Normalized line endings
This commit is contained in:
@ -1,75 +1,75 @@
|
||||
# Copyright (c) 2010-2012 David Williams
|
||||
#
|
||||
# This software is provided 'as-is', without any express or implied
|
||||
# warranty. In no event will the authors be held liable for any damages
|
||||
# arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose,
|
||||
# including commercial applications, and to alter it and redistribute it
|
||||
# freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not
|
||||
# claim that you wrote the original software. If you use this software
|
||||
# in a product, an acknowledgment in the product documentation would be
|
||||
# appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be
|
||||
# misrepresented as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source
|
||||
# distribution.
|
||||
|
||||
CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
|
||||
|
||||
PROJECT(DecodeOnGPUExample)
|
||||
|
||||
#Projects source files
|
||||
SET(SRC_FILES
|
||||
main.cpp
|
||||
../common/OpenGLWidget.cpp
|
||||
)
|
||||
|
||||
#Projects headers files
|
||||
SET(INC_FILES
|
||||
OpenGLWidget.h
|
||||
)
|
||||
|
||||
add_definitions(-DGLEW_STATIC)
|
||||
|
||||
FIND_PACKAGE(OpenGL REQUIRED)
|
||||
|
||||
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
|
||||
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
|
||||
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
|
||||
|
||||
#This will include the shader files inside the compiled binary
|
||||
QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
|
||||
QT4_ADD_RESOURCES(DECODE_RESOURCES_RCC decode.qrc)
|
||||
|
||||
# Put the resources in a seperate folder in Visual Studio
|
||||
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC} decode.qrc ${DECODE_RESOURCES_RCC})
|
||||
|
||||
#Build
|
||||
ADD_EXECUTABLE(DecodeOnGPUExample ${SRC_FILES} ${COMMON_RESOURCES_RCC} ${DECODE_RESOURCES_RCC})
|
||||
IF(MSVC)
|
||||
SET_TARGET_PROPERTIES(DecodeOnGPUExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
|
||||
ENDIF(MSVC)
|
||||
TARGET_LINK_LIBRARIES(DecodeOnGPUExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
|
||||
SET_PROPERTY(TARGET DecodeOnGPUExample PROPERTY FOLDER "Examples")
|
||||
|
||||
#Install - Only install the example in Windows
|
||||
IF(WIN32)
|
||||
INSTALL(TARGETS DecodeOnGPUExample
|
||||
RUNTIME DESTINATION Examples/OpenGL/bin
|
||||
LIBRARY DESTINATION Examples/OpenGL/lib
|
||||
ARCHIVE DESTINATION Examples/OpenGL/lib
|
||||
COMPONENT example
|
||||
)
|
||||
|
||||
#.dlls should be installed in shared builds.
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
|
||||
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
|
||||
ENDIF(WIN32)
|
||||
# Copyright (c) 2010-2012 David Williams
|
||||
#
|
||||
# This software is provided 'as-is', without any express or implied
|
||||
# warranty. In no event will the authors be held liable for any damages
|
||||
# arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose,
|
||||
# including commercial applications, and to alter it and redistribute it
|
||||
# freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not
|
||||
# claim that you wrote the original software. If you use this software
|
||||
# in a product, an acknowledgment in the product documentation would be
|
||||
# appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be
|
||||
# misrepresented as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source
|
||||
# distribution.
|
||||
|
||||
CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
|
||||
|
||||
PROJECT(DecodeOnGPUExample)
|
||||
|
||||
#Projects source files
|
||||
SET(SRC_FILES
|
||||
main.cpp
|
||||
../common/OpenGLWidget.cpp
|
||||
)
|
||||
|
||||
#Projects headers files
|
||||
SET(INC_FILES
|
||||
OpenGLWidget.h
|
||||
)
|
||||
|
||||
add_definitions(-DGLEW_STATIC)
|
||||
|
||||
FIND_PACKAGE(OpenGL REQUIRED)
|
||||
|
||||
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
|
||||
INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR} ${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include ${GLEW_SOURCE_DIR})
|
||||
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
|
||||
|
||||
#This will include the shader files inside the compiled binary
|
||||
QT4_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
|
||||
QT4_ADD_RESOURCES(DECODE_RESOURCES_RCC decode.qrc)
|
||||
|
||||
# Put the resources in a seperate folder in Visual Studio
|
||||
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC} decode.qrc ${DECODE_RESOURCES_RCC})
|
||||
|
||||
#Build
|
||||
ADD_EXECUTABLE(DecodeOnGPUExample ${SRC_FILES} ${COMMON_RESOURCES_RCC} ${DECODE_RESOURCES_RCC})
|
||||
IF(MSVC)
|
||||
SET_TARGET_PROPERTIES(DecodeOnGPUExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
|
||||
ENDIF(MSVC)
|
||||
TARGET_LINK_LIBRARIES(DecodeOnGPUExample glew ${QT_LIBRARIES} ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
|
||||
SET_PROPERTY(TARGET DecodeOnGPUExample PROPERTY FOLDER "Examples")
|
||||
|
||||
#Install - Only install the example in Windows
|
||||
IF(WIN32)
|
||||
INSTALL(TARGETS DecodeOnGPUExample
|
||||
RUNTIME DESTINATION Examples/OpenGL/bin
|
||||
LIBRARY DESTINATION Examples/OpenGL/lib
|
||||
ARCHIVE DESTINATION Examples/OpenGL/lib
|
||||
COMPONENT example
|
||||
)
|
||||
|
||||
#.dlls should be installed in shared builds.
