More work splitting example framework into two pieces.
This commit is contained in:
parent
838407ba4f
commit
7262ca313e
@ -75,7 +75,7 @@ public:
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}
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}
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protected:
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protected:
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void initialize() override
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void initializeExample() override
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{
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{
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// Create an empty volume and then place a sphere in it
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// Create an empty volume and then place a sphere in it
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PagedVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
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PagedVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
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@ -75,7 +75,7 @@ public:
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}
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}
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protected:
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protected:
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void initialize() override
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void initializeExample() override
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{
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{
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QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
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QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
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@ -56,7 +56,7 @@ public:
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}
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}
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protected:
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protected:
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void initialize() override
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void initializeExample() override
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{
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{
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FilePager<MaterialDensityPair88>* pager = new FilePager<MaterialDensityPair88>(".");
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FilePager<MaterialDensityPair88>* pager = new FilePager<MaterialDensityPair88>(".");
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PagedVolume<MaterialDensityPair88> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(g_uVolumeSideLength - 1, g_uVolumeSideLength - 1, g_uVolumeSideLength - 1)), pager);
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PagedVolume<MaterialDensityPair88> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(g_uVolumeSideLength - 1, g_uVolumeSideLength - 1, g_uVolumeSideLength - 1)), pager);
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@ -148,7 +148,7 @@ public:
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}
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}
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protected:
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protected:
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void initialize() override
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void initializeExample() override
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{
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{
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PerlinNoisePager* pager = new PerlinNoisePager();
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PerlinNoisePager* pager = new PerlinNoisePager();
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PagedVolume<MaterialDensityPair44> volData(PolyVox::Region::MaxRegion(), pager, 64);
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PagedVolume<MaterialDensityPair44> volData(PolyVox::Region::MaxRegion(), pager, 64);
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@ -77,7 +77,7 @@ public:
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}
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}
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protected:
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protected:
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void initialize() override
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void initializeExample() override
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{
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{
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//Create an empty volume and then place a sphere in it
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//Create an empty volume and then place a sphere in it
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PagedVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
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PagedVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
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@ -17,11 +17,6 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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{
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{
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}
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}
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void OpenGLWidget::setShader(QSharedPointer<QGLShaderProgram> shader)
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{
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mShader = shader;
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}
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void OpenGLWidget::setCameraTransform(QVector3D position, float pitch, float yaw)
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void OpenGLWidget::setCameraTransform(QVector3D position, float pitch, float yaw)
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{
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{
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mCameraPosition = position;
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mCameraPosition = position;
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@ -92,38 +87,6 @@ void OpenGLWidget::initializeGL()
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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glDepthRange(0.0, 1.0);
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mShader = QSharedPointer<QGLShaderProgram>(new QGLShaderProgram);
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// This is basically a simple fallback vertex shader which does the most basic rendering possible.
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// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
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if (!mShader->addShaderFromSourceFile(QGLShader::Vertex, ":/example.vert"))
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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// This is basically a simple fallback fragment shader which does the most basic rendering possible.
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// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
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if (!mShader->addShaderFromSourceFile(QGLShader::Fragment, ":/example.frag"))
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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// Bind the position semantic - this is defined in the vertex shader above.
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mShader->bindAttributeLocation("position", 0);
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// Bind the other semantics. Note that these don't actually exist in our example shader above! However, other
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// example shaders may choose to provide them and having the binding code here does not seem to cause any problems.
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mShader->bindAttributeLocation("normal", 1);
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mShader->bindAttributeLocation("material", 2);
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if (!mShader->link())
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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initialize();
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initialize();
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// Start a timer to drive the main rendering loop.
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// Start a timer to drive the main rendering loop.
