More work splitting example framework into two pieces.

This commit is contained in:
David Williams
2015-02-20 16:56:03 +01:00
parent 838407ba4f
commit 7262ca313e
9 changed files with 174 additions and 174 deletions

View File

@ -34,19 +34,6 @@ distribution.
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
// This structure holds all the data required
// to render one of our meshes through OpenGL.
struct OpenGLMeshData
{
GLuint noOfIndices;
GLenum indexType;
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.
@ -56,73 +43,6 @@ public:
// Constructor
OpenGLWidget(QWidget *parent);
// Convert a PolyVox mesh to OpenGL index/vertex buffers. Inlined because it's templatised.
template <typename MeshType>
void addMesh(const MeshType& 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(typename MeshType::VertexType), 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(typename MeshType::IndexType), 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(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, 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(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, 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(typename MeshType::VertexType::DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, 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;
// Set 16 or 32-bit index buffer size.
meshData.indexType = sizeof(typename MeshType::IndexType) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
// 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);
void setCameraTransform(QVector3D position, float pitch, float yaw);
// Mouse handling
@ -135,22 +55,15 @@ public:
protected:
const float PI = 3.14159265358979f;
// Qt OpenGL functions
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
virtual void initialize()
{
}
virtual void initialize() {}
virtual void renderOneFrame() {}
private:
// Index/vertex buffer data
std::vector<OpenGLMeshData> mMeshData;
QSharedPointer<QGLShaderProgram> mShader;
protected:
// Matrices
QMatrix4x4 worldToCameraMatrix;