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
|
||||
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
|
||||
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
|
||||
ENDIF(WIN32)
|
||||
|
@ -1,167 +1,167 @@
|
||||
/*******************************************************************************
|
||||
Copyright (c) 2005-2009 David Williams
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
*******************************************************************************/
|
||||
|
||||
#include "OpenGLWidget.h"
|
||||
|
||||
#include "PolyVoxCore/CubicSurfaceExtractor.h"
|
||||
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
|
||||
#include "PolyVoxCore/Mesh.h"
|
||||
#include "PolyVoxCore/PagedVolume.h"
|
||||
|
||||
#include <QApplication>
|
||||
|
||||
//Use the PolyVox namespace
|
||||
using namespace PolyVox;
|
||||
|
||||
void createSphereInVolume(PagedVolume<uint8_t>& volData, float fRadius)
|
||||
{
|
||||
//This vector hold the position of the center of the volume
|
||||
Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
|
||||
|
||||
//This three-level for loop iterates over every voxel in the volume
|
||||
for (int z = 0; z < volData.getDepth(); z++)
|
||||
{
|
||||
for (int y = 0; y < volData.getHeight(); y++)
|
||||
{
|
||||
for (int x = 0; x < volData.getWidth(); x++)
|
||||
{
|
||||
//Store our current position as a vector...
|
||||
Vector3DFloat v3dCurrentPos(x,y,z);
|
||||
//And compute how far the current position is from the center of the volume
|
||||
float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
|
||||
|
||||
uint8_t uVoxelValue = 0;
|
||||
|
||||
//If the current voxel is less than 'radius' units from the center then we make it solid.
|
||||
if(fDistToCenter <= fRadius)
|
||||
{
|
||||
//Our new voxel value
|
||||
uVoxelValue = 255;
|
||||
}
|
||||
|
||||
//Wrte the voxel value into the volume
|
||||
volData.setVoxelAt(x, y, z, uVoxelValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OpenGLMeshData buildOpenGLMeshData(const PolyVox::Mesh< PolyVox::MarchingCubesVertex< uint8_t > >& 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(MarchingCubesVertex< uint8_t >), 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(uint32_t), 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
|
||||
glVertexAttribIPointer(0, 3, GL_UNSIGNED_SHORT, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, encodedPosition))); //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.
|
||||
glVertexAttribIPointer(1, 1, GL_UNSIGNED_SHORT, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, encodedNormal)));
|
||||
|
||||
// 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(uint8_t), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
|
||||
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, 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(PolyVox::Mesh< PolyVox::MarchingCubesVertex< uint8_t > >::IndexType) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
||||
|
||||
return meshData;
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
//Create and show the Qt OpenGL window
|
||||
QApplication app(argc, argv);
|
||||
OpenGLWidget openGLWidget(0);
|
||||
openGLWidget.show();
|
||||
|
||||
QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
|
||||
|
||||
if (!shader->addShaderFromSourceFile(QGLShader::Vertex, ":/decode.vert"))
|
||||
{
|
||||
std::cerr << shader->log().toStdString() << std::endl;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
if (!shader->addShaderFromSourceFile(QGLShader::Fragment, ":/decode.frag"))
|
||||
{
|
||||
std::cerr << shader->log().toStdString() << std::endl;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
openGLWidget.setShader(shader);
|
||||
|
||||
//Create an empty volume and then place a sphere in it
|
||||
PagedVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
|
||||
/*******************************************************************************
|
||||
Copyright (c) 2005-2009 David Williams
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
*******************************************************************************/
|
||||
|
||||
#include "OpenGLWidget.h"
|
||||
|
||||
#include "PolyVoxCore/CubicSurfaceExtractor.h"
|
||||
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
|
||||
#include "PolyVoxCore/Mesh.h"
|
||||
#include "PolyVoxCore/PagedVolume.h"
|
||||
|
||||
#include <QApplication>
|
||||
|
||||
//Use the PolyVox namespace
|
||||
using namespace PolyVox;
|
||||
|
||||
void createSphereInVolume(PagedVolume<uint8_t>& volData, float fRadius)
|
||||
{
|
||||
//This vector hold the position of the center of the volume
|
||||
Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
|
||||
|
||||
//This three-level for loop iterates over every voxel in the volume
|
||||
for (int z = 0; z < volData.getDepth(); z++)
|
||||
{
|
||||
for (int y = 0; y < volData.getHeight(); y++)
|
||||
{
|
||||
for (int x = 0; x < volData.getWidth(); x++)
|
||||
{
|
||||
//Store our current position as a vector...
