Normalized line endings
This commit is contained in:
@ -1,196 +1,196 @@
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#include "OpenGLWidget.h"
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#include <QMouseEvent>
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#include <QMatrix4x4>
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#include <QCoreApplication>
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//#include <QtMath>
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using namespace PolyVox;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Public functions
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////////////////////////////////////////////////////////////////////////////////
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_viewableRegion(PolyVox::Region(0, 0, 0, 255, 255, 255))
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,m_xRotation(0)
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,m_yRotation(0)
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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::setViewableRegion(PolyVox::Region viewableRegion)
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{
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m_viewableRegion = viewableRegion;
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// The user has specifed a new viewable region
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// so we need to regenerate our camera matrix.
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setupWorldToCameraMatrix();
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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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// Initialise these variables which will be used when the mouse actually moves.
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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// Update the x and y rotations based on the mouse movement.
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m_CurrentMousePos = event->pos();
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QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
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m_xRotation += diff.x();
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m_yRotation += diff.y();
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m_LastFrameMousePos = m_CurrentMousePos;
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// The camera rotation has changed so we need to regenerate the matrix.
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setupWorldToCameraMatrix();
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// Re-render.
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update();
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}
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////////////////////////////////////////////////////////////////////////////////
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// Protected functions
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////////////////////////////////////////////////////////////////////////////////
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void OpenGLWidget::initializeGL()
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{
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
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}
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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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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// Initial setup of camera.
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setupWorldToCameraMatrix();
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}
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void OpenGLWidget::resizeGL(int w, int h)
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{
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//Setup the viewport
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glViewport(0, 0, w, h);
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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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float zFar = 1000.0;
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cameraToClipMatrix.setToIdentity();
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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}
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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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// Our example framework only uses a single shader for the scene (for all meshes).
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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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GLenum errCode = glGetError();
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if(errCode != GL_NO_ERROR)
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{
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// Private functions
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////////////////////////////////////////////////////////////////////////////////
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void OpenGLWidget::setupWorldToCameraMatrix()
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{
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QVector3D lowerCorner(m_viewableRegion.getLowerX(), m_viewableRegion.getLowerY(), m_viewableRegion.getLowerZ());
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QVector3D upperCorner(m_viewableRegion.getUpperX(), m_viewableRegion.getUpperY(), m_viewableRegion.getUpperZ());
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QVector3D centerPoint = (lowerCorner + upperCorner) * 0.5;
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float fDiagonalLength = (upperCorner - lowerCorner).length();
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worldToCameraMatrix.setToIdentity();
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worldToCameraMatrix.translate(0, 0, -fDiagonalLength / 2.0f); //Move the camera back by the required amount
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worldToCameraMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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worldToCameraMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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worldToCameraMatrix.translate(-centerPoint); //centre the model on the origin
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#include "OpenGLWidget.h"
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#include <QMouseEvent>
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#include <QMatrix4x4>
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#include <QCoreApplication>
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//#include <QtMath>
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using namespace PolyVox;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Public functions
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////////////////////////////////////////////////////////////////////////////////
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_viewableRegion(PolyVox::Region(0, 0, 0, 255, 255, 255))
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,m_xRotation(0)
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,m_yRotation(0)
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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::setViewableRegion(PolyVox::Region viewableRegion)
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{
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m_viewableRegion = viewableRegion;
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// The user has specifed a new viewable region
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// so we need to regenerate our camera matrix.
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setupWorldToCameraMatrix();
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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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// Initialise these variables which will be used when the mouse actually moves.
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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// Update the x and y rotations based on the mouse movement.
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m_CurrentMousePos = event->pos();
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QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
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m_xRotation += diff.x();
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m_yRotation += diff.y();
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m_LastFrameMousePos = m_CurrentMousePos;
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// The camera rotation has changed so we need to regenerate the matrix.
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setupWorldToCameraMatrix();
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// Re-render.
