Initial version of decoding shaders.
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@ -44,12 +44,13 @@ LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
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#This will include the shader files inside the compiled binary
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QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
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QT4_ADD_RESOURCES(DECODE_RESOURCES_RCC decode.qrc)
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# Put the resources in a seperate folder in Visual Studio
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SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC})
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SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC} decode.qrc ${DECODE_RESOURCES_RCC})
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#Build
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ADD_EXECUTABLE(DecodeOnGPUExample ${SRC_FILES} ${COMMON_RESOURCES_RCC})
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ADD_EXECUTABLE(DecodeOnGPUExample ${SRC_FILES} ${COMMON_RESOURCES_RCC} ${DECODE_RESOURCES_RCC})
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IF(MSVC)
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SET_TARGET_PROPERTIES(DecodeOnGPUExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
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ENDIF(MSVC)
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19
examples/DecodeOnGPU/decode.frag
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19
examples/DecodeOnGPU/decode.frag
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@ -0,0 +1,19 @@
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#version 130
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// Passed in from the vertex shader
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in vec4 worldPosition;
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in vec4 worldNormal;
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// the color that gets written to the display
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out vec4 outputColor;
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void main()
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{
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// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback
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// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
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vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
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// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
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outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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}
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6
examples/DecodeOnGPU/decode.qrc
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6
examples/DecodeOnGPU/decode.qrc
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@ -0,0 +1,6 @@
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<!DOCTYPE RCC><RCC version="1.0">
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<qresource>
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<file>decode.vert</file>
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<file>decode.frag</file>
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</qresource>
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</RCC>
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20
examples/DecodeOnGPU/decode.vert
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20
examples/DecodeOnGPU/decode.vert
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@ -0,0 +1,20 @@
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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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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
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// but we use it in this example framework because not all surface extractor generate surface normals.
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out vec4 worldPosition;
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void main()
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{
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// Standard sequence of OpenGL transformations.
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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@ -125,6 +125,22 @@ int main(int argc, char *argv[])
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OpenGLWidget openGLWidget(0);
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openGLWidget.show();
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QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
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if (!shader->addShaderFromSourceFile(QGLShader::Vertex, ":/decode.vert"))
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{
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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->addShaderFromSourceFile(QGLShader::Fragment, ":/decode.frag"))
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{
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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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openGLWidget.setShader(shader);
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//Create an empty volume and then place a sphere in it
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SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63)));
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createSphereInVolume(volData, 30);
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