@ -1,99 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __PolyVox_OpenGLWidget_H__
#define __PolyVox_OpenGLWidget_H__
#include "glew/glew.h"
#include <QGLWidget>
#include <QTimer>
#include "PolyVoxCore/LargeVolume.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/Impl/Utility.h"
#include "OpenGLImmediateModeSupport.h"
#include "OpenGLVertexBufferObjectSupport.h"
#include "Shapes.h"
const int32_t g_uVolumeSideLength = 128;
struct Vector3DUint8Compare
{
bool operator() (const PolyVox::Vector3DUint8& a, const PolyVox::Vector3DUint8& b) const
{
const uint32_t size = 3;
for(uint32_t ct = 0; ct < size; ++ct)
{
if (a.getElement(ct) < b.getElement(ct))
return true;
if (b.getElement(ct) < a.getElement(ct))
return false;
}
return false;
}
};
class OpenGLWidget : public QGLWidget
{
public:
OpenGLWidget(QWidget *parent);
void setVolume(PolyVox::LargeVolume<PolyVox::MaterialDensityPair44>* volData);
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
protected:
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
void setupProjectionMatrix(void);
QPoint m_LastFrameMousePos;
QPoint m_CurrentMousePos;
int m_xRotation;
int m_yRotation;
QTimer *timer;
bool m_bUseOpenGLVertexBufferObjects;
//Creates a volume 128x128x128
PolyVox::LargeVolume<PolyVox::MaterialDensityPair44>* m_volData;
//Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region
std::map<PolyVox::Vector3DUint8, OpenGLSurfaceMesh, Vector3DUint8Compare> m_mapOpenGLSurfaceMeshes;
std::map<PolyVox::Vector3DUint8, std::shared_ptr<PolyVox::SurfaceMesh<PolyVox::MarchingCubesVertex<PolyVox::MaterialDensityPair44> > >, Vector3DUint8Compare> m_mapSurfaceMeshes;
unsigned int m_uRegionSideLength;
unsigned int m_uVolumeWidthInRegions;
unsigned int m_uVolumeHeightInRegions;
unsigned int m_uVolumeDepthInRegions;
};
#endif //__PolyVox_OpenGLWidget_H__

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@ -27,7 +27,7 @@ freely, subject to the following restrictions:
using namespace PolyVox;
void createSphereInVolume(LargeVolume<MaterialDensityPair44>& volData, float fRadius, uint8_t uValue)
void createSphereInVolume(LargeVolume<MaterialDensityPair88>& volData, float fRadius, uint8_t uValue)
{
//This vector hold the position of the center of the volume
Vector3DInt32 v3dVolCenter = (volData.getEnclosingRegion().getUpperCorner() - volData.getEnclosingRegion().getLowerCorner()) / static_cast<int32_t>(2);
@ -48,17 +48,17 @@ void createSphereInVolume(LargeVolume<MaterialDensityPair44>& volData, float fRa
//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()));
volData.setVoxelAt(x,y,z, MaterialDensityPair88(uValue, uValue > 0 ? MaterialDensityPair88::getMaxDensity() : MaterialDensityPair88::getMinDensity()));
}
}
}
}
}
void createCubeInVolume(LargeVolume<MaterialDensityPair44>& volData, Vector3DInt32 lowerCorner, Vector3DInt32 upperCorner, uint8_t uValue)
void createCubeInVolume(LargeVolume<MaterialDensityPair88>& volData, Vector3DInt32 lowerCorner, Vector3DInt32 upperCorner, uint8_t uValue)
{
uint8_t maxDen = MaterialDensityPair44::getMaxDensity();
uint8_t minDen = MaterialDensityPair44::getMinDensity();
uint8_t maxDen = MaterialDensityPair88::getMaxDensity();
uint8_t minDen = MaterialDensityPair88::getMinDensity();
//This three-level for loop iterates over every voxel between the specified corners
for (int z = lowerCorner.getZ(); z <= upperCorner.getZ(); z++)
{
@ -66,7 +66,7 @@ void createCubeInVolume(LargeVolume<MaterialDensityPair44>& volData, Vector3DInt
{
for (int x = lowerCorner.getX() ; x <= upperCorner.getX(); x++)
{
volData.setVoxelAt(x,y,z, MaterialDensityPair44(uValue, uValue > 0 ? maxDen : minDen));
volData.setVoxelAt(x,y,z, MaterialDensityPair88(uValue, uValue > 0 ? maxDen : minDen));
}
}
}

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@ -27,7 +27,7 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/LargeVolume.h"
#include "PolyVoxCore/MaterialDensityPair.h"
void createSphereInVolume(PolyVox::LargeVolume<PolyVox::MaterialDensityPair44>& volData, float fRadius, uint8_t uValue);
void createCubeInVolume(PolyVox::LargeVolume<PolyVox::MaterialDensityPair44>& volData, PolyVox::Vector3DInt32 lowerCorner, PolyVox::Vector3DInt32 upperCorner, uint8_t uValue);
void createSphereInVolume(PolyVox::LargeVolume<PolyVox::MaterialDensityPair88>& volData, float fRadius, uint8_t uValue);
void createCubeInVolume(PolyVox::LargeVolume<PolyVox::MaterialDensityPair88>& volData, PolyVox::Vector3DInt32 lowerCorner, PolyVox::Vector3DInt32 upperCorner, uint8_t uValue);
#endif //__OpenGLExample_Shapes_H__

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@ -22,16 +22,15 @@ freely, subject to the following restrictions:
*******************************************************************************/
#include "PolyVoxCore/FilePager.h"
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
#include "PolyVoxCore/MaterialDensityPair.h"
#include "PolyVoxCore/LargeVolume.h"
#include "PolyVoxCore/LowPassFilter.h"
#include "PolyVoxCore/RawVolume.h"
#include "PolyVoxCore/RLEBlockCompressor.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/Impl/Utility.h"
#include "OpenGLImmediateModeSupport.h"
#include "OpenGLVertexBufferObjectSupport.h"
#include "Shapes.h"
#include "OpenGLWidget.h"
@ -48,11 +47,13 @@ using namespace std;
using namespace PolyVox;
using namespace std;
const int32_t g_uVolumeSideLength = 128;
int main(int argc, char *argv[])
{
RLEBlockCompressor<MaterialDensityPair44>* compressor = new RLEBlockCompressor<MaterialDensityPair44>();
FilePager<MaterialDensityPair44>* pager = new FilePager<MaterialDensityPair44>("./");
LargeVolume<MaterialDensityPair44> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(g_uVolumeSideLength-1, g_uVolumeSideLength-1, g_uVolumeSideLength-1)), compressor, pager);
RLEBlockCompressor<MaterialDensityPair88>* compressor = new RLEBlockCompressor<MaterialDensityPair88>();
FilePager<MaterialDensityPair88>* pager = new FilePager<MaterialDensityPair88>("./");
LargeVolume<MaterialDensityPair88> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(g_uVolumeSideLength - 1, g_uVolumeSideLength - 1, g_uVolumeSideLength - 1)), compressor, pager);
//Make our volume contain a sphere in the center.
int32_t minPos = 0;
@ -80,15 +81,6 @@ int main(int argc, char *argv[])
createCubeInVolume(volData, Vector3DInt32(midPos-10, 1, midPos-10), Vector3DInt32(midPos+10, maxPos-1, midPos+10), MaterialDensityPair44::getMaxDensity());
createCubeInVolume(volData, Vector3DInt32(midPos-10, midPos-10 ,1), Vector3DInt32(midPos+10, midPos+10, maxPos-1), MaterialDensityPair44::getMaxDensity());
//I've removed this smoothing because it doesn't really make sense to apply a low pass filter to a volume with material values.
//I could implement the mathematical operators for MaterialDensityPair in such a way that they ignores the materials but this
//seems to be setting a bad example. Users can add this operators in their own classes if they want smoothing.
//RawVolume<MaterialDensityPair44> tempVolume(PolyVox::Region(0,0,0,128, 128, 128));
//LowPassFilter< LargeVolume<MaterialDensityPair44>, RawVolume<MaterialDensityPair44> > pass1(&volData, PolyVox::Region(Vector3DInt32(62, 62, 62), Vector3DInt32(126, 126, 126)), &tempVolume, PolyVox::Region(Vector3DInt32(62, 62, 62), Vector3DInt32(126, 126, 126)), 3);
//pass1.executeSAT();
//LowPassFilter< RawVolume<MaterialDensityPair44>, LargeVolume<MaterialDensityPair44> > pass2(&tempVolume, PolyVox::Region(Vector3DInt32(62, 62, 62), Vector3DInt32(126, 126, 126)), &volData, PolyVox::Region(Vector3DInt32(62, 62, 62), Vector3DInt32(126, 126, 126)), 3);
//pass2.executeSAT();
QApplication app(argc, argv);
OpenGLWidget openGLWidget(0);
@ -96,12 +88,62 @@ int main(int argc, char *argv[])
openGLWidget.show();
QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
if (!shader->addShaderFromSourceFile(QGLShader::Vertex, ":/openglexample.vert"))
{
std::cerr << shader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
if (!shader->addShaderFromSourceFile(QGLShader::Fragment, ":/openglexample.frag"))
{
std::cerr << shader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
openGLWidget.setShader(shader);
QTime time;
time.start();
openGLWidget.setVolume(&volData);
//openGLWidget.setVolume(&volData);
cout << endl << "Time taken = " << time.elapsed() / 1000.0f << "s" << endl << endl;
//return 0;
const int32_t extractedRegionSize = 32;
int meshCounter = 0;
for (int32_t z = 0; z < volData.getDepth(); z += extractedRegionSize)
{
for (int32_t y = 0; y < volData.getHeight(); y += extractedRegionSize)
{
for (int32_t x = 0; x < volData.getWidth(); x += extractedRegionSize)
{
// Specify the region to extract based on a starting position and the desired region sze.
PolyVox::Region regToExtract(x, y, z, x + extractedRegionSize, y + extractedRegionSize, z + extractedRegionSize);
// If you uncomment this line you will be able to see that the volume is rendered as multiple seperate meshes.
//regToExtract.shrink(1);
// Perform the extraction for this region of the volume
auto mesh = extractMarchingCubesMesh(&volData, regToExtract);
// The returned mesh needs to be decoded to be appropriate for GPU rendering.
auto decodedMesh = decode(mesh);
// Pass the surface to the OpenGL window. Note that we are also passing an offset in this multi-mesh example. This is because
// the surface extractors return a mesh with 'local space' positions to reduce storage requirements and precision problems.
openGLWidget.addMesh(decodedMesh, decodedMesh.getOffset());
meshCounter++;
}
}
}
cout << "Rendering volume as " << meshCounter << " seperate meshes" << endl;
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
return app.exec();
}

View File

@ -0,0 +1,45 @@
#version 130
in vec4 worldPosition; //Passed in from the vertex shader
in vec3 normalFromVS;
flat in ivec2 materialFromVS;
out vec4 outputColor;
void main()
{
// The first byte of our voxel data is the material.
// We use this to decide how to color the fragment.
vec4 surfaceColor;
switch(materialFromVS.x)
{
case 1:
surfaceColor = vec4(1.0, 0.0, 0.0, 1.0);
break;
case 2:
surfaceColor = vec4(0.0, 1.0, 0.0, 1.0);
break;
case 3:
surfaceColor = vec4(0.0, 0.0, 1.0, 1.0);
break;
case 4:
surfaceColor = vec4(1.0, 1.0, 0.0, 1.0);
break;
case 5:
surfaceColor = vec4(1.0, 0.0, 1.0, 1.0);
break;
default:
surfaceColor = vec4(1.0, 1.0, 1.0, 1.0);
break;
}
// Quick and dirty lighting, obviously a real implementation
// should pass light properties as shader parameters, etc.
vec3 lightDir = vec3(0.0, 0.0, 1.0);
float diffuse = clamp(dot(lightDir, normalFromVS), 0.0, 1.0);
diffuse *= 0.7; // Dim the diffuse a bit
float ambient = 0.3; // Add some ambient
float lightIntensity = diffuse + ambient; // Compute the final light intensity
outputColor = surfaceColor * lightIntensity; //Compute final rendered color
}

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@ -0,0 +1,6 @@
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>openglexample.vert</file>
<file>openglexample.frag</file>
</qresource>
</RCC>

