Switched examples to use FPS-style first person perspective camera.
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@ -91,8 +91,8 @@ protected:
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//Pass the surface to the OpenGL window
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addMesh(decodedMesh);
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//openGLWidget.addMesh(mesh2);
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setViewableRegion(volData.getEnclosingRegion());
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setCameraTransform(QVector3D(100.0f, 100.0f, 100.0f), -(PI / 4.0f), PI + (PI / 4.0f));
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}
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};
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@ -109,7 +109,7 @@ protected:
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OpenGLMeshData meshData = buildOpenGLMeshData(mesh);
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addMeshData(meshData);
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setViewableRegion(volData.getEnclosingRegion());
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setCameraTransform(QVector3D(100.0f, 100.0f, 100.0f), -(PI / 4.0f), PI + (PI / 4.0f));
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}
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private:
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@ -78,10 +78,10 @@ protected:
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createSphereInVolume(volData, 20.0f, 1);
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cout << "Creating cubes" << std::endl;
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createCubeInVolume(volData, Vector3DInt32(minPos, minPos, minPos), Vector3DInt32(midPos - 1, midPos - 1, midPos - 1), 0);
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createCubeInVolume(volData, Vector3DInt32(midPos + 1, midPos + 1, minPos), Vector3DInt32(maxPos, maxPos, midPos - 1), 0);
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createCubeInVolume(volData, Vector3DInt32(midPos + 1, minPos, midPos + 1), Vector3DInt32(maxPos, midPos - 1, maxPos), 0);
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createCubeInVolume(volData, Vector3DInt32(minPos, midPos + 1, midPos + 1), Vector3DInt32(midPos - 1, maxPos, maxPos), 0);
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createCubeInVolume(volData, Vector3DInt32(minPos, minPos, midPos + 1), Vector3DInt32(midPos - 1, midPos - 1, maxPos), 0);
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createCubeInVolume(volData, Vector3DInt32(midPos + 1, midPos + 1, midPos + 1), Vector3DInt32(maxPos, maxPos, maxPos), 0);
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createCubeInVolume(volData, Vector3DInt32(minPos, midPos + 1, minPos), Vector3DInt32(midPos - 1, maxPos, midPos - 1), 0);
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createCubeInVolume(volData, Vector3DInt32(midPos + 1, minPos, minPos), Vector3DInt32(maxPos, midPos - 1, midPos - 1), 0);
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createCubeInVolume(volData, Vector3DInt32(1, midPos - 10, midPos - 10), Vector3DInt32(maxPos - 1, midPos + 10, midPos + 10), MaterialDensityPair44::getMaxDensity());
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createCubeInVolume(volData, Vector3DInt32(midPos - 10, 1, midPos - 10), Vector3DInt32(midPos + 10, maxPos - 1, midPos + 10), MaterialDensityPair44::getMaxDensity());
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@ -140,7 +140,7 @@ protected:
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cout << "Rendering volume as " << meshCounter << " seperate meshes" << endl;
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setViewableRegion(volData.getEnclosingRegion());
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setCameraTransform(QVector3D(150.0f, 150.0f, 150.0f), -(PI / 4.0f), PI + (PI / 4.0f));
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}
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};
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@ -183,7 +183,7 @@ protected:
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//Pass the surface to the OpenGL window
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addMesh(decodedMesh);
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setViewableRegion(reg2);
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setCameraTransform(QVector3D(300.0f, 300.0f, 300.0f), -(PI / 4.0f), PI + (PI / 4.0f));
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}
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};
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@ -107,7 +107,7 @@ protected:
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addMesh(decodedMeshHighLOD, Vector3DInt32(30, 0, 0));
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addMesh(decodedMeshLowLOD, Vector3DInt32(0, 0, 0), 63.0f / 31.0f);
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setViewableRegion(volData.getEnclosingRegion());
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setCameraTransform(QVector3D(100.0f, 100.0f, 100.0f), -(PI / 4.0f), PI + (PI / 4.0f));
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}
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};
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@ -3,6 +3,7 @@
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#include <QMouseEvent>
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#include <QMatrix4x4>
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#include <QCoreApplication>
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#include <QTimer>
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//#include <QtMath>
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using namespace PolyVox;
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@ -13,9 +14,6 @@ using namespace std;
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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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@ -24,13 +22,11 @@ void OpenGLWidget::setShader(QSharedPointer<QGLShaderProgram> shader)
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mShader = shader;
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}
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void OpenGLWidget::setViewableRegion(PolyVox::Region viewableRegion)
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void OpenGLWidget::setCameraTransform(QVector3D position, float pitch, float yaw)
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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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mCameraPosition = position;
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mCameraYaw = yaw;
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mCameraPitch = pitch;
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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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@ -45,15 +41,24 @@ void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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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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mCameraYaw -= diff.x() * mCameraRotateSpeed;
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mCameraPitch -= diff.y() * mCameraRotateSpeed;
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m_LastFrameMousePos = m_CurrentMousePos;
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}
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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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void OpenGLWidget::keyPressEvent(QKeyEvent* event)
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{
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if (event->key() == Qt::Key_Escape)
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{
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close();
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}
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// Re-render.
