Better templatization of addMesh.

This commit is contained in:
David Williams 2014-05-23 17:02:46 +02:00
parent 37bdf8e3ac
commit 9f5b2e1659
3 changed files with 41 additions and 52 deletions

View File

@ -15,52 +15,6 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
{
}
void OpenGLWidget::setMeshToRender(const PolyVox::Mesh<CubicVertex<uint8_t> >& surfaceMesh)
{
setMeshToRenderImpl(surfaceMesh);
}
void OpenGLWidget::setMeshToRender(const PolyVox::Mesh<MarchingCubesVertex<uint8_t> >& surfaceMesh)
{
setMeshToRenderImpl(surfaceMesh);
}
template <typename MeshType>
void OpenGLWidget::setMeshToRenderImpl(const MeshType& surfaceMesh)
{
//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(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &(meshData.indexBuffer));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
//We need to tell OpenGL how to understand the format of the vertex data
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(CubicVertex<uint8_t>), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glBindVertexArray(0);
meshData.noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
mMeshData.push_back(meshData);
}
void OpenGLWidget::setViewableRegion(Region viewableRegion)
{
m_viewableRegion = viewableRegion;

View File

@ -50,15 +50,14 @@ public:
void mousePressEvent(QMouseEvent* event);
// Convert a SurfaceMesh to OpenGL index/vertex buffers
void setMeshToRender(const PolyVox::Mesh<PolyVox::CubicVertex<uint8_t> >& surfaceMesh);
void setMeshToRender(const PolyVox::Mesh<PolyVox::MarchingCubesVertex<uint8_t> >& surfaceMesh);
template <typename MeshType>
void addMesh(const MeshType& surfaceMesh);
// The viewable region can be adjusted so that this example framework can be use for different volume sizes.
void setViewableRegion(PolyVox::Region viewableRegion);
protected:
template <typename MeshType>
void setMeshToRenderImpl(const MeshType& surfaceMesh);
// Qt OpenGL functions
void initializeGL();
@ -84,4 +83,40 @@ private:
int m_yRotation;
};
template <typename MeshType>
void OpenGLWidget::addMesh(const MeshType& surfaceMesh)
{
//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(CubicVertex<uint8_t>), vecVertices.data(), GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &(meshData.indexBuffer));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
//We need to tell OpenGL how to understand the format of the vertex data
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(CubicVertex<uint8_t>), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glBindVertexArray(0);
meshData.noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
mMeshData.push_back(meshData);
}
#endif //__BasicExample_OpenGLWidget_H__

View File

@ -85,9 +85,9 @@ int main(int argc, char *argv[])
//auto mesh2 = extractCubicMesh(&volData, PolyVox::Region(Vector3DInt32(32, 32, 32), Vector3DInt32(63, 63, 63)));
//Pass the surface to the OpenGL window
openGLWidget.setMeshToRender(mesh);
openGLWidget.addMesh(mesh);
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
//openGLWidget.setMeshToRender(mesh2);
//openGLWidget.addMesh(mesh2);
//Run the message pump.
return app.exec();