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@ -0,0 +1,26 @@
#version 140
in vec4 position; // This will be the position of the vertex in model-space
in vec4 normal; // The normal data may not have been set
in ivec2 material;
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
out vec3 normalFromVS;
flat out ivec2 materialFromVS;
void main()
{
// Compute the usual OpenGL transformation to clip space.
gl_Position = cameraToClipMatrix * worldToCameraMatrix * modelToWorldMatrix * position;
// This example is demonstrating the marching cubes mesh, which does have per-vertex normals. We can
// just pass them through, though real code might want to deal with transforming normals appropriatly.
normalFromVS = normal.xyz;
// Nothing special here, we just pass the material through to the fragment shader.
materialFromVS = material;
}

View File

@ -26,7 +26,7 @@ PROJECT(PagingExample)
#Projects source files
SET(SRC_FILES
main.cpp
OpenGLWidget.cpp
../common/OpenGLWidget.cpp
Perlin.cpp
)
@ -38,25 +38,29 @@ SET(INC_FILES
add_definitions(-DGLEW_STATIC)
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${SRC_FILES})
SOURCE_GROUP("Headers" FILES ${INC_FILES})
FIND_PACKAGE(OpenGL REQUIRED)
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
#This will include the shader files inside the compiled binary
QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
# Put the resources in a seperate folder in Visual Studio
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC})
#Build
ADD_EXECUTABLE(PagingExample ${SRC_FILES})
ADD_EXECUTABLE(PagingExample ${SRC_FILES} ${COMMON_RESOURCES_RCC})
IF(MSVC)
SET_TARGET_PROPERTIES(PagingExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
ENDIF(MSVC)
TARGET_LINK_LIBRARIES(PagingExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET PagingExample PROPERTY FOLDER "Examples")
configure_file(../common/example.vert example.vert COPYONLY)
configure_file(../common/example.frag example.frag COPYONLY)
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS PagingExample

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@ -1,135 +0,0 @@
#include "OpenGLWidget.h"
#include <QMouseEvent>
using namespace PolyVox;
using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_uBeginIndex(0)
,m_uEndIndex(0)
,noOfIndices(0)
,m_xRotation(0)
,m_yRotation(0)
{
}
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<CubicVertex<MaterialDensityPair44> >& surfaceMesh)
{
if((surfaceMesh.getNoOfIndices() == 0) || (surfaceMesh.getNoOfVertices() == 0))
{
//We don't have a valid mesh
return;
}
//Convienient access to the vertices and indices
const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
const vector<CubicVertex<MaterialDensityPair44> >& vecVertices = surfaceMesh.getVertices();
//Build an OpenGL index buffer
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
//Build an OpenGL vertex buffer
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<MaterialDensityPair44>), pVertices, GL_STATIC_DRAW);
m_uBeginIndex = 0;
m_uEndIndex = vecIndices.size();
noOfIndices = surfaceMesh.getNoOfIndices();
}
void OpenGLWidget::initializeGL()
{
//We need GLEW to access recent OpenGL functionality
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
}
//Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
//Enable the depth buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//Enable smooth lighting
//glEnable(GL_LIGHTING);
//glEnable(GL_LIGHT0);
//glShadeModel(GL_SMOOTH);
//We'll be rendering with index/vertex arrays
glEnableClientState(GL_VERTEX_ARRAY);
//glEnableClientState(GL_NORMAL_ARRAY);
}
void OpenGLWidget::resizeGL(int w, int h)
{
//Setup the viewport
glViewport(0, 0, w, h);
//Set up the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float frustumSize = 128.0f * 1.7f; //Half the volume diagonal
float aspect = static_cast<float>(width()) / static_cast<float>(height());
glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 10.0, 10000);
}
void OpenGLWidget::paintGL()
{
if(noOfIndices == 0)
{
//Nothing to render
return;
}
//Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Set up the viewing transformation
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5000.0f); //Centre volume and move back
glRotatef(m_xRotation, 1.0f, 0.0f, 0.0f);
glRotatef(m_yRotation, 0.0f, 1.0f, 0.0f);
glTranslatef(-128.0f,-128.0f,-128.0f); //Centre volume and move back
//Bind the index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
//Bind the vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexPointer(3, GL_FLOAT, sizeof(CubicVertex<MaterialDensityPair44>), 0);
//glNormalPointer(GL_FLOAT, sizeof(CubicVertex<MaterialDensityPair44>), (GLvoid*)12);
glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
}
void OpenGLWidget::mousePressEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}
void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
m_xRotation += diff.x();
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}

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@ -1,68 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __BasicExample_OpenGLWidget_H__
#define __BasicExample_OpenGLWidget_H__
#include "PolyVoxCore/MaterialDensityPair.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "glew/glew.h"
#include <QGLWidget>
class OpenGLWidget : public QGLWidget
{
public:
//Constructor
OpenGLWidget(QWidget *parent);
//Mouse handling
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
//Convert a SrfaceMesh to OpenGL index/vertex buffers
void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::CubicVertex<PolyVox::MaterialDensityPair44> >& surfaceMesh);
protected:
//Qt OpenGL functions
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
//Index/vertex buffer data
GLuint m_uBeginIndex;
GLuint m_uEndIndex;
GLuint noOfIndices;
GLuint indexBuffer;
GLuint vertexBuffer;
//Mouse data
QPoint m_LastFrameMousePos;
QPoint m_CurrentMousePos;
int m_xRotation;
int m_yRotation;
};
#endif //__BasicExample_OpenGLWidget_H__

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@ -29,7 +29,7 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
#include "PolyVoxCore/Pager.h"
#include "PolyVoxCore/RLEBlockCompressor.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/LargeVolume.h"
#include <QApplication>
@ -185,12 +185,16 @@ int main(int argc, char *argv[])
std::cout << "Memory usage: " << (volData.calculateSizeInBytes()/1024.0/1024.0) << "MB" << std::endl;
std::cout << "Compression ratio: 1 to " << (1.0/(volData.calculateCompressionRatio())) << std::endl;
//Extract the surface
auto mesh = extractCubicSurface(&volData, reg);
//Extract the surface
auto mesh = extractCubicMesh(&volData, reg2);
std::cout << "#vertices: " << mesh.getNoOfVertices() << std::endl;
auto decodedMesh = decode(mesh);
//Pass the surface to the OpenGL window
openGLWidget.setSurfaceMeshToRender(mesh);
openGLWidget.addMesh(decodedMesh);
openGLWidget.setViewableRegion(reg2);
//Run the message pump.
return app.exec();

View File

@ -21,6 +21,4 @@
PROJECT(PythonExample)
SOURCE_GROUP("Sources" FILES PythonExample.py)
configure_file(PythonExample.py PythonExample.py COPYONLY)

View File

@ -26,7 +26,7 @@ PROJECT(SmoothLODExample)
#Projects source files
SET(SRC_FILES
main.cpp
OpenGLWidget.cpp
../common/OpenGLWidget.cpp
)
#Projects headers files
@ -36,25 +36,29 @@ SET(INC_FILES
add_definitions(-DGLEW_STATIC)
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${SRC_FILES})
SOURCE_GROUP("Headers" FILES ${INC_FILES})
FIND_PACKAGE(OpenGL REQUIRED)
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
#This will include the shader files inside the compiled binary
QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
# Put the resources in a seperate folder in Visual Studio
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC})
#Build
ADD_EXECUTABLE(SmoothLODExample ${SRC_FILES})
ADD_EXECUTABLE(SmoothLODExample ${SRC_FILES} ${COMMON_RESOURCES_RCC})
IF(MSVC)
SET_TARGET_PROPERTIES(SmoothLODExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127") #All warnings
ENDIF(MSVC)
TARGET_LINK_LIBRARIES(SmoothLODExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET SmoothLODExample PROPERTY FOLDER "Examples")
configure_file(../common/example.vert example.vert COPYONLY)
configure_file(../common/example.frag example.frag COPYONLY)
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS SmoothLODExample

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@ -1,195 +0,0 @@
#include "OpenGLWidget.h"
#include <QMouseEvent>
using namespace PolyVox;
using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_uBeginIndex(0)
,m_uEndIndex(0)
,indexBuffer(0)
,vertexBuffer(0)
,m_uBeginIndexLow(0)
,m_uEndIndexLow(0)
,indexBufferLow(0)
,vertexBufferLow(0)
,m_xRotation(0)
,m_yRotation(0)
{
}
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<MarchingCubesVertex<uint8_t> >& surfaceMesh)
{
//Convienient access to the vertices and indices
const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
const vector<MarchingCubesVertex<uint8_t> >& vecVertices = surfaceMesh.getVertices();
//Build an OpenGL index buffer
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
//Build an OpenGL vertex buffer
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(MarchingCubesVertex<uint8_t>), pVertices, GL_STATIC_DRAW);
m_uBeginIndex = 0;
m_uEndIndex = vecIndices.size();
}
void OpenGLWidget::setSurfaceMeshToRenderLowLOD(const PolyVox::SurfaceMesh<MarchingCubesVertex<uint8_t> >& surfaceMesh)
{
//Convienient access to the vertices and indices
const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
const vector<MarchingCubesVertex<uint8_t> >& vecVertices = surfaceMesh.getVertices();
//Build an OpenGL index buffer
glGenBuffers(1, &indexBufferLow);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferLow);
const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
//Build an OpenGL vertex buffer
glGenBuffers(1, &vertexBufferLow);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferLow);
const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(MarchingCubesVertex<uint8_t>), pVertices, GL_STATIC_DRAW);
m_uBeginIndexLow = 0;
m_uEndIndexLow = vecIndices.size();
}
void OpenGLWidget::initializeGL()
{
//We need GLEW to access recent OpenGL functionality
std::cout << "Initialising GLEW...";
GLenum result = glewInit();
if (result == GLEW_OK)
{
std::cout << "success" << std::endl;
}
else
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cout << "failed" << std::endl;
std::cout << "Initialising GLEW failed with the following error: " << glewGetErrorString(result) << std::endl;
exit(EXIT_FAILURE);
}
//Print out some information about the OpenGL implementation.
std::cout << "OpenGL Implementation Details:" << std::endl;
if(glGetString(GL_VENDOR))
std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
if(glGetString(GL_RENDERER))
std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
if(glGetString(GL_VERSION))
std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
if(glGetString(GL_SHADING_LANGUAGE_VERSION))
std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
//Check our version of OpenGL is recent enough.
//We need at least 1.5 for vertex buffer objects,
if (!GLEW_VERSION_1_5)
{
std::cout << "Error: You need OpenGL version 1.5 to run this example." << std::endl;
exit(EXIT_FAILURE);
}
//Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
//Enable the depth buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//Anable smooth lighting
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
//We'll be rendering with index/vertex arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
void OpenGLWidget::resizeGL(int w, int h)
{
//Setup the viewport
glViewport(0, 0, w, h);
//Set up the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float frustumSize = 32.0f; //Half the volume size
float aspect = static_cast<float>(width()) / static_cast<float>(height());
glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000);
}
void OpenGLWidget::paintGL()
{
//Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Set up the viewing transformation
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back
glRotatef(-m_xRotation, 0.0f, 1.0f, 0.0f);
glRotatef(-m_yRotation, 1.0f, 0.0f, 0.0f);
glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back
//Bind the index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
//Bind the vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexPointer(3, GL_FLOAT, sizeof(MarchingCubesVertex<uint8_t>), 0);
glNormalPointer(GL_FLOAT, sizeof(MarchingCubesVertex<uint8_t>), (GLvoid*)12);
glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
//Bind the index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferLow);
//Bind the vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferLow);
glVertexPointer(3, GL_FLOAT, sizeof(MarchingCubesVertex<uint8_t>), 0);
glNormalPointer(GL_FLOAT, sizeof(MarchingCubesVertex<uint8_t>), (GLvoid*)12);
glDrawRangeElements(GL_TRIANGLES, m_uBeginIndexLow, m_uEndIndexLow-1, m_uEndIndexLow - m_uBeginIndexLow, GL_UNSIGNED_INT, 0);
GLenum errCode = glGetError();
if(errCode != GL_NO_ERROR)
{
//What has replaced getErrorString() in the latest OpenGL?
std::cout << "OpenGL Error: " << errCode << std::endl;
}
}
void OpenGLWidget::mousePressEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}
void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
m_xRotation += diff.x();
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}