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update();
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mPressedKeys.append(event->key());
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}
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void OpenGLWidget::keyReleaseEvent(QKeyEvent* event)
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{
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mPressedKeys.removeAll(event->key());
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}
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////////////////////////////////////////////////////////////////////////////////
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@ -119,10 +124,14 @@ void OpenGLWidget::initializeGL()
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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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initialize();
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// Start a timer to drive the main rendering loop.
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QTimer* timer = new QTimer(this);
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connect(timer, SIGNAL(timeout()), this, SLOT(update()));
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timer->start(0);
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mElapsedTimer.start();
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}
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void OpenGLWidget::resizeGL(int w, int h)
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@ -135,11 +144,75 @@ void OpenGLWidget::resizeGL(int w, int h)
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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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//cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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cameraToClipMatrix.perspective(mCameraFOV, aspectRatio, zNear, zFar);
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}
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void OpenGLWidget::paintGL()
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{
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// Direction : Spherical coordinates to Cartesian coordinates conversion
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QVector3D cameraForward(
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cos(mCameraPitch) * sin(mCameraYaw),
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sin(mCameraPitch),
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cos(mCameraPitch) * cos(mCameraYaw)
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);
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// Right vector
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QVector3D cameraRight(
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sin(mCameraYaw - 3.14f / 2.0f),
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0,
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cos(mCameraYaw - 3.14f / 2.0f)
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);
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// Up vector
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QVector3D cameraUp = QVector3D::crossProduct(cameraRight, cameraForward);
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// Get the elapsed time since last frame and convert to seconds.
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float deltaTime = mElapsedTimer.restart() / 1000.0f;
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// Move forward
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if ((mPressedKeys.contains(Qt::Key_Up)) || (mPressedKeys.contains(Qt::Key_W)))
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{
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mCameraPosition += cameraForward * deltaTime * mCameraMoveSpeed;
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}
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// Move backward
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if ((mPressedKeys.contains(Qt::Key_Down)) || (mPressedKeys.contains(Qt::Key_S)))
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{
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mCameraPosition -= cameraForward * deltaTime * mCameraMoveSpeed;
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}
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// Strafe right
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if ((mPressedKeys.contains(Qt::Key_Right)) || (mPressedKeys.contains(Qt::Key_D)))
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{
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mCameraPosition += cameraRight * deltaTime * mCameraMoveSpeed;
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}
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// Strafe left
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if ((mPressedKeys.contains(Qt::Key_Left)) || (mPressedKeys.contains(Qt::Key_A)))
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{
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mCameraPosition -= cameraRight * deltaTime * mCameraMoveSpeed;
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}
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// Move backward
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/*if ((glfwGetKey(mWindow, GLFW_KEY_DOWN) == GLFW_PRESS) || (glfwGetKey(mWindow, GLFW_KEY_S) == GLFW_PRESS))
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{
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mCameraPosition -= cameraForward * deltaTime * mCameraMoveSpeed;
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}
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// Strafe right
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if ((glfwGetKey(mWindow, GLFW_KEY_RIGHT) == GLFW_PRESS) || (glfwGetKey(mWindow, GLFW_KEY_D) == GLFW_PRESS))
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{
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mCameraPosition += cameraRight * deltaTime * mCameraMoveSpeed;
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}
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// Strafe left
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if ((glfwGetKey(mWindow, GLFW_KEY_LEFT) == GLFW_PRESS) || (glfwGetKey(mWindow, GLFW_KEY_A) == GLFW_PRESS))
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{
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mCameraPosition -= cameraRight * deltaTime * mCameraMoveSpeed;
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}*/
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worldToCameraMatrix.setToIdentity();
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worldToCameraMatrix.lookAt(
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mCameraPosition, // Camera is here
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mCameraPosition + cameraForward, // and looks here : at the same position, plus "direction"
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cameraUp // Head is up (set to 0,-1,0 to look upside-down)
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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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@ -177,21 +250,3 @@ void OpenGLWidget::paintGL()
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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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}
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@ -28,6 +28,7 @@ distribution.
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#include <QOpenGLFunctions_3_1>
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#include <QElapsedTimer>
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#include <QGLWidget>
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#include <QGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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@ -122,15 +123,20 @@ public:
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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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void setCameraTransform(QVector3D position, float pitch, float yaw);
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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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// Keyboard handling
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void keyPressEvent(QKeyEvent* event);
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void keyReleaseEvent(QKeyEvent* event);
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protected:
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const float PI = 3.14159265358979f;
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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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@ -141,9 +147,6 @@ protected:
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}
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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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@ -157,10 +160,20 @@ private:
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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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// Keyboard data
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QList<int> mPressedKeys;
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// For input handling and movement
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float mCameraMoveSpeed = 50.0f;
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float mCameraRotateSpeed = 0.005f;
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// Camera properties
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QVector3D mCameraPosition = QVector3D(0, 0, -100);
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float mCameraYaw = 0.0f;
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float mCameraPitch = 0.0f;
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float mCameraFOV = 60.0f;
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QElapsedTimer mElapsedTimer;
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};
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#endif //__BasicExample_OpenGLWidget_H__
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