More work adding support for multiple meshes.
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@ -19,19 +19,23 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<CubicVertex
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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, &(mMeshData.vertexArrayObject));
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glBindVertexArray(mMeshData.vertexArrayObject);
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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, &(mMeshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, mMeshData.vertexBuffer);
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(mMeshData.indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mMeshData.indexBuffer);
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glGenBuffers(1, &(meshData.indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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//We need to tell OpenGL how to understand the format of the vertex data
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@ -40,7 +44,9 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<CubicVertex
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glBindVertexArray(0);
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mMeshData.noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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meshData.noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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mMeshData.push_back(meshData);
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}
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void OpenGLWidget::initializeGL()
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@ -155,21 +161,24 @@ void OpenGLWidget::paintGL()
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{
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
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shader.bind();
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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glBindVertexArray(mMeshData.vertexArrayObject);
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glDrawElements(GL_TRIANGLES, mMeshData.noOfIndices, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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for (OpenGLMeshData meshData : mMeshData)
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{
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glBindVertexArray(meshData.vertexArrayObject);
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glDrawElements(GL_TRIANGLES, meshData.noOfIndices, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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shader.release();
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@ -60,7 +60,7 @@ protected:
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private:
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//Index/vertex buffer data
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OpenGLMeshData mMeshData;
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std::vector<OpenGLMeshData> mMeshData;
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QGLShaderProgram shader;
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@ -78,11 +78,15 @@ int main(int argc, char *argv[])
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createSphereInVolume(volData, 30);
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// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
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auto mesh = extractCubicSurface(&volData, volData.getEnclosingRegion());
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//auto mesh = extractCubicSurface(&volData, volData.getEnclosingRegion());
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//auto mesh = extractMarchingCubesSurface(&volData, volData.getEnclosingRegion());
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auto mesh = extractCubicSurface(&volData, PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(31, 31, 31)));
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auto mesh2 = extractCubicSurface(&volData, PolyVox::Region(Vector3DInt32(32, 32, 32), Vector3DInt32(63, 63, 63)));
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//Pass the surface to the OpenGL window
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openGLWidget.setSurfaceMeshToRender(mesh);
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openGLWidget.setSurfaceMeshToRender(mesh2);
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//Run the message pump.
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return app.exec();
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