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@ -1,74 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __BasicExample_OpenGLWidget_H__
#define __BasicExample_OpenGLWidget_H__
#include "PolyVoxCore/SurfaceMesh.h"
#include "glew/glew.h"
#include <QGLWidget>
class OpenGLWidget : public QGLWidget
{
public:
//Constructor
OpenGLWidget(QWidget *parent);
//Mouse handling
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
//Convert a SrfaceMesh to OpenGL index/vertex buffers
void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::MarchingCubesVertex <uint8_t> >& surfaceMesh);
void setSurfaceMeshToRenderLowLOD(const PolyVox::SurfaceMesh<PolyVox::MarchingCubesVertex<uint8_t> >& surfaceMesh);
protected:
//Qt OpenGL functions
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
//Index/vertex buffer data
GLuint m_uBeginIndex;
GLuint m_uEndIndex;
//GLuint noOfIndices;
GLuint indexBuffer;
GLuint vertexBuffer;
GLuint m_uBeginIndexLow;
GLuint m_uEndIndexLow;
//GLuint noOfIndicesLow;
GLuint indexBufferLow;
GLuint vertexBufferLow;
//Mouse data
QPoint m_LastFrameMousePos;
QPoint m_CurrentMousePos;
int m_xRotation;
int m_yRotation;
};
#endif //__BasicExample_OpenGLWidget_H__

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@ -25,7 +25,7 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/Density.h"
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/RawVolume.h"
#include "PolyVoxCore/SimpleVolume.h"
#include "PolyVoxCore/VolumeResampler.h"
@ -89,17 +89,21 @@ int main(int argc, char *argv[])
VolumeResampler< SimpleVolume<uint8_t>, RawVolume<uint8_t> > volumeResampler(&volData, PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(31, 63, 63)), &volDataLowLOD, volDataLowLOD.getEnclosingRegion());
volumeResampler.execute();
//Extract the surface
auto meshLowLOD = extractMarchingCubesSurface(&volDataLowLOD, volDataLowLOD.getEnclosingRegion());
meshLowLOD.scaleVertices(/*2.0f*/63.0f / 31.0f);
//Extract the surface
auto meshLowLOD = extractMarchingCubesMesh(&volDataLowLOD, volDataLowLOD.getEnclosingRegion());
// The returned mesh needs to be decoded to be appropriate for GPU rendering.
auto decodedMeshLowLOD = decode(meshLowLOD);
//Extract the surface
auto meshHighLOD = extractMarchingCubesSurface(&volData, PolyVox::Region(Vector3DInt32(30, 0, 0), Vector3DInt32(63, 63, 63)));
meshHighLOD.translateVertices(Vector3DFloat(30, 0, 0));
auto meshHighLOD = extractMarchingCubesMesh(&volData, PolyVox::Region(Vector3DInt32(30, 0, 0), Vector3DInt32(63, 63, 63)));
// The returned mesh needs to be decoded to be appropriate for GPU rendering.
auto decodedMeshHighLOD = decode(meshHighLOD);
//Pass the surface to the OpenGL window
openGLWidget.setSurfaceMeshToRender(meshHighLOD);
openGLWidget.setSurfaceMeshToRenderLowLOD(meshLowLOD);
openGLWidget.addMesh(decodedMeshHighLOD, Vector3DInt32(30, 0, 0));
openGLWidget.addMesh(decodedMeshLowLOD, Vector3DInt32(0, 0, 0), 63.0f / 31.0f);
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
//Run the message pump.
return app.exec();

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@ -0,0 +1,196 @@
#include "OpenGLWidget.h"
#include <QMouseEvent>
#include <QMatrix4x4>
#include <QCoreApplication>
//#include <QtMath>
using namespace PolyVox;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Public functions
////////////////////////////////////////////////////////////////////////////////
OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_viewableRegion(PolyVox::Region(0, 0, 0, 255, 255, 255))
,m_xRotation(0)
,m_yRotation(0)
{
}
void OpenGLWidget::setShader(QSharedPointer<QGLShaderProgram> shader)
{
mShader = shader;
}
void OpenGLWidget::setViewableRegion(PolyVox::Region viewableRegion)
{
m_viewableRegion = viewableRegion;
// The user has specifed a new viewable region
// so we need to regenerate our camera matrix.
setupWorldToCameraMatrix();
}
void OpenGLWidget::mousePressEvent(QMouseEvent* event)
{
// Initialise these variables which will be used when the mouse actually moves.
m_CurrentMousePos = event->pos();
m_LastFrameMousePos = m_CurrentMousePos;
}
void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
// Update the x and y rotations based on the mouse movement.
m_CurrentMousePos = event->pos();
QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
m_xRotation += diff.x();
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;
// The camera rotation has changed so we need to regenerate the matrix.
setupWorldToCameraMatrix();
// Re-render.
update();
}
////////////////////////////////////////////////////////////////////////////////
// Protected functions
////////////////////////////////////////////////////////////////////////////////
void OpenGLWidget::initializeGL()
{
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
}
//Print out some information about the OpenGL implementation.
std::cout << "OpenGL Implementation Details:" << std::endl;
if(glGetString(GL_VENDOR))
std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
if(glGetString(GL_RENDERER))
std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
if(glGetString(GL_VERSION))
std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
if(glGetString(GL_SHADING_LANGUAGE_VERSION))
std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
//Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0, 1.0);
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->addShaderFromSourceFile(QGLShader::Vertex, ":/example.vert"))
{
std::cerr << mShader->log().toStdString() << std::endl;
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->addShaderFromSourceFile(QGLShader::Fragment, ":/example.frag"))
{
std::cerr << mShader->log().toStdString() << std::endl;
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);
if (!mShader->link())
{
std::cerr << mShader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
// Initial setup of camera.
setupWorldToCameraMatrix();
}
void OpenGLWidget::resizeGL(int w, int h)
{
//Setup the viewport
glViewport(0, 0, w, h);
auto aspectRatio = w / (float)h;
float zNear = 1.0;
float zFar = 1000.0;
cameraToClipMatrix.setToIdentity();
cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
}
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)
{
std::cerr << "OpenGL Error: " << errCode << std::endl;
}
}
////////////////////////////////////////////////////////////////////////////////
// Private functions
////////////////////////////////////////////////////////////////////////////////
void OpenGLWidget::setupWorldToCameraMatrix()
{
QVector3D lowerCorner(m_viewableRegion.getLowerX(), m_viewableRegion.getLowerY(), m_viewableRegion.getLowerZ());
QVector3D upperCorner(m_viewableRegion.getUpperX(), m_viewableRegion.getUpperY(), m_viewableRegion.getUpperZ());
QVector3D centerPoint = (lowerCorner + upperCorner) * 0.5;
float fDiagonalLength = (upperCorner - lowerCorner).length();
worldToCameraMatrix.setToIdentity();
worldToCameraMatrix.translate(0, 0, -fDiagonalLength / 2.0f); //Move the camera back by the required amount
worldToCameraMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
worldToCameraMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
worldToCameraMatrix.translate(-centerPoint); //centre the model on the origin
}

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@ -0,0 +1,156 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __BasicExample_OpenGLWidget_H__
#define __BasicExample_OpenGLWidget_H__
#include "PolyVoxCore/Mesh.h"
#include "glew/glew.h"
#include <QGLWidget>
#include <QGLShaderProgram>
// This structure holds all the data required
// to render one of our meshes through OpenGL.
struct OpenGLMeshData
{
GLuint noOfIndices;
GLuint indexBuffer;
GLuint vertexBuffer;
GLuint vertexArrayObject;
QVector3D translation;
float scale;
};
// Our OpenGLWidget is used by all the examples to render the extracted meshes. It is
// fairly specific to our needs (you probably won't want to use it in your own project)
// but should provide a useful illustration of how PolyVox meshes can be rendered.
class OpenGLWidget : public QGLWidget
{
public:
// Constructor
OpenGLWidget(QWidget *parent);
// Convert a PolyVox mesh to OpenGL index/vertex buffers. Inlined because it's templatised.
template <typename DataType>
void addMesh(const PolyVox::Mesh< PolyVox::Vertex< DataType > >& surfaceMesh, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f)
{
// Convienient access to the vertices and indices
const auto& vecIndices = surfaceMesh.getIndices();
const auto& vecVertices = surfaceMesh.getVertices();
// This struct holds the OpenGL properties (buffer handles, etc) which will be used
// to render our mesh. We copy the data from the PolyVox mesh into this structure.
OpenGLMeshData meshData;
// Create the VAO for the mesh
glGenVertexArrays(1, &(meshData.vertexArrayObject));
glBindVertexArray(meshData.vertexArrayObject);
// The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &(meshData.vertexBuffer));
glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PolyVox::Vertex< DataType >), vecVertices.data(), GL_STATIC_DRAW);
// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &(meshData.indexBuffer));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PolyVox::Vertex< DataType >), (GLvoid*)(offsetof(PolyVox::Vertex< DataType >, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
// shader. This is mostly just to simplify this example code - in a real application you will know whether your
// chosen surface extractor generates normals and can skip uploading them if not.
glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(PolyVox::Vertex< DataType >), (GLvoid*)(offsetof(PolyVox::Vertex< DataType >, normal)));
// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
GLint size = (std::min)(sizeof(DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(PolyVox::Vertex< DataType >), (GLvoid*)(offsetof(PolyVox::Vertex< DataType >, data)));
// We're done uploading and can now unbind.
glBindVertexArray(0);
// A few additional properties can be copied across for use during rendering.
meshData.noOfIndices = vecIndices.size();
meshData.translation = QVector3D(translation.getX(), translation.getY(), translation.getZ());
meshData.scale = scale;
// Now add the mesh to the list of meshes to render.
addMeshData(meshData);
}
void addMeshData(OpenGLMeshData meshData)
{
mMeshData.push_back(meshData);
}
// For our purposes we use a single shader for the whole volume, and
// this example framework is only meant to show a single volume at a time
void setShader(QSharedPointer<QGLShaderProgram> shader);
// The viewable region can be adjusted so that this example framework can be used for different volume sizes.
void setViewableRegion(PolyVox::Region viewableRegion);
// Mouse handling
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
protected:
// Qt OpenGL functions
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
void setupWorldToCameraMatrix();
// Index/vertex buffer data
std::vector<OpenGLMeshData> mMeshData;
QSharedPointer<QGLShaderProgram> mShader;
// Matrices
QMatrix4x4 worldToCameraMatrix;
QMatrix4x4 cameraToClipMatrix;
// Mouse data
QPoint m_LastFrameMousePos;
QPoint m_CurrentMousePos;
// Camera setup
PolyVox::Region m_viewableRegion;
int m_xRotation;
int m_yRotation;
};
#endif //__BasicExample_OpenGLWidget_H__

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@ -0,0 +1,19 @@
#version 130
// 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)));
// 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);
}

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@ -0,0 +1,6 @@
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>example.vert</file>
<file>example.frag</file>
</qresource>
</RCC>

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@ -0,0 +1,20 @@
#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;
// 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;
}

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@ -27,7 +27,6 @@ SET(CORE_SRC_FILES
source/ArraySizes.cpp
source/AStarPathfinder.cpp
source/Region.cpp
source/VertexTypes.cpp
)
#Projects headers files
@ -66,6 +65,8 @@ SET(CORE_INC_FILES
include/PolyVoxCore/MarchingCubesSurfaceExtractor.inl
include/PolyVoxCore/Material.h
include/PolyVoxCore/MaterialDensityPair.h
include/PolyVoxCore/Mesh.h
include/PolyVoxCore/Mesh.inl
include/PolyVoxCore/MinizBlockCompressor.h
include/PolyVoxCore/MinizBlockCompressor.inl
include/PolyVoxCore/Pager.h
@ -84,13 +85,11 @@ SET(CORE_INC_FILES
include/PolyVoxCore/SimpleVolume.inl
include/PolyVoxCore/SimpleVolumeBlock.inl
include/PolyVoxCore/SimpleVolumeSampler.inl
include/PolyVoxCore/SurfaceMesh.h
include/PolyVoxCore/SurfaceMesh.inl
include/PolyVoxCore/UncompressedBlock.h
include/PolyVoxCore/UncompressedBlock.inl
include/PolyVoxCore/Vector.h
include/PolyVoxCore/Vector.inl
include/PolyVoxCore/VertexTypes.h
include/PolyVoxCore/Vertex.h
include/PolyVoxCore/VolumeResampler.h
include/PolyVoxCore/VolumeResampler.inl
include/PolyVoxCore/VoxelFilters.h
@ -130,11 +129,11 @@ SET(IMPL_INC_FILES
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${CORE_SRC_FILES})
SOURCE_GROUP("Headers" FILES ${CORE_INC_FILES})
SOURCE_GROUP("Source Files" FILES ${CORE_SRC_FILES})
SOURCE_GROUP("Header Files" FILES ${CORE_INC_FILES})
SOURCE_GROUP("Sources\\Impl" FILES ${IMPL_SRC_FILES})
SOURCE_GROUP("Headers\\Impl" FILES ${IMPL_INC_FILES})
SOURCE_GROUP("Source Files\\Impl" FILES ${IMPL_SRC_FILES})
SOURCE_GROUP("Header Files\\Impl" FILES ${IMPL_INC_FILES})
#Tell CMake the paths
INCLUDE_DIRECTORIES(${CMAKE_CURRENT_BINARY_DIR}/include ${CMAKE_CURRENT_SOURCE_DIR}/include)

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@ -31,10 +31,47 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/Array.h"
#include "PolyVoxCore/BaseVolume.h" //For wrap modes... should move these?
#include "PolyVoxCore/DefaultIsQuadNeeded.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/Vertex.h"
namespace PolyVox
{
#ifdef SWIG
struct CubicVertex
#else
template<typename _DataType>
struct POLYVOX_API CubicVertex
#endif
{
typedef _DataType DataType;
// Each component of the position is stored as a single unsigned byte.
// The true position is found by offseting each component by 0.5f.
Vector3DUint8 encodedPosition;
// User data
DataType data;
};
/// Decodes a position from a CubicVertex
inline Vector3DFloat decode(const Vector3DUint8& encodedPosition)
{
Vector3DFloat result(encodedPosition.getX(), encodedPosition.getY(), encodedPosition.getZ());
result -= 0.5f; // Apply the required offset
return result;
}
/// Decodes a MarchingCubesVertex by converting it into a regular Vertex which can then be directly used for rendering.
template<typename DataType>
Vertex<DataType> decode(const CubicVertex<DataType>& cubicVertex)
{
Vertex<DataType> result;
result.position = decode(cubicVertex.encodedPosition);
result.normal.setElements(0.0f, 0.0f, 0.0f); // Currently not calculated
result.data = cubicVertex.data; // Data is not encoded
return result;
}
/// The CubicSurfaceExtractor creates a mesh in which each voxel appears to be rendered as a cube
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// Introduction
@ -76,7 +113,7 @@ namespace PolyVox
///
/// Another scenario which sometimes results in confusion is when you wish to extract a region which corresponds to the whole volume, partcularly when solid voxels extend right to the edge of the volume.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
template<typename VolumeType, typename IsQuadNeeded>
template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
class CubicSurfaceExtractor
{
struct IndexAndMaterial
@ -113,9 +150,9 @@ namespace PolyVox
// This is a bit ugly - it seems that the C++03 syntax is different from the C++11 syntax? See this thread: http://stackoverflow.com/questions/6076015/typename-outside-of-template
// Long term we should probably come back to this and if the #ifdef is still needed then maybe it should check for C++11 mode instead of MSVC?
#if defined(_MSC_VER)
CubicSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType(), bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded());
CubicSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType(), bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded());
#else
CubicSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType(), bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded());
CubicSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType(), bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded());
#endif
@ -135,7 +172,7 @@ namespace PolyVox
Region m_regSizeInVoxels;
//The surface patch we are currently filling.
SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> >* m_meshCurrent;
MeshType* m_meshCurrent;
//Used to avoid creating duplicate vertices.
Array<3, IndexAndMaterial> m_previousSliceVertices;
@ -159,10 +196,11 @@ namespace PolyVox
};
template<typename VolumeType, typename IsQuadNeeded>
SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicSurface(VolumeType* volData, Region region, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, bool bMergeQuads, IsQuadNeeded isQuadNeeded)
Mesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicMesh(VolumeType* volData, Region region, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, bool bMergeQuads, IsQuadNeeded isQuadNeeded)
{
SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> > result;
CubicSurfaceExtractor<VolumeType, IsQuadNeeded> extractor(volData, region, &result, eWrapMode, tBorderValue, bMergeQuads, isQuadNeeded);
typedef Mesh<CubicVertex<typename VolumeType::VoxelType> > MeshType;
MeshType result;
CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded> extractor(volData, region, &result, eWrapMode, tBorderValue, bMergeQuads, isQuadNeeded);
extractor.execute();
return result;
}
@ -171,13 +209,13 @@ namespace PolyVox
// This is a bit ugly - it seems that the C++03 syntax is different from the C++11 syntax? See this thread: http://stackoverflow.com/questions/6076015/typename-outside-of-template
// Long term we should probably come back to this and if the #ifdef is still needed then maybe it should check for C++11 mode instead of MSVC?
#if defined(_MSC_VER)
SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicSurface(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType(), bool bMergeQuads = true)
Mesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicMesh(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType(), bool bMergeQuads = true)
#else
SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicSurface(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType(), bool bMergeQuads = true)
Mesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicMesh(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType(), bool bMergeQuads = true)
#endif
{
DefaultIsQuadNeeded<typename VolumeType::VoxelType> isQuadNeeded;
return extractCubicSurface<VolumeType, DefaultIsQuadNeeded<typename VolumeType::VoxelType> >(volData, region, eWrapMode, tBorderValue, bMergeQuads, isQuadNeeded);
return extractCubicMesh<VolumeType, DefaultIsQuadNeeded<typename VolumeType::VoxelType> >(volData, region, eWrapMode, tBorderValue, bMergeQuads, isQuadNeeded);
}
}

View File

@ -32,11 +32,11 @@ namespace PolyVox
// happens when we have a 2x2x2 group of voxels, all with different materials and some/all partially transparent.
// The vertex position at the center of this group is then going to be used by all eight voxels all with different
// materials.
template<typename VolumeType, typename IsQuadNeeded>
const uint32_t CubicSurfaceExtractor<VolumeType, IsQuadNeeded>::MaxVerticesPerPosition = 8;
template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
const uint32_t CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::MaxVerticesPerPosition = 8;
template<typename VolumeType, typename IsQuadNeeded>
CubicSurfaceExtractor<VolumeType, IsQuadNeeded>::CubicSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<CubicVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, bool bMergeQuads, IsQuadNeeded isQuadNeeded)
template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::CubicSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, bool bMergeQuads, IsQuadNeeded isQuadNeeded)
:m_volData(volData)
,m_regSizeInVoxels(region)
,m_meshCurrent(result)
@ -45,10 +45,16 @@ namespace PolyVox
,m_tBorderValue(tBorderValue)
{
m_funcIsQuadNeededCallback = isQuadNeeded;
// This extractor has a limit as to how large the extracted region can be, because the vertex positions are encoded with a single byte per component.
int32_t maxReionDimension = 256;
POLYVOX_THROW_IF(region.getWidthInVoxels() > maxReionDimension, std::invalid_argument, "Requested extraction region exceeds maximum dimensions");
POLYVOX_THROW_IF(region.getHeightInVoxels() > maxReionDimension, std::invalid_argument, "Requested extraction region exceeds maximum dimensions");
POLYVOX_THROW_IF(region.getDepthInVoxels() > maxReionDimension, std::invalid_argument, "Requested extraction region exceeds maximum dimensions");
}
template<typename VolumeType, typename IsQuadNeeded>
void CubicSurfaceExtractor<VolumeType, IsQuadNeeded>::execute()
template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
void CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::execute()
{
Timer timer;
m_meshCurrent->clear();
@ -184,28 +190,22 @@ namespace PolyVox
for(typename std::list<Quad>::iterator quadIter = listQuads.begin(); quadIter != iterEnd; quadIter++)
{
Quad& quad = *quadIter;
m_meshCurrent->addTriangleCubic(quad.vertices[0], quad.vertices[1],quad.vertices[2]);
m_meshCurrent->addTriangleCubic(quad.vertices[0], quad.vertices[2],quad.vertices[3]);
m_meshCurrent->addTriangle(quad.vertices[0], quad.vertices[1],quad.vertices[2]);
m_meshCurrent->addTriangle(quad.vertices[0], quad.vertices[2],quad.vertices[3]);
}
}
}
m_meshCurrent->m_Region = m_regSizeInVoxels;
m_meshCurrent->setOffset(m_regSizeInVoxels.getLowerCorner());
m_meshCurrent->removeUnusedVertices();
m_meshCurrent->m_vecLodRecords.clear();
LodRecord lodRecord;
lodRecord.beginIndex = 0;
lodRecord.endIndex = m_meshCurrent->getNoOfIndices();
m_meshCurrent->m_vecLodRecords.push_back(lodRecord);
POLYVOX_LOG_TRACE("Cubic surface extraction took " << timer.elapsedTimeInMilliSeconds()
<< "ms (Region size = " << m_regSizeInVoxels.getWidthInVoxels() << "x" << m_regSizeInVoxels.getHeightInVoxels()
<< "x" << m_regSizeInVoxels.getDepthInVoxels() << ")");
}
template<typename VolumeType, typename IsQuadNeeded>
int32_t CubicSurfaceExtractor<VolumeType, IsQuadNeeded>::addVertex(uint32_t uX, uint32_t uY, uint32_t uZ, typename VolumeType::VoxelType uMaterialIn, Array<3, IndexAndMaterial>& existingVertices)
template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
int32_t CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::addVertex(uint32_t uX, uint32_t uY, uint32_t uZ, typename VolumeType::VoxelType uMaterialIn, Array<3, IndexAndMaterial>& existingVertices)
{
for(uint32_t ct = 0; ct < MaxVerticesPerPosition; ct++)
{
@ -214,7 +214,10 @@ namespace PolyVox
if(rEntry.iIndex == -1)
{
//No vertices matched and we've now hit an empty space. Fill it by creating a vertex. The 0.5f offset is because vertices set between voxels in order to build cubes around them.
rEntry.iIndex = m_meshCurrent->addVertex(CubicVertex<typename VolumeType::VoxelType>(Vector3DFloat(static_cast<float>(uX)-0.5f, static_cast<float>(uY)-0.5f, static_cast<float>(uZ)-0.5f), uMaterialIn));
CubicVertex<typename VolumeType::VoxelType> cubicVertex;
cubicVertex.encodedPosition.setElements(static_cast<uint8_t>(uX), static_cast<uint8_t>(uY), static_cast<uint8_t>(uZ));
cubicVertex.data = uMaterialIn;
rEntry.iIndex = m_meshCurrent->addVertex(cubicVertex);
rEntry.uMaterial = uMaterialIn;
return rEntry.iIndex;
@ -233,8 +236,8 @@ namespace PolyVox
return -1; //Should never happen.
}
template<typename VolumeType, typename IsQuadNeeded>
bool CubicSurfaceExtractor<VolumeType, IsQuadNeeded>::performQuadMerging(std::list<Quad>& quads)
template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
bool CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::performQuadMerging(std::list<Quad>& quads)
{
bool bDidMerge = false;
for(typename std::list<Quad>::iterator outerIter = quads.begin(); outerIter != quads.end(); outerIter++)
@ -263,12 +266,12 @@ namespace PolyVox
return bDidMerge;
}
template<typename VolumeType, typename IsQuadNeeded>
bool CubicSurfaceExtractor<VolumeType, IsQuadNeeded>::mergeQuads(Quad& q1, Quad& q2)
template<typename VolumeType, typename MeshType, typename IsQuadNeeded>
bool CubicSurfaceExtractor<VolumeType, MeshType, IsQuadNeeded>::mergeQuads(Quad& q1, Quad& q2)
{
//All four vertices of a given quad have the same material,
//All four vertices of a given quad have the same data,
//so just check that the first pair of vertices match.
if(m_meshCurrent->getVertices()[q1.vertices[0]].getMaterial() == m_meshCurrent->getVertices()[q2.vertices[0]].getMaterial())
if (m_meshCurrent->getVertices()[q1.vertices[0]].data == m_meshCurrent->getVertices()[q2.vertices[0]].data)
{
//Now check whether quad 2 is adjacent to quad one by comparing vertices.
//Adjacent quads must share two vertices, and the second quad could be to the

View File

@ -55,7 +55,7 @@ namespace PolyVox
template<typename VolumeType>
Vector3DFloat computeSmoothSobelGradient(typename VolumeType::Sampler& volIter);
//POLYVOX_API void computeNormalsForVertices(VolumeType<uint8_t>* volumeData, SurfaceMesh<PositionMaterialNormal>& mesh, NormalGenerationMethod normalGenerationMethod);
//POLYVOX_API void computeNormalsForVertices(VolumeType<uint8_t>* volumeData, Mesh<PositionMaterialNormal>& mesh, NormalGenerationMethod normalGenerationMethod);
//POLYVOX_API Vector3DFloat computeNormal(VolumeType<uint8_t>* volumeData, const Vector3DFloat& v3dPos, NormalGenerationMethod normalGenerationMethod);
}

View File

@ -29,11 +29,72 @@ freely, subject to the following restrictions:
#include "PolyVoxCore/Array.h"
#include "PolyVoxCore/BaseVolume.h" //For wrap modes... should move these?
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/Mesh.h"
#include "PolyVoxCore/DefaultMarchingCubesController.h"
#include "PolyVoxCore/Vertex.h"
namespace PolyVox
{
#ifdef SWIG
struct MarchingCubesVertex
#else
template<typename _DataType>
struct POLYVOX_API MarchingCubesVertex
#endif
{
typedef _DataType DataType;
// Each component of the position is stored using 8.8 fixed-point encoding.
Vector3DUint16 encodedPosition;
// Each component of the normal is encoded using 5 bits of this variable.
// The 16 bits are -xxxxxyyyyyzzzzz (note the left-most bit is currently
// unused). Some extra shifting and scaling is required to make it signed.
uint16_t encodedNormal;
// User data
DataType data;
};
/// Decodes a position from a MarchingCubesVertex
inline Vector3DFloat decode(const Vector3DUint16& encodedPosition)
{
Vector3DFloat result(encodedPosition.getX(), encodedPosition.getY(), encodedPosition.getZ());
result *= (1.0f / 256.0f); // Division is compile-time constant
return result;
}
/// Decodes a normal from a MarchingCubesVertex
inline Vector3DFloat decode(const uint16_t encodedNormal)
{
// Get normal components in the range 0 to 31
uint16_t x = (encodedNormal >> 10) & 0x1F;
uint16_t y = (encodedNormal >> 5) & 0x1F;
uint16_t z = (encodedNormal) & 0x1F;
// Build the resulting vector
Vector3DFloat result(x, y, z);
// Convert to range 0.0 to 2.0
result *= (1.0f / 15.5f); // Division is compile-time constant
// Convert to range -1.0 to 1.0
result -= Vector3DFloat(1.0f, 1.0f, 1.0f);
return result;
}
/// Decodes a MarchingCubesVertex by converting it into a regular Vertex which can then be directly used for rendering.
template<typename DataType>
Vertex<DataType> decode(const MarchingCubesVertex<DataType>& marchingCubesVertex)
{
Vertex<DataType> result;
result.position = decode(marchingCubesVertex.encodedPosition);
result.normal = decode(marchingCubesVertex.encodedNormal);
result.data = marchingCubesVertex.data; // Data is not encoded
return result;
}
template< typename VolumeType, typename Controller = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
class MarchingCubesSurfaceExtractor
{
@ -41,9 +102,9 @@ namespace PolyVox
// This is a bit ugly - it seems that the C++03 syntax is different from the C++11 syntax? See this thread: http://stackoverflow.com/questions/6076015/typename-outside-of-template
// Long term we should probably come back to this and if the #ifdef is still needed then maybe it should check for C++11 mode instead of MSVC?
#if defined(_MSC_VER)
MarchingCubesSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType(), Controller controller = Controller());
MarchingCubesSurfaceExtractor(VolumeType* volData, Region region, Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType(), Controller controller = Controller());
#else
MarchingCubesSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType(), Controller controller = Controller());
MarchingCubesSurfaceExtractor(VolumeType* volData, Region region, Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType(), Controller controller = Controller());
#endif
void execute();
@ -193,7 +254,7 @@ namespace PolyVox
uint32_t m_uNoOfOccupiedCells;
//The surface patch we are currently filling.
SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* m_meshCurrent;
Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* m_meshCurrent;
//Information about the region we are currently processing
Region m_regSizeInVoxels;
@ -212,9 +273,9 @@ namespace PolyVox
};
template< typename VolumeType, typename Controller>
SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesSurface(VolumeType* volData, Region region, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, Controller controller)
Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesMesh(VolumeType* volData, Region region, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, Controller controller)
{
SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> > result;
Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > result;
MarchingCubesSurfaceExtractor<VolumeType, Controller> extractor(volData, region, &result, eWrapMode, tBorderValue, controller);
extractor.execute();
return result;
@ -224,13 +285,13 @@ namespace PolyVox
// This is a bit ugly - it seems that the C++03 syntax is different from the C++11 syntax? See this thread: http://stackoverflow.com/questions/6076015/typename-outside-of-template
// Long term we should probably come back to this and if the #ifdef is still needed then maybe it should check for C++11 mode instead of MSVC?
#if defined(_MSC_VER)
SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesSurface(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType())
Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesMesh(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = VolumeType::VoxelType())
#else
SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesSurface(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType())
Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesMesh(VolumeType* volData, Region region, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType())
#endif
{
DefaultMarchingCubesController<typename VolumeType::VoxelType> controller;
return extractMarchingCubesSurface(volData, region, eWrapMode, tBorderValue, controller);
return extractMarchingCubesMesh(volData, region, eWrapMode, tBorderValue, controller);
}
}

View File

@ -25,8 +25,8 @@ freely, subject to the following restrictions:
namespace PolyVox
{
template<typename VolumeType, typename Controller>
MarchingCubesSurfaceExtractor<VolumeType, Controller>::MarchingCubesSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, Controller controller)
template<typename VolumeType, typename Controller>
MarchingCubesSurfaceExtractor<VolumeType, Controller>::MarchingCubesSurfaceExtractor(VolumeType* volData, Region region, Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> >* result, WrapMode eWrapMode, typename VolumeType::VoxelType tBorderValue, Controller controller)
:m_volData(volData)
,m_sampVolume(volData)
,m_meshCurrent(result)
@ -122,13 +122,7 @@ namespace PolyVox
m_regSliceCurrent.shift(Vector3DInt32(0,0,1));
}
m_meshCurrent->m_Region = m_regSizeInVoxels;
m_meshCurrent->m_vecLodRecords.clear();
LodRecord lodRecord;
lodRecord.beginIndex = 0;
lodRecord.endIndex = m_meshCurrent->getNoOfIndices();
m_meshCurrent->m_vecLodRecords.push_back(lodRecord);
m_meshCurrent->setOffset(m_regSizeInVoxels.getLowerCorner());
POLYVOX_LOG_TRACE("Marching cubes surface extraction took " << timer.elapsedTimeInMilliSeconds()
<< "ms (Region size = " << m_regSizeInVoxels.getWidthInVoxels() << "x" << m_regSizeInVoxels.getHeightInVoxels()
@ -446,6 +440,7 @@ namespace PolyVox
const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v100) - m_controller.convertToDensity(v000));
const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()) + fInterp, static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()), static_cast<float>(iZVolSpace - m_regSizeInCells.getLowerZ()));
const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
Vector3DFloat v3dNormal = (n100*fInterp) + (n000*(1-fInterp));
@ -456,10 +451,23 @@ namespace PolyVox
v3dNormal.normalise();
}
// Allow the controller to decide how the material should be derived from the voxels.
v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
// Allow the controller to decide how the material should be derived from the voxels.
const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v100, fInterp);
const MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex(v3dPosition, v3dNormal, uMaterial);
MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
surfaceVertex.encodedPosition = v3dScaledPosition;
surfaceVertex.encodedNormal = encodedNormal;
surfaceVertex.data = uMaterial;
const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
m_pCurrentVertexIndicesX[iXVolSpace - m_regSizeInVoxels.getLowerX()][iYVolSpace - m_regSizeInVoxels.getLowerY()] = uLastVertexIndex;
@ -475,6 +483,7 @@ namespace PolyVox
const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v010) - m_controller.convertToDensity(v000));
const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()) + fInterp, static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerZ()));
const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
Vector3DFloat v3dNormal = (n010*fInterp) + (n000*(1-fInterp));
@ -485,11 +494,24 @@ namespace PolyVox
v3dNormal.normalise();
}
// Allow the controller to decide how the material should be derived from the voxels.
v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
// Allow the controller to decide how the material should be derived from the voxels.
const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v010, fInterp);
MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex(v3dPosition, v3dNormal, uMaterial);
uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
surfaceVertex.encodedPosition = v3dScaledPosition;
surfaceVertex.encodedNormal = encodedNormal;
surfaceVertex.data = uMaterial;
uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
m_pCurrentVertexIndicesY[iXVolSpace - m_regSizeInVoxels.getLowerX()][iYVolSpace - m_regSizeInVoxels.getLowerY()] = uLastVertexIndex;
m_sampVolume.moveNegativeY();
@ -504,6 +526,7 @@ namespace PolyVox
const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v001) - m_controller.convertToDensity(v000));
const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()), static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerZ()) + fInterp);
const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
Vector3DFloat v3dNormal = (n001*fInterp) + (n000*(1-fInterp));
// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
@ -513,10 +536,23 @@ namespace PolyVox
v3dNormal.normalise();
}
// Allow the controller to decide how the material should be derived from the voxels.
v3dNormal += Vector3DFloat(1.0f, 1.0f, 1.0f);
uint16_t encodedX = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getX() * 15.5f));
uint16_t encodedY = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getY() * 15.5f));
uint16_t encodedZ = static_cast<uint16_t>(roundToNearestInteger(v3dNormal.getZ() * 15.5f));
POLYVOX_ASSERT(encodedX < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedY < 32, "Encoded value out of range");
POLYVOX_ASSERT(encodedZ < 32, "Encoded value out of range");
uint16_t encodedNormal = (encodedX << 10) | (encodedY << 5) | encodedZ;
// Allow the controller to decide how the material should be derived from the voxels.
const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v000, v001, fInterp);
const MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex(v3dPosition, v3dNormal, uMaterial);
MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
surfaceVertex.encodedPosition = v3dScaledPosition;
surfaceVertex.encodedNormal = encodedNormal;
surfaceVertex.data = uMaterial;
const uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
m_pCurrentVertexIndicesZ[iXVolSpace - m_regSizeInVoxels.getLowerX()][iYVolSpace - m_regSizeInVoxels.getLowerY()] = uLastVertexIndex;

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@ -0,0 +1,94 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __PolyVox_Mesh_H__
#define __PolyVox_Mesh_H__
#include "Impl/TypeDef.h"
#include "PolyVoxCore/Region.h"
#include "PolyVoxCore/Vertex.h" //Should probably do away with this on in the future...
#include <algorithm>
#include <cstdlib>
#include <list>
#include <memory>
#include <set>
#include <vector>
namespace PolyVox
{
template <typename VertexType, typename IndexType = uint32_t>
class Mesh
{
public:
typedef VertexType VertexType;
typedef IndexType IndexType;
Mesh();
~Mesh();
const std::vector<IndexType>& getIndices(void) const;
uint32_t getNoOfIndices(void) const;
IndexType getNoOfVertices(void) const;
const std::vector<VertexType>& getVertices(void) const;
const Vector3DInt32& getOffset(void) const;
void setOffset(const Vector3DInt32& offset);
void addTriangle(IndexType index0, IndexType index1, IndexType index2);
IndexType addVertex(const VertexType& vertex);
void clear(void);
bool isEmpty(void) const;
void removeUnusedVertices(void);
Vector3DInt32 m_offset;
public:
std::vector<IndexType> m_vecTriangleIndices;
std::vector<VertexType> m_vecVertices;
};
template <typename MeshType>
Mesh< Vertex< typename MeshType::VertexType::DataType >, typename MeshType::IndexType > decode(const MeshType& mesh)
{
Mesh< Vertex< typename MeshType::VertexType::DataType >, typename MeshType::IndexType > result;
result.m_vecVertices.resize(mesh.m_vecVertices.size());
for(MeshType::IndexType ct = 0; ct < mesh.m_vecVertices.size(); ct++)
{
result.m_vecVertices[ct] = decode(mesh.m_vecVertices[ct]);
}
result.m_vecTriangleIndices = mesh.m_vecTriangleIndices;
result.m_offset = mesh.m_offset;
return result;
}
}
#include "PolyVoxCore/Mesh.inl"
#endif /* __Mesh_H__ */

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@ -0,0 +1,139 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
namespace PolyVox
{
template <typename VertexType, typename IndexType>
Mesh<VertexType, IndexType>::Mesh()
{
}
template <typename VertexType, typename IndexType>
Mesh<VertexType, IndexType>::~Mesh()
{
}
template <typename VertexType, typename IndexType>
const std::vector<IndexType>& Mesh<VertexType, IndexType>::getIndices(void) const
{
return m_vecTriangleIndices;
}
template <typename VertexType, typename IndexType>
uint32_t Mesh<VertexType, IndexType>::getNoOfIndices(void) const
{
return m_vecTriangleIndices.size();
}
template <typename VertexType, typename IndexType>
IndexType Mesh<VertexType, IndexType>::getNoOfVertices(void) const
{
return m_vecVertices.size();
}
template <typename VertexType, typename IndexType>
const std::vector<VertexType>& Mesh<VertexType, IndexType>::getVertices(void) const
{
return m_vecVertices;
}
template <typename VertexType, typename IndexType>
const Vector3DInt32& Mesh<VertexType, IndexType>::getOffset(void) const
{
return m_offset;
}
template <typename VertexType, typename IndexType>
void Mesh<VertexType, IndexType>::setOffset(const Vector3DInt32& offset)
{
m_offset = offset;
}
template <typename VertexType, typename IndexType>
void Mesh<VertexType, IndexType>::addTriangle(IndexType index0, IndexType index1, IndexType index2)
{
//Make sure the specified indices correspond to valid vertices.
POLYVOX_ASSERT(index0 < m_vecVertices.size(), "Index points at an invalid vertex.");
POLYVOX_ASSERT(index1 < m_vecVertices.size(), "Index points at an invalid vertex.");
POLYVOX_ASSERT(index2 < m_vecVertices.size(), "Index points at an invalid vertex.");
m_vecTriangleIndices.push_back(index0);
m_vecTriangleIndices.push_back(index1);
m_vecTriangleIndices.push_back(index2);
}
template <typename VertexType, typename IndexType>
IndexType Mesh<VertexType, IndexType>::addVertex(const VertexType& vertex)
{
// We should not add more vertices than our chosen index type will let us index.
POLYVOX_THROW_IF(m_vecVertices.size() >= std::numeric_limits<IndexType>::max(), std::out_of_range, "Mesh has more vertices that the chosen index type allows.");
m_vecVertices.push_back(vertex);
return m_vecVertices.size() - 1;
}
template <typename VertexType, typename IndexType>
void Mesh<VertexType, IndexType>::clear(void)
{
m_vecVertices.clear();
m_vecTriangleIndices.clear();
}
template <typename VertexType, typename IndexType>
bool Mesh<VertexType, IndexType>::isEmpty(void) const
{
return (getNoOfVertices() == 0) || (getNoOfIndices() == 0);
}
template <typename VertexType, typename IndexType>
void Mesh<VertexType, IndexType>::removeUnusedVertices(void)
{
std::vector<bool> isVertexUsed(m_vecVertices.size());
std::fill(isVertexUsed.begin(), isVertexUsed.end(), false);
for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
{
int v = m_vecTriangleIndices[triCt];
isVertexUsed[v] = true;
}
int noOfUsedVertices = 0;
std::vector<uint32_t> newPos(m_vecVertices.size());
for(IndexType vertCt = 0; vertCt < m_vecVertices.size(); vertCt++)
{
if(isVertexUsed[vertCt])
{
m_vecVertices[noOfUsedVertices] = m_vecVertices[vertCt];
newPos[vertCt] = noOfUsedVertices;
noOfUsedVertices++;
}
}
m_vecVertices.resize(noOfUsedVertices);
for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
{
m_vecTriangleIndices[triCt] = newPos[m_vecTriangleIndices[triCt]];
}
}
}

View File

@ -76,12 +76,12 @@ namespace PolyVox
// CubicSurfaceExtractor
////////////////////////////////////////////////////////////////////////////////
template<typename VoxelType> class DefaultIsQuadNeeded;
template<typename VolumeType, typename IsQuadNeeded = DefaultIsQuadNeeded<typename VolumeType::VoxelType> > class CubicSurfaceExtractor;
template<typename VolumeType, typename MeshType, typename IsQuadNeeded = DefaultIsQuadNeeded<typename VolumeType::VoxelType> > class CubicSurfaceExtractor;
////////////////////////////////////////////////////////////////////////////////
// CubicVertex
////////////////////////////////////////////////////////////////////////////////
template<typename VoxelType> class CubicVertex;
template<typename VoxelType> struct CubicVertex;
////////////////////////////////////////////////////////////////////////////////
// Density
@ -108,10 +108,15 @@ namespace PolyVox
////////////////////////////////////////////////////////////////////////////////
template <typename VoxelType> class LargeVolume;
////////////////////////////////////////////////////////////////////////////////
// MarchingCubesSurfaceExtractor
////////////////////////////////////////////////////////////////////////////////
template<typename VolumeType, typename Controller> class MarchingCubesSurfaceExtractor;
////////////////////////////////////////////////////////////////////////////////
// MarchingCubesVertex
////////////////////////////////////////////////////////////////////////////////
template<typename VoxelType> class MarchingCubesVertex;
template<typename VoxelType> struct MarchingCubesVertex;
////////////////////////////////////////////////////////////////////////////////
// Material
@ -134,6 +139,11 @@ namespace PolyVox
typedef MaterialDensityPair<uint8_t, 4, 4> MaterialDensityPair44;
typedef MaterialDensityPair<uint16_t, 8, 8> MaterialDensityPair88;
////////////////////////////////////////////////////////////////////////////////
// Mesh
////////////////////////////////////////////////////////////////////////////////
template <typename VertexType, typename IndexType> class Mesh;
////////////////////////////////////////////////////////////////////////////////
// Pager
////////////////////////////////////////////////////////////////////////////////
@ -154,16 +164,6 @@ namespace PolyVox
////////////////////////////////////////////////////////////////////////////////
template <typename VoxelType> class SimpleVolume;
////////////////////////////////////////////////////////////////////////////////
// MarchingCubesSurfaceExtractor
////////////////////////////////////////////////////////////////////////////////
template<typename VolumeType, typename Controller> class MarchingCubesSurfaceExtractor;
////////////////////////////////////////////////////////////////////////////////
// SurfaceMesh
////////////////////////////////////////////////////////////////////////////////
template <typename VertexType> class SurfaceMesh;
////////////////////////////////////////////////////////////////////////////////
// Vector
////////////////////////////////////////////////////////////////////////////////

View File

@ -1,104 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __PolyVox_SurfaceMesh_H__
#define __PolyVox_SurfaceMesh_H__
#include "Impl/TypeDef.h"
#include "PolyVoxCore/Region.h"
#include "PolyVoxCore/VertexTypes.h" //Should probably do away with this on in the future...
#include <algorithm>
#include <cstdlib>
#include <list>
#include <memory>
#include <set>
#include <vector>
namespace PolyVox
{
class LodRecord
{
public:
int beginIndex;
int endIndex; //Let's put it just past the end STL style
};
template <typename VertexType>
class SurfaceMesh
{
public:
SurfaceMesh();
~SurfaceMesh();
const std::vector<uint32_t>& getIndices(void) const;
uint32_t getNoOfIndices(void) const;
uint32_t getNoOfNonUniformTrianges(void) const;
uint32_t getNoOfUniformTrianges(void) const;
uint32_t getNoOfVertices(void) const;
std::vector<VertexType>& getRawVertexData(void); //FIXME - this should be removed
const std::vector<VertexType>& getVertices(void) const;
void addTriangle(uint32_t index0, uint32_t index1, uint32_t index2);
void addTriangleCubic(uint32_t index0, uint32_t index1, uint32_t index2);
uint32_t addVertex(const VertexType& vertex);
void clear(void);
bool isEmpty(void) const;
void scaleVertices(float amount);
void translateVertices(const Vector3DFloat& amount);
//THESE FUNCTIONS TO BE REMOVED IN THE FUTURE. OR AT LEAST MOVED OUT OF THIS CLASS INTO FREE FUNCTIONS.
//THEY ARE CAUSING PROBLEMS WITH THE SWIG BINDINGS. THE FUNCTIONS REGARDING NORMALS MAKE NO SENSE WHEN
//A VERTEX MIGHT NOT HAVE NORMALS. THE EXTRACT SUBSET FUNCTION SHOULD MAYBE BE APPLICATION CODE, AT ANY
//RATE THE STD::SET CAUSES PROBLEMS WITH SWIG. IF YOU UNCOMMENT ANY OF THESE FUNCTIONS, PLEASE POST ON
//THE FORUM SO WE CAN KNOW THE FUNCTIONALITY IS STILL NEEDED IN SOME FORM.
//void sumNearbyNormals(bool bNormaliseResult = true);
//std::shared_ptr< SurfaceMesh<VertexType> > extractSubset(std::set<uint8_t> setMaterials);
//void generateAveragedFaceNormals(bool bNormalise, bool bIncludeEdgeVertices = false);
int noOfDegenerateTris(void);
void removeDegenerateTris(void);
void removeUnusedVertices(void);
Region m_Region;
int32_t m_iTimeStamp;
int32_t m_iNoOfLod0Tris;
public:
std::vector<uint32_t> m_vecTriangleIndices;
std::vector<VertexType> m_vecVertices;
std::vector<LodRecord> m_vecLodRecords;
};
template <typename VertexType>
std::shared_ptr< SurfaceMesh<VertexType> > extractSubset(SurfaceMesh<VertexType>& inputMesh, std::set<uint8_t> setMaterials);
}
#include "PolyVoxCore/SurfaceMesh.inl"
#endif /* __SurfaceMesh_H__ */

View File

@ -1,488 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
namespace PolyVox
{
template <typename VertexType>
SurfaceMesh<VertexType>::SurfaceMesh()
{
m_iTimeStamp = -1;
}
template <typename VertexType>
SurfaceMesh<VertexType>::~SurfaceMesh()
{
}
template <typename VertexType>
const std::vector<uint32_t>& SurfaceMesh<VertexType>::getIndices(void) const
{
return m_vecTriangleIndices;
}
template <typename VertexType>
uint32_t SurfaceMesh<VertexType>::getNoOfIndices(void) const
{
return m_vecTriangleIndices.size();
}
template <typename VertexType>
uint32_t SurfaceMesh<VertexType>::getNoOfNonUniformTrianges(void) const
{
uint32_t result = 0;
for(uint32_t i = 0; i < m_vecTriangleIndices.size() - 2; i += 3)
{
if((m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+1]].getMaterial())
&& (m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+2]].getMaterial()))
{
}
else
{
result++;
}
}
return result;
}
template <typename VertexType>
uint32_t SurfaceMesh<VertexType>::getNoOfUniformTrianges(void) const
{
uint32_t result = 0;
for(uint32_t i = 0; i < m_vecTriangleIndices.size() - 2; i += 3)
{
if((m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+1]].getMaterial())
&& (m_vecVertices[m_vecTriangleIndices[i]].getMaterial() == m_vecVertices[m_vecTriangleIndices[i+2]].getMaterial()))
{
result++;
}
}
return result;
}
template <typename VertexType>
uint32_t SurfaceMesh<VertexType>::getNoOfVertices(void) const
{
return m_vecVertices.size();
}
template <typename VertexType>
std::vector<VertexType>& SurfaceMesh<VertexType>::getRawVertexData(void)
{
return m_vecVertices;
}
template <typename VertexType>
const std::vector<VertexType>& SurfaceMesh<VertexType>::getVertices(void) const
{
return m_vecVertices;
}
template <typename VertexType>
void SurfaceMesh<VertexType>::addTriangle(uint32_t index0, uint32_t index1, uint32_t index2)
{
//Make sure the specified indices correspond to valid vertices.
POLYVOX_ASSERT(index0 < m_vecVertices.size(), "Index points at an invalid vertex.");
POLYVOX_ASSERT(index1 < m_vecVertices.size(), "Index points at an invalid vertex.");
POLYVOX_ASSERT(index2 < m_vecVertices.size(), "Index points at an invalid vertex.");
m_vecTriangleIndices.push_back(index0);
m_vecTriangleIndices.push_back(index1);
m_vecTriangleIndices.push_back(index2);
}
template <typename VertexType>
void SurfaceMesh<VertexType>::addTriangleCubic(uint32_t index0, uint32_t index1, uint32_t index2)
{
//Make sure the specified indices correspond to valid vertices.
POLYVOX_ASSERT(index0 < m_vecVertices.size(), "Index points at an invalid vertex.");
POLYVOX_ASSERT(index1 < m_vecVertices.size(), "Index points at an invalid vertex.");
POLYVOX_ASSERT(index2 < m_vecVertices.size(), "Index points at an invalid vertex.");
m_vecTriangleIndices.push_back(index0);
m_vecTriangleIndices.push_back(index1);
m_vecTriangleIndices.push_back(index2);
}
template <typename VertexType>
uint32_t SurfaceMesh<VertexType>::addVertex(const VertexType& vertex)
{
m_vecVertices.push_back(vertex);
return m_vecVertices.size() - 1;
}
template <typename VertexType>
void SurfaceMesh<VertexType>::clear(void)
{
m_vecVertices.clear();
m_vecTriangleIndices.clear();
m_vecLodRecords.clear();
}
template <typename VertexType>
bool SurfaceMesh<VertexType>::isEmpty(void) const
{
return (getNoOfVertices() == 0) || (getNoOfIndices() == 0);
}
////////////////////////////////////////////////////////////////////////////////
/// This function can help improve the visual appearance of a surface patch by
/// smoothing normals with other nearby normals. It iterates over each triangle
/// in the surface patch and determines the sum of its corners normals. For any
/// given vertex, these sums are in turn summed for any triangles which use the
/// vertex. Usually, the resulting normals should be renormalised afterwards.
/// Note: This function can cause lighting discontinuities accross region boundaries.
////////////////////////////////////////////////////////////////////////////////
/*template <typename VertexType>
void SurfaceMesh<VertexType>::sumNearbyNormals(bool bNormaliseResult)
{
if(m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
{
return;
}
std::vector<Vector3DFloat> summedNormals(m_vecVertices.size());
//Initialise all normals to zero. Should be ok as the vector should store all elements contiguously.
memset(&summedNormals[0], 0, summedNormals.size() * sizeof(Vector3DFloat));
for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
{
PositionMaterialNormal& v0 = m_vecVertices[*iterIndex];
Vector3DFloat& v0New = summedNormals[*iterIndex];
iterIndex++;
PositionMaterialNormal& v1 = m_vecVertices[*iterIndex];
Vector3DFloat& v1New = summedNormals[*iterIndex];
iterIndex++;
PositionMaterialNormal& v2 = m_vecVertices[*iterIndex];
Vector3DFloat& v2New = summedNormals[*iterIndex];
iterIndex++;
Vector3DFloat sumOfNormals = v0.getNormal() + v1.getNormal() + v2.getNormal();
v0New += sumOfNormals;
v1New += sumOfNormals;
v2New += sumOfNormals;
}
for(uint32_t uIndex = 0; uIndex < summedNormals.size(); uIndex++)
{
if(bNormaliseResult)
{
summedNormals[uIndex].normalise();
}
m_vecVertices[uIndex].setNormal(summedNormals[uIndex]);
}
}*/
/*template <typename VertexType>
void SurfaceMesh<VertexType>::generateAveragedFaceNormals(bool bNormalise, bool bIncludeEdgeVertices)
{
Vector3DFloat offset = static_cast<Vector3DFloat>(m_Region.getLowerCorner());
//Initially zero the normals
for(vector<PositionMaterialNormal>::iterator iterVertex = m_vecVertices.begin(); iterVertex != m_vecVertices.end(); iterVertex++)
{
if(m_Region.containsPoint(iterVertex->getPosition() + offset, 0.001))
{
iterVertex->setNormal(Vector3DFloat(0.0f,0.0f,0.0f));
}
}
for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
{
PositionMaterialNormal& v0 = m_vecVertices[*iterIndex];
iterIndex++;
PositionMaterialNormal& v1 = m_vecVertices[*iterIndex];
iterIndex++;
PositionMaterialNormal& v2 = m_vecVertices[*iterIndex];
iterIndex++;
Vector3DFloat triangleNormal = (v1.getPosition()-v0.getPosition()).cross(v2.getPosition()-v0.getPosition());
if(m_Region.containsPoint(v0.getPosition() + offset, 0.001))
{
v0.setNormal(v0.getNormal() + triangleNormal);
}
if(m_Region.containsPoint(v1.getPosition() + offset, 0.001))
{
v1.setNormal(v1.getNormal() + triangleNormal);
}
if(m_Region.containsPoint(v2.getPosition() + offset, 0.001))
{
v2.setNormal(v2.getNormal() + triangleNormal);
}
}
if(bNormalise)
{
for(vector<PositionMaterialNormal>::iterator iterVertex = m_vecVertices.begin(); iterVertex != m_vecVertices.end(); iterVertex++)
{
Vector3DFloat normal = iterVertex->getNormal();
normal.normalise();
iterVertex->setNormal(normal);
}
}
}*/
/*template <typename VertexType>
std::shared_ptr< SurfaceMesh<VertexType> > SurfaceMesh<VertexType>::extractSubset(std::set<uint8_t> setMaterials)
{
std::shared_ptr< SurfaceMesh<VertexType> > result(new SurfaceMesh<VertexType>);
if(m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
{
return result;
}
assert(m_vecLodRecords.size() == 1);
if(m_vecLodRecords.size() != 1)
{
//If we have done progressive LOD then it's too late to split into subsets.
return result;
}
std::vector<int32_t> indexMap(m_vecVertices.size());
std::fill(indexMap.begin(), indexMap.end(), -1);
for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size(); triCt += 3)
{
PositionMaterialNormal& v0 = m_vecVertices[m_vecTriangleIndices[triCt]];
PositionMaterialNormal& v1 = m_vecVertices[m_vecTriangleIndices[triCt + 1]];
PositionMaterialNormal& v2 = m_vecVertices[m_vecTriangleIndices[triCt + 2]];
if(
(setMaterials.find(v0.getMaterial()) != setMaterials.end()) ||
(setMaterials.find(v1.getMaterial()) != setMaterials.end()) ||
(setMaterials.find(v2.getMaterial()) != setMaterials.end()))
{
uint32_t i0;
if(indexMap[m_vecTriangleIndices[triCt]] == -1)
{
indexMap[m_vecTriangleIndices[triCt]] = result->addVertex(v0);
}
i0 = indexMap[m_vecTriangleIndices[triCt]];
uint32_t i1;
if(indexMap[m_vecTriangleIndices[triCt+1]] == -1)
{
indexMap[m_vecTriangleIndices[triCt+1]] = result->addVertex(v1);
}
i1 = indexMap[m_vecTriangleIndices[triCt+1]];
uint32_t i2;
if(indexMap[m_vecTriangleIndices[triCt+2]] == -1)
{
indexMap[m_vecTriangleIndices[triCt+2]] = result->addVertex(v2);
}
i2 = indexMap[m_vecTriangleIndices[triCt+2]];
result->addTriangle(i0,i1,i2);
}
}
result->m_vecLodRecords.clear();
LodRecord lodRecord;
lodRecord.beginIndex = 0;
lodRecord.endIndex = result->getNoOfIndices();
result->m_vecLodRecords.push_back(lodRecord);
return result;
}*/
template <typename VertexType>
int SurfaceMesh<VertexType>::noOfDegenerateTris(void)
{
int count = 0;
for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size();)
{
int v0 = m_vecTriangleIndices[triCt];
triCt++;
int v1 = m_vecTriangleIndices[triCt];
triCt++;
int v2 = m_vecTriangleIndices[triCt];
triCt++;
if((v0 == v1) || (v1 == v2) || (v2 == v0))
{
count++;
}
}
return count;
}
template <typename VertexType>
void SurfaceMesh<VertexType>::removeDegenerateTris(void)
{
int noOfNonDegenerate = 0;
int targetCt = 0;
for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size();)
{
int v0 = m_vecTriangleIndices[triCt];
triCt++;
int v1 = m_vecTriangleIndices[triCt];
triCt++;
int v2 = m_vecTriangleIndices[triCt];
triCt++;
if((v0 != v1) && (v1 != v2) & (v2 != v0))
{
m_vecTriangleIndices[targetCt] = v0;
targetCt++;
m_vecTriangleIndices[targetCt] = v1;
targetCt++;
m_vecTriangleIndices[targetCt] = v2;
targetCt++;
noOfNonDegenerate++;
}
}
m_vecTriangleIndices.resize(noOfNonDegenerate * 3);
}
template <typename VertexType>
void SurfaceMesh<VertexType>::removeUnusedVertices(void)
{
std::vector<bool> isVertexUsed(m_vecVertices.size());
std::fill(isVertexUsed.begin(), isVertexUsed.end(), false);
for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
{
int v = m_vecTriangleIndices[triCt];
isVertexUsed[v] = true;
}
int noOfUsedVertices = 0;
std::vector<uint32_t> newPos(m_vecVertices.size());
for(uint32_t vertCt = 0; vertCt < m_vecVertices.size(); vertCt++)
{
if(isVertexUsed[vertCt])
{
m_vecVertices[noOfUsedVertices] = m_vecVertices[vertCt];
newPos[vertCt] = noOfUsedVertices;
noOfUsedVertices++;
}
}
m_vecVertices.resize(noOfUsedVertices);
for(uint32_t triCt = 0; triCt < m_vecTriangleIndices.size(); triCt++)
{
m_vecTriangleIndices[triCt] = newPos[m_vecTriangleIndices[triCt]];
}
}
//Currently a free function - think where this needs to go.
template <typename VertexType>
std::shared_ptr< SurfaceMesh<VertexType> > extractSubset(SurfaceMesh<VertexType>& inputMesh, std::set<uint8_t> setMaterials)
{
std::shared_ptr< SurfaceMesh<VertexType> > result(new SurfaceMesh<VertexType>);
result->m_Region = inputMesh.m_Region;
if(inputMesh.m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
{
return result;
}
POLYVOX_ASSERT(inputMesh.m_vecLodRecords.size() == 1, "Number of LOD records must equal one.");
if(inputMesh.m_vecLodRecords.size() != 1)
{
//If we have done progressive LOD then it's too late to split into subsets.
return result;
}
std::vector<int32_t> indexMap(inputMesh.m_vecVertices.size());
std::fill(indexMap.begin(), indexMap.end(), -1);
for(uint32_t triCt = 0; triCt < inputMesh.m_vecTriangleIndices.size(); triCt += 3)
{
VertexType& v0 = inputMesh.m_vecVertices[inputMesh.m_vecTriangleIndices[triCt]];
VertexType& v1 = inputMesh.m_vecVertices[inputMesh.m_vecTriangleIndices[triCt + 1]];
VertexType& v2 = inputMesh.m_vecVertices[inputMesh.m_vecTriangleIndices[triCt + 2]];
if(
(setMaterials.find(v0.getMaterial()) != setMaterials.end()) ||
(setMaterials.find(v1.getMaterial()) != setMaterials.end()) ||
(setMaterials.find(v2.getMaterial()) != setMaterials.end()))
{
uint32_t i0;
if(indexMap[inputMesh.m_vecTriangleIndices[triCt]] == -1)
{
indexMap[inputMesh.m_vecTriangleIndices[triCt]] = result->addVertex(v0);
}
i0 = indexMap[inputMesh.m_vecTriangleIndices[triCt]];
uint32_t i1;
if(indexMap[inputMesh.m_vecTriangleIndices[triCt+1]] == -1)
{
indexMap[inputMesh.m_vecTriangleIndices[triCt+1]] = result->addVertex(v1);
}
i1 = indexMap[inputMesh.m_vecTriangleIndices[triCt+1]];
uint32_t i2;
if(indexMap[inputMesh.m_vecTriangleIndices[triCt+2]] == -1)
{
indexMap[inputMesh.m_vecTriangleIndices[triCt+2]] = result->addVertex(v2);
}
i2 = indexMap[inputMesh.m_vecTriangleIndices[triCt+2]];
result->addTriangle(i0,i1,i2);
}
}
result->m_vecLodRecords.clear();
LodRecord lodRecord;
lodRecord.beginIndex = 0;
lodRecord.endIndex = result->getNoOfIndices();
result->m_vecLodRecords.push_back(lodRecord);
return result;
}
template <typename VertexType>
void SurfaceMesh<VertexType>::scaleVertices(float amount)
{
for(uint32_t ct = 0; ct < m_vecVertices.size(); ct++)
{
//TODO: Should rethink accessors here to provide faster access
Vector3DFloat position = m_vecVertices[ct].getPosition();
position *= amount;
m_vecVertices[ct].setPosition(position);
}
}
template <typename VertexType>
void SurfaceMesh<VertexType>::translateVertices(const Vector3DFloat& amount)
{
for(uint32_t ct = 0; ct < m_vecVertices.size(); ct++)
{
//TODO: Should rethink accessors here to provide faster access
Vector3DFloat position = m_vecVertices[ct].getPosition();
position += amount;
m_vecVertices[ct].setPosition(position);
}
}
}

