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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#ifndef __BasicExample_OpenGLWidget_H__
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#define __BasicExample_OpenGLWidget_H__
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#include "PolyVoxCore/Mesh.h"
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#include "glew/glew.h"
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#include <QGLWidget>
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#include <QGLShaderProgram>
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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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// 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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class OpenGLWidget : public QGLWidget
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{
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public:
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// Constructor
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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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// The viewable region can be adjusted so that this example framework can be used for different volume sizes.
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void setViewableRegion(PolyVox::Region viewableRegion);
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// Mouse handling
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void mouseMoveEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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protected:
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// Qt OpenGL functions
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void initializeGL();
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void resizeGL(int w, int h);
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void paintGL();
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private:
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void setupWorldToCameraMatrix();
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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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QMatrix4x4 worldToCameraMatrix;
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QMatrix4x4 cameraToClipMatrix;
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// Mouse data
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QPoint m_LastFrameMousePos;
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QPoint m_CurrentMousePos;
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// Camera setup
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PolyVox::Region m_viewableRegion;
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int m_xRotation;
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int m_yRotation;
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};
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#endif //__BasicExample_OpenGLWidget_H__
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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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.
|
||||
|
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3. This notice may not be removed or altered from any source
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||||
distribution.
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||||
*******************************************************************************/
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#ifndef __BasicExample_OpenGLWidget_H__
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#define __BasicExample_OpenGLWidget_H__
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#include "PolyVoxCore/Mesh.h"
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#include "glew/glew.h"
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#include <QGLWidget>
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#include <QGLShaderProgram>
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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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// 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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class OpenGLWidget : public QGLWidget
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{
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public:
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// Constructor
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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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// The viewable region can be adjusted so that this example framework can be used for different volume sizes.
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void setViewableRegion(PolyVox::Region viewableRegion);
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// Mouse handling
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void mouseMoveEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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protected:
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// Qt OpenGL functions
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void initializeGL();
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void resizeGL(int w, int h);
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void paintGL();
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private:
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void setupWorldToCameraMatrix();
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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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QMatrix4x4 worldToCameraMatrix;
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QMatrix4x4 cameraToClipMatrix;
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// Mouse data
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QPoint m_LastFrameMousePos;
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QPoint m_CurrentMousePos;
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// Camera setup
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PolyVox::Region m_viewableRegion;
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int m_xRotation;
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int m_yRotation;
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};
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#endif //__BasicExample_OpenGLWidget_H__
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