|
||||
Vector3DFloat v3dCurrentPos(x,y,z);
|
||||
//And compute how far the current position is from the center of the volume
|
||||
float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
|
||||
|
||||
uint8_t uVoxelValue = 0;
|
||||
|
||||
//If the current voxel is less than 'radius' units from the center then we make it solid.
|
||||
if(fDistToCenter <= fRadius)
|
||||
{
|
||||
//Our new voxel value
|
||||
uVoxelValue = 255;
|
||||
}
|
||||
|
||||
//Wrte the voxel value into the volume
|
||||
volData.setVoxelAt(x, y, z, uVoxelValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OpenGLMeshData buildOpenGLMeshData(const PolyVox::Mesh< PolyVox::MarchingCubesVertex< uint8_t > >& 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(MarchingCubesVertex< uint8_t >), 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(uint32_t), 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
|
||||
glVertexAttribIPointer(0, 3, GL_UNSIGNED_SHORT, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, encodedPosition))); //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.
|
||||
glVertexAttribIPointer(1, 1, GL_UNSIGNED_SHORT, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, encodedNormal)));
|
||||
|
||||
// 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(uint8_t), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
|
||||
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(MarchingCubesVertex< uint8_t >), (GLvoid*)(offsetof(MarchingCubesVertex< uint8_t >, 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(PolyVox::Mesh< PolyVox::MarchingCubesVertex< uint8_t > >::IndexType) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
||||
|
||||
return meshData;
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
//Create and show the Qt OpenGL window
|
||||
QApplication app(argc, argv);
|
||||
OpenGLWidget openGLWidget(0);
|
||||
openGLWidget.show();
|
||||
|
||||
QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
|
||||
|
||||
if (!shader->addShaderFromSourceFile(QGLShader::Vertex, ":/decode.vert"))
|
||||
{
|
||||
std::cerr << shader->log().toStdString() << std::endl;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
if (!shader->addShaderFromSourceFile(QGLShader::Fragment, ":/decode.frag"))
|
||||
{
|
||||
std::cerr << shader->log().toStdString() << std::endl;
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
openGLWidget.setShader(shader);
|
||||
|
||||
//Create an empty volume and then place a sphere in it
|
||||
PagedVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
|
||||
createSphereInVolume(volData, 30);
|
||||
|
||||
// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
|
||||
//auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
|
||||
//auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
|
||||
auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
|
||||
|
||||
// The surface extractor outputs the mesh in an efficient compressed format which is not directly suitable for rendering. The easiest approach is to
|
||||
// decode this on the CPU as shown below, though more advanced applications can upload the compressed mesh to the GPU and decompress in shader code.
|
||||
//auto decodedMesh = decodeMesh(mesh);
|
||||
|
||||
//Pass the surface to the OpenGL window
|
||||
OpenGLMeshData meshData = buildOpenGLMeshData(mesh);
|
||||
openGLWidget.addMeshData(meshData);
|
||||
|
||||
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
|
||||
|
||||
//Run the message pump.
|
||||
return app.exec();
|
||||
|
||||
//Pass the surface to the OpenGL window
|
||||
OpenGLMeshData meshData = buildOpenGLMeshData(mesh);
|
||||
openGLWidget.addMeshData(meshData);
|
||||
|
||||
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
|
||||
|
||||
//Run the message pump.
|
||||
return app.exec();
|
||||
}
|
Reference in New Issue
Block a user