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@ -190,21 +153,6 @@ void OpenGLWidget::paintGL()
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{
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{
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mCameraPosition -= cameraRight * deltaTime * mCameraMoveSpeed;
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mCameraPosition -= cameraRight * deltaTime * mCameraMoveSpeed;
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}
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}
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// Move backward
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/*if ((glfwGetKey(mWindow, GLFW_KEY_DOWN) == GLFW_PRESS) || (glfwGetKey(mWindow, GLFW_KEY_S) == GLFW_PRESS))
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{
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mCameraPosition -= cameraForward * deltaTime * mCameraMoveSpeed;
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}
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// Strafe right
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if ((glfwGetKey(mWindow, GLFW_KEY_RIGHT) == GLFW_PRESS) || (glfwGetKey(mWindow, GLFW_KEY_D) == GLFW_PRESS))
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{
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mCameraPosition += cameraRight * deltaTime * mCameraMoveSpeed;
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}
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// Strafe left
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if ((glfwGetKey(mWindow, GLFW_KEY_LEFT) == GLFW_PRESS) || (glfwGetKey(mWindow, GLFW_KEY_A) == GLFW_PRESS))
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{
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mCameraPosition -= cameraRight * deltaTime * mCameraMoveSpeed;
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}*/
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worldToCameraMatrix.setToIdentity();
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worldToCameraMatrix.setToIdentity();
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worldToCameraMatrix.lookAt(
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worldToCameraMatrix.lookAt(
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@ -216,32 +164,7 @@ void OpenGLWidget::paintGL()
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//Clear the screen
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Our example framework only uses a single shader for the scene (for all meshes).
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renderOneFrame();
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mShader->bind();
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// These two matrices are constant for all meshes.
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mShader->setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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mShader->setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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// Iterate over each mesh which the user added to our list, and render it.
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for (OpenGLMeshData meshData : mMeshData)
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{
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//Set up the model matrrix based on provided translation and scale.
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QMatrix4x4 modelToWorldMatrix;
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modelToWorldMatrix.translate(meshData.translation);
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modelToWorldMatrix.scale(meshData.scale);
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mShader->setUniformValue("modelToWorldMatrix", modelToWorldMatrix);
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// Bind the vertex array for the current mesh
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glBindVertexArray(meshData.vertexArrayObject);
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// Draw the mesh
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glDrawElements(GL_TRIANGLES, meshData.noOfIndices, meshData.indexType, 0);
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// Unbind the vertex array.
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glBindVertexArray(0);
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}
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// We're done with the shader for this frame.
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mShader->release();
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// Check for errors.
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// Check for errors.
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GLenum errCode = glGetError();
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GLenum errCode = glGetError();
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@ -34,19 +34,6 @@ distribution.
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QOpenGLBuffer>
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// This structure holds all the data required
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// to render one of our meshes through OpenGL.
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struct OpenGLMeshData
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{
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GLuint noOfIndices;
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GLenum indexType;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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GLuint vertexArrayObject;
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QVector3D translation;
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float scale;
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};
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// Our OpenGLWidget is used by all the examples to render the extracted meshes. It is
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// Our OpenGLWidget is used by all the examples to render the extracted meshes. It is
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// fairly specific to our needs (you probably won't want to use it in your own project)
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// fairly specific to our needs (you probably won't want to use it in your own project)
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// but should provide a useful illustration of how PolyVox meshes can be rendered.
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// but should provide a useful illustration of how PolyVox meshes can be rendered.
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@ -56,73 +43,6 @@ public:
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// Constructor
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// Constructor
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OpenGLWidget(QWidget *parent);
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OpenGLWidget(QWidget *parent);
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// Convert a PolyVox mesh 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, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f)
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{
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// Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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// This struct holds the OpenGL properties (buffer handles, etc) which will be used
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// to render our mesh. We copy the data from the PolyVox mesh into this structure.
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OpenGLMeshData meshData;
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// Create the VAO for the mesh
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glGenVertexArrays(1, &(meshData.vertexArrayObject));
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glBindVertexArray(meshData.vertexArrayObject);
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// The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(typename MeshType::VertexType), vecVertices.data(), GL_STATIC_DRAW);
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// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(meshData.indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(typename MeshType::IndexType), vecIndices.data(), GL_STATIC_DRAW);
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// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
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glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
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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)
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// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
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// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
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// shader. This is mostly just to simplify this example code - in a real application you will know whether your
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// chosen surface extractor generates normals and can skip uploading them if not.
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glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, normal)));
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// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
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// 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.
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glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
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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)
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glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, data)));
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// We're done uploading and can now unbind.
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glBindVertexArray(0);
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// A few additional properties can be copied across for use during rendering.