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update();
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}
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////////////////////////////////////////////////////////////////////////////////
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// Protected functions
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////////////////////////////////////////////////////////////////////////////////
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void OpenGLWidget::initializeGL()
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{
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
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}
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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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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|
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// 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);
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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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||||
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// Initial setup of camera.
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setupWorldToCameraMatrix();
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}
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void OpenGLWidget::resizeGL(int w, int h)
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{
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//Setup the viewport
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glViewport(0, 0, w, h);
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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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float zFar = 1000.0;
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cameraToClipMatrix.setToIdentity();
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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}
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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);
|
||||
|
||||
// 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);
|
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mShader->setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
|
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|
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// Iterate over each mesh which the user added to our list, and render it.
|
||||
for (OpenGLMeshData meshData : mMeshData)
|
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{
|
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//Set up the model matrrix based on provided translation and scale.
|
||||
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.
|
||||
mShader->release();
|
||||
|
||||
// Check for errors.
|
||||
GLenum errCode = glGetError();
|
||||
if(errCode != GL_NO_ERROR)
|
||||
{
|
||||
std::cerr << "OpenGL Error: " << errCode << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Private functions
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
void OpenGLWidget::setupWorldToCameraMatrix()
|
||||
{
|
||||
QVector3D lowerCorner(m_viewableRegion.getLowerX(), m_viewableRegion.getLowerY(), m_viewableRegion.getLowerZ());
|
||||
QVector3D upperCorner(m_viewableRegion.getUpperX(), m_viewableRegion.getUpperY(), m_viewableRegion.getUpperZ());
|
||||
|
||||
QVector3D centerPoint = (lowerCorner + upperCorner) * 0.5;
|
||||
float fDiagonalLength = (upperCorner - lowerCorner).length();
|
||||
|
||||
worldToCameraMatrix.setToIdentity();
|
||||
worldToCameraMatrix.translate(0, 0, -fDiagonalLength / 2.0f); //Move the camera back by the required amount
|
||||
worldToCameraMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
|
||||
worldToCameraMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
|
||||
worldToCameraMatrix.translate(-centerPoint); //centre the model on the origin
|
||||
}
|
@ -1,160 +1,160 @@
|
||||
/*******************************************************************************
|
||||
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.
|
||||
*******************************************************************************/
|
||||
|
||||
#ifndef __BasicExample_OpenGLWidget_H__
|
||||
#define __BasicExample_OpenGLWidget_H__
|
||||
|
||||
#include "PolyVoxCore/Mesh.h"
|
||||
|
||||
#include "glew/glew.h"
|
||||
|
||||
#include <QGLWidget>
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||||
#include <QGLShaderProgram>
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||||
|
||||
// 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.
|
||||
class OpenGLWidget : public QGLWidget
|
||||
{
|
||||
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);
|
||||
|
||||
// The viewable region can be adjusted so that this example framework can be used for different volume sizes.
|
||||
void setViewableRegion(PolyVox::Region viewableRegion);
|
||||
|
||||
// Mouse handling
|
||||
void mouseMoveEvent(QMouseEvent* event);
|
||||
void mousePressEvent(QMouseEvent* event);
|
||||
|
||||
protected:
|
||||
|
||||
// Qt OpenGL functions
|
||||
void initializeGL();
|
||||
void resizeGL(int w, int h);
|
||||
void paintGL();
|
||||
|
||||
private:
|
||||
|
||||
void setupWorldToCameraMatrix();
|
||||
|
||||
// Index/vertex buffer data
|
||||
std::vector<OpenGLMeshData> mMeshData;
|
||||
|
||||
QSharedPointer<QGLShaderProgram> mShader;
|
||||
|
||||
// Matrices
|
||||
QMatrix4x4 worldToCameraMatrix;
|
||||
QMatrix4x4 cameraToClipMatrix;
|
||||
|
||||
// Mouse data
|
||||
QPoint m_LastFrameMousePos;
|
||||
QPoint m_CurrentMousePos;
|
||||
|
||||
// Camera setup
|
||||
PolyVox::Region m_viewableRegion;
|
||||
int m_xRotation;
|
||||
int m_yRotation;
|
||||
};
|
||||
|
||||
#endif //__BasicExample_OpenGLWidget_H__
|
||||
/*******************************************************************************
|
||||
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.
