Merge branch 'develop' of https://bitbucket.org/volumesoffun/polyvox into feature/extractor-refactor
Conflicts: examples/Basic/main.cpp
This commit is contained in:
commit
a51eaa4a02
@ -20,7 +20,7 @@
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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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CMAKE_MINIMUM_REQUIRED(VERSION 2.8.3)
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CMAKE_MINIMUM_REQUIRED(VERSION 2.8.6)
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PROJECT(PolyVox)
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@ -55,12 +55,6 @@ else()
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set_package_properties(Qt4 PROPERTIES TYPