Work on making OpenGLExample work with common example framework.
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@ -50,8 +50,10 @@ void OpenGLWidget::initializeGL()
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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shader = new QGLShaderProgram;
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if (!shader.addShaderFromSourceCode(QGLShader::Vertex, R"(
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if (!shader->addShaderFromSourceCode(QGLShader::Vertex, R"(
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#version 140
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in vec4 position; //This will be the position of the vertex in model-space
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@ -70,11 +72,11 @@ void OpenGLWidget::initializeGL()
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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std::cerr << shader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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if (!shader.addShaderFromSourceCode(QGLShader::Fragment, R"(
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if (!shader->addShaderFromSourceCode(QGLShader::Fragment, R"(
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#version 130
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in vec4 worldPosition; //Passed in from the vertex shader
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@ -90,15 +92,15 @@ void OpenGLWidget::initializeGL()
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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std::cerr << shader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bindAttributeLocation("position", 0);
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shader->bindAttributeLocation("position", 0);
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if(!shader.link())
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if (!shader->link())
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{
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std::cerr << shader.log().toStdString() << std::endl;
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std::cerr << shader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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@ -114,12 +116,8 @@ void OpenGLWidget::resizeGL(int w, int h)
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float zNear = 1.0;
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float zFar = 1000.0;
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QMatrix4x4 cameraToClipMatrix{};
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cameraToClipMatrix.setToIdentity();
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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shader.bind();
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shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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shader.release();
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}
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void OpenGLWidget::paintGL()
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@ -127,13 +125,16 @@ void OpenGLWidget::paintGL()
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.bind();
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shader->bind();
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shader->setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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shader->setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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for (OpenGLMeshData meshData : mMeshData)
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{
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.translate(meshData.translation.getX(), meshData.translation.getY(), meshData.translation.getZ()); // Centre the model on the origin
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); // Update to the latest camera matrix
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shader->setUniformValue("modelToWorldMatrix", modelToWorldMatrix); // Update to the latest camera matrix
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glBindVertexArray(meshData.vertexArrayObject);
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@ -142,7 +143,7 @@ void OpenGLWidget::paintGL()
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glBindVertexArray(0);
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}
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shader.release();
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shader->release();
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GLenum errCode = glGetError();
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if(errCode != GL_NO_ERROR)
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@ -174,21 +175,15 @@ void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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void OpenGLWidget::setupWorldToCameraMatrix()
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{
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shader.bind();
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QVector3D lowerCorner(m_viewableRegion.getLowerX(), m_viewableRegion.getLowerY(), m_viewableRegion.getLowerZ());
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QVector3D upperCorner(m_viewableRegion.getUpperX(), m_viewableRegion.getUpperY(), m_viewableRegion.getUpperZ());
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QVector3D centerPoint = (lowerCorner + upperCorner) * 0.5;
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float fDiagonalLength = (upperCorner - lowerCorner).length();
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QMatrix4x4 worldToCameraMatrix{};
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worldToCameraMatrix.setToIdentity();
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worldToCameraMatrix.translate(0, 0, -fDiagonalLength / 2.0f); //Move the camera back by the required amount
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worldToCameraMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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worldToCameraMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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worldToCameraMatrix.translate(-centerPoint); //centre the model on the origin
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shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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shader.release();
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}
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@ -53,6 +53,11 @@ public:
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// The viewable region can be adjusted so that this example framework can be use for different volume sizes.
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void setViewableRegion(PolyVox::Region viewableRegion);
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void setShader(QGLShaderProgram* shader)
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{
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this->shader = shader;
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}
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// Convert a SurfaceMesh to OpenGL index/vertex buffers. Inlined because it's templatised.
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template <typename MeshType>
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void addMesh(const MeshType& surfaceMesh)
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@ -107,7 +112,11 @@ private:
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// Index/vertex buffer data
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std::vector<OpenGLMeshData> mMeshData;
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QGLShaderProgram shader;
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QGLShaderProgram* shader;
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// Matrices
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QMatrix4x4 worldToCameraMatrix;
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QMatrix4x4 cameraToClipMatrix;
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// Mouse data
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QPoint m_LastFrameMousePos;
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