View File

@ -1,40 +1,51 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __OpenGLExample_OpenGLSupport_H__
#define __OpenGLExample_OpenGLSupport_H__
#include "PolyVoxCore/PolyVoxForwardDeclarations.h"
#include "glew/glew.h"
struct OpenGLColour
{
GLfloat red;
GLfloat green;
GLfloat blue;
};
OpenGLColour convertMaterialIDToColour(uint8_t materialID);
#endif //__OpenGLExample_OpenGLSupport_H__
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __PolyVox_Vertex_H__
#define __PolyVox_Vertex_H__
#include "Impl/TypeDef.h"
#include "PolyVoxCore/Vector.h"
#include <bitset>
#include <vector>
namespace PolyVox
{
#ifdef SWIG
struct Vertex
#else
template<typename _DataType>
struct POLYVOX_API Vertex
#endif
{
typedef _DataType DataType;
Vector3DFloat position;
Vector3DFloat normal;
DataType data;
};
}
#endif // __PolyVox_Vertex_H__

View File

@ -1,159 +0,0 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __PolyVox_SurfaceVertex_H__
#define __PolyVox_SurfaceVertex_H__
#include "Impl/TypeDef.h"
#include "PolyVoxCore/Vector.h"
#include <bitset>
#include <vector>
namespace PolyVox
{
#ifdef SWIG
class CubicVertex
#else
template<typename VoxelType>
class POLYVOX_API CubicVertex
#endif
{
public:
CubicVertex()
{
}
CubicVertex(Vector3DFloat positionToSet, VoxelType materialToSet)
:position(positionToSet)
,material(materialToSet)
{
}
CubicVertex(Vector3DFloat positionToSet, Vector3DFloat normalToSet, VoxelType materialToSet)
:position(positionToSet)
,normal(normalToSet)
,material(materialToSet)
{
}
VoxelType getMaterial(void) const
{
return material;
}
const Vector3DFloat& getNormal(void) const
{
return normal;
}
const Vector3DFloat& getPosition(void) const
{
return position;
}
void setMaterial(VoxelType materialToSet)
{
material = materialToSet;
}
void setNormal(const Vector3DFloat& normalToSet)
{
normal = normalToSet;
}
void setPosition(const Vector3DFloat& positionToSet)
{
position = positionToSet;
}
public:
Vector3DFloat position;
Vector3DFloat normal;
VoxelType material;
};
#ifdef SWIG
class MarchingCubesVertex
#else
template<typename VoxelType>
class POLYVOX_API MarchingCubesVertex
#endif
{
public:
MarchingCubesVertex()
{
}
MarchingCubesVertex(Vector3DFloat positionToSet, VoxelType materialToSet)
:position(positionToSet)
, material(materialToSet)
{
}
MarchingCubesVertex(Vector3DFloat positionToSet, Vector3DFloat normalToSet, VoxelType materialToSet)
:position(positionToSet)
, normal(normalToSet)
, material(materialToSet)
{
}
VoxelType getMaterial(void) const
{
return material;
}
const Vector3DFloat& getNormal(void) const
{
return normal;
}
const Vector3DFloat& getPosition(void) const
{
return position;
}
void setMaterial(VoxelType materialToSet)
{
material = materialToSet;
}
void setNormal(const Vector3DFloat& normalToSet)
{
normal = normalToSet;
}
void setPosition(const Vector3DFloat& positionToSet)
{
position = positionToSet;
}
public:
Vector3DFloat position;
Vector3DFloat normal;
VoxelType material;
};
}
#endif

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@ -1 +0,0 @@

View File

@ -36,8 +36,8 @@ ADD_DEFINITIONS(-DPOLYVOX_SHARED_EXPORTS) #Export symbols in the .dll
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${UTIL_SRC_FILES})
SOURCE_GROUP("Headers" FILES ${UTIL_INC_FILES})
SOURCE_GROUP("Source Files" FILES ${UTIL_SRC_FILES})
SOURCE_GROUP("Header Files" FILES ${UTIL_INC_FILES})
#Tell CMake the paths
INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/include ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include)

View File

@ -108,7 +108,7 @@ uint32_t testForType(void)
{
Region regionToExtract(x, y, z, x + uRegionSideLength - 1, y + uRegionSideLength - 1, z + uRegionSideLength - 1);
auto result = extractCubicSurface(&volData, regionToExtract);
auto result = extractCubicMesh(&volData, regionToExtract);
uTotalVertices += result.getNoOfVertices();
uTotalIndices += result.getNoOfIndices();
@ -130,7 +130,7 @@ void TestCubicSurfaceExtractor::testExecute()
const static uint32_t uIndexToCheck = 2000;
const static uint32_t uExpectedIndex = 1334;
SurfaceMesh<CubicVertex> mesh;*/
Mesh<CubicVertex> mesh;*/
/*testForType<int8_t>(mesh);
QCOMPARE(mesh.getNoOfVertices(), uExpectedVertices);

View File

@ -102,7 +102,7 @@ void writeMaterialValueToVoxel(int valueToWrite, MaterialDensityPair88& voxel)
// Runs the surface extractor for a given type.
template <typename VoxelType>
SurfaceMesh<MarchingCubesVertex<VoxelType> > testForType(void) //I think we could avoid specifying this return type by using auto/decltype?
Mesh<MarchingCubesVertex<VoxelType> > testForType(void) //I think we could avoid specifying this return type by using auto/decltype?
{
const int32_t uVolumeSideLength = 32;
@ -128,12 +128,12 @@ SurfaceMesh<MarchingCubesVertex<VoxelType> > testForType(void) //I think we coul
DefaultMarchingCubesController<VoxelType> controller;
controller.setThreshold(50);
auto result = extractMarchingCubesSurface(&volData, volData.getEnclosingRegion(), WrapModes::Border, VoxelType(), controller);
auto result = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion(), WrapModes::Border, VoxelType(), controller);
return result;
}
void testCustomController(SurfaceMesh<MarchingCubesVertex<float> >& result)
void testCustomController(Mesh<MarchingCubesVertex<float> >& result)
{
const int32_t uVolumeSideLength = 32;
@ -162,68 +162,68 @@ void TestSurfaceExtractor::testExecute()
const static uint32_t uExpectedVertices = 4731;
const static uint32_t uExpectedIndices = 12810;
const static uint32_t uMaterialToCheck = 3000;
const static float fExpectedMaterial = 42.0f;
const static float fExpectedData = 42.0f;
const static float fNoMaterial = 1.0f;
SurfaceMesh<MarchingCubesVertex<int8_t> > mesh;
Mesh<MarchingCubesVertex<int8_t> > mesh;
//Run the test for various voxel types.
QBENCHMARK {
mesh = testForType<int8_t>();
}
QCOMPARE(mesh.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh.getVertices()[uMaterialToCheck].getMaterial(), static_cast<int8_t>(fNoMaterial));
QCOMPARE(mesh.getVertices()[uMaterialToCheck].data, static_cast<int8_t>(fExpectedData));
auto mesh1 = testForType<uint8_t>();
QCOMPARE(mesh1.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh1.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh1.getVertices()[uMaterialToCheck].getMaterial(), static_cast<uint8_t>(fNoMaterial));
QCOMPARE(mesh1.getVertices()[uMaterialToCheck].data, static_cast<uint8_t>(fExpectedData));
auto mesh2 = testForType<int16_t>();
QCOMPARE(mesh2.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh2.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh2.getVertices()[uMaterialToCheck].getMaterial(), static_cast<int16_t>(fNoMaterial));
QCOMPARE(mesh2.getVertices()[uMaterialToCheck].data, static_cast<int16_t>(fExpectedData));
auto mesh3 = testForType<uint16_t>();
QCOMPARE(mesh3.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh3.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh3.getVertices()[uMaterialToCheck].getMaterial(), static_cast<uint16_t>(fNoMaterial));
QCOMPARE(mesh3.getVertices()[uMaterialToCheck].data, static_cast<uint16_t>(fExpectedData));
auto mesh4 = testForType<int32_t>();
QCOMPARE(mesh4.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh4.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh4.getVertices()[uMaterialToCheck].getMaterial(), static_cast<int32_t>(fNoMaterial));
QCOMPARE(mesh4.getVertices()[uMaterialToCheck].data, static_cast<int32_t>(fExpectedData));
auto mesh5 = testForType<uint32_t>();
QCOMPARE(mesh5.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh5.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh5.getVertices()[uMaterialToCheck].getMaterial(), static_cast<uint32_t>(fNoMaterial));
QCOMPARE(mesh5.getVertices()[uMaterialToCheck].data, static_cast<uint32_t>(fExpectedData));
auto mesh6 = testForType<float>();
QCOMPARE(mesh6.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh6.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh6.getVertices()[uMaterialToCheck].getMaterial(), static_cast<float>(fNoMaterial));
QCOMPARE(mesh6.getVertices()[uMaterialToCheck].data, static_cast<float>(fExpectedData));
auto mesh7 = testForType<double>();
QCOMPARE(mesh7.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh7.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh7.getVertices()[uMaterialToCheck].getMaterial(), static_cast<double>(fNoMaterial));
QCOMPARE(mesh7.getVertices()[uMaterialToCheck].data, static_cast<double>(fExpectedData));
auto mesh8 = testForType<Density8>();
QCOMPARE(mesh8.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh8.getNoOfIndices(), uExpectedIndices);
QCOMPARE(mesh8.getVertices()[uMaterialToCheck].getMaterial(), static_cast<Density8>(fNoMaterial));
QCOMPARE(mesh8.getVertices()[uMaterialToCheck].data, static_cast<Density8>(fExpectedData));
auto mesh9 = testForType<MaterialDensityPair88>();
QCOMPARE(mesh9.getNoOfVertices(), uExpectedVertices);
QCOMPARE(mesh9.getNoOfIndices(), uExpectedIndices);
//QCOMPARE(mesh9.getVertices()[uMaterialToCheck].getMaterial(), fExpectedMaterial);
//QCOMPARE(mesh9.getVertices()[uMaterialToCheck].data, fExpectedMaterial);
//Test whether the CustomSurfaceExtractor works.
/*testCustomController(floatMesh);
QCOMPARE(floatMesh.getNoOfVertices(), uExpectedVertices);
QCOMPARE(floatMesh.getNoOfIndices(), uExpectedIndices);
QCOMPARE(floatMesh.getVertices()[uMaterialToCheck].getMaterial(), fNoMaterial);*/
QCOMPARE(floatMesh.getVertices()[uMaterialToCheck].data, fExpectedData);*/
}
QTEST_MAIN(TestSurfaceExtractor)

View File

@ -184,7 +184,7 @@ void TestVolumeSubclass::testExtractSurface()
}
}
auto result = extractCubicSurface(&volumeSubclass, volumeSubclass.getEnclosingRegion());
auto result = extractCubicMesh(&volumeSubclass, volumeSubclass.getEnclosingRegion());
QCOMPARE(result.getNoOfVertices(), static_cast<uint32_t>(8));
}