|
||||
*******************************************************************************/
|
||||
|
||||
#ifndef __BasicExample_OpenGLWidget_H__
|
||||
#define __BasicExample_OpenGLWidget_H__
|
||||
|
||||
#include "PolyVoxCore/Mesh.h"
|
||||
|
||||
#include "glew/glew.h"
|
||||
|
||||
#include <QGLWidget>
|
||||
#include <QGLShaderProgram>
|
||||
|
||||
// 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.
|
||||
class OpenGLWidget : public QGLWidget
|
||||
{
|
||||
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);
|
||||
|
||||
// The viewable region can be adjusted so that this example framework can be used for different volume sizes.
|
||||
void setViewableRegion(PolyVox::Region viewableRegion);
|
||||
|
||||
// Mouse handling
|
||||
void mouseMoveEvent(QMouseEvent* event);
|
||||
void mousePressEvent(QMouseEvent* event);
|
||||
|
||||
protected:
|
||||
|
||||
// Qt OpenGL functions
|
||||
void initializeGL();
|
||||
void resizeGL(int w, int h);
|
||||
void paintGL();
|
||||
|
||||
private:
|
||||
|
||||
void setupWorldToCameraMatrix();
|
||||
|
||||
// Index/vertex buffer data
|
||||
std::vector<OpenGLMeshData> mMeshData;
|
||||
|
||||
QSharedPointer<QGLShaderProgram> mShader;
|
||||
|
||||
// Matrices
|
||||
QMatrix4x4 worldToCameraMatrix;
|
||||
QMatrix4x4 cameraToClipMatrix;
|
||||
|
||||
// Mouse data
|
||||
QPoint m_LastFrameMousePos;
|
||||
QPoint m_CurrentMousePos;
|
||||
|
||||
// Camera setup
|
||||
PolyVox::Region m_viewableRegion;
|
||||
int m_xRotation;
|
||||
int m_yRotation;
|
||||
};
|
||||
|
||||
#endif //__BasicExample_OpenGLWidget_H__
|
||||
|
@ -1,73 +1,73 @@
|
||||
The OpenGL Extension Wrangler Library
|
||||
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
|
||||
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
|
||||
Copyright (C) 2002, Lev Povalahev
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
* The name of the author may be used to endorse or promote products
|
||||
derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
|
||||
THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
Mesa 3-D graphics library
|
||||
Version: 7.0
|
||||
|
||||
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and associated documentation files (the "Software"),
|
||||
to deal in the Software without restriction, including without limitation
|
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
and/or sell copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
||||
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
|
||||
Copyright (c) 2007 The Khronos Group Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and/or associated documentation files (the
|
||||
"Materials"), to deal in the Materials without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
permit persons to whom the Materials are furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Materials.
|
||||
|
||||
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
||||
The OpenGL Extension Wrangler Library
|
||||
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
|
||||
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
|
||||
Copyright (C) 2002, Lev Povalahev
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
* The name of the author may be used to endorse or promote products
|
||||
derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
|
||||
THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
Mesa 3-D graphics library
|
||||
Version: 7.0
|
||||
|
||||
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and associated documentation files (the "Software"),
|
||||
to deal in the Software without restriction, including without limitation
|
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
and/or sell copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
||||
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
|
||||
Copyright (c) 2007 The Khronos Group Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and/or associated documentation files (the
|
||||
"Materials"), to deal in the Materials without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
permit persons to whom the Materials are furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Materials.
|
||||
|
||||
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user