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meshData.noOfIndices = vecIndices.size();
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meshData.translation = QVector3D(translation.getX(), translation.getY(), translation.getZ());
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meshData.scale = scale;
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// Set 16 or 32-bit index buffer size.
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meshData.indexType = sizeof(typename MeshType::IndexType) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
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// Now add the mesh to the list of meshes to render.
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addMeshData(meshData);
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}
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void addMeshData(OpenGLMeshData meshData)
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{
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mMeshData.push_back(meshData);
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}
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// For our purposes we use a single shader for the whole volume, and
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// this example framework is only meant to show a single volume at a time
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void setShader(QSharedPointer<QGLShaderProgram> shader);
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void setCameraTransform(QVector3D position, float pitch, float yaw);
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void setCameraTransform(QVector3D position, float pitch, float yaw);
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// Mouse handling
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// Mouse handling
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protected:
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protected:
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const float PI = 3.14159265358979f;
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// Qt OpenGL functions
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// Qt OpenGL functions
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void initializeGL();
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void initializeGL();
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void resizeGL(int w, int h);
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void resizeGL(int w, int h);
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void paintGL();
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void paintGL();
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virtual void initialize()
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virtual void initialize() {}
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{
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virtual void renderOneFrame() {}
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}
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private:
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protected:
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// Index/vertex buffer data
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std::vector<OpenGLMeshData> mMeshData;
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QSharedPointer<QGLShaderProgram> mShader;
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// Matrices
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// Matrices
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QMatrix4x4 worldToCameraMatrix;
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QMatrix4x4 worldToCameraMatrix;
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@ -1 +1,6 @@
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#include "PolyVoxExample.h"
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#include "PolyVoxExample.h"
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void PolyVoxExample::setShader(QSharedPointer<QGLShaderProgram> shader)
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{
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mShader = shader;
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}
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@ -26,6 +26,19 @@ distribution.
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#include "OpenGLWidget.h"
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#include "OpenGLWidget.h"
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// This structure holds all the data required
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// to render one of our meshes through OpenGL.
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struct OpenGLMeshData
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{
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GLuint noOfIndices;
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GLenum indexType;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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GLuint vertexArrayObject;
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QVector3D translation;
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float scale;
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};
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class PolyVoxExample : public OpenGLWidget
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class PolyVoxExample : public OpenGLWidget
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{
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{
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public:
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public:
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@ -33,6 +46,152 @@ public:
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:OpenGLWidget(parent)
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:OpenGLWidget(parent)
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{
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{
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}
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}
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// For our purposes we use a single shader for the whole volume, and
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// this example framework is only meant to show a single volume at a time
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void setShader(QSharedPointer<QGLShaderProgram> shader);
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// Convert a PolyVox mesh 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, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f)
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{
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// Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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// This struct holds the OpenGL properties (buffer handles, etc) which will be used
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// to render our mesh. We copy the data from the PolyVox mesh into this structure.
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OpenGLMeshData meshData;
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// Create the VAO for the mesh
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glGenVertexArrays(1, &(meshData.vertexArrayObject));
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glBindVertexArray(meshData.vertexArrayObject);
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// The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(typename MeshType::VertexType), vecVertices.data(), GL_STATIC_DRAW);
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// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(meshData.indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(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);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected:
|
||||||
|
const float PI = 3.14159265358979f;
|
||||||
|
|
||||||
|
virtual void initializeExample() {};
|
||||||
|
|
||||||
|
void initialize() override
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now do any initialization for the specific example.
|
||||||
|
initializeExample();
|
||||||
|
}
|
||||||
|
|
||||||
|
void renderOneFrame() override
|
||||||
|
{
|
||||||
|
// 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, meshData.indexType, 0);
|
||||||
|
// Unbind the vertex array.
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// We're done with the shader for this frame.
|
||||||
|
mShader->release();
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
// Index/vertex buffer data
|
||||||
|
std::vector<OpenGLMeshData> mMeshData;
|
||||||
|
|
||||||
|
QSharedPointer<QGLShaderProgram> mShader;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif //__PolyVoxExample_H__
|
#endif //__PolyVoxExample_H__
|
Loading…
x
Reference in New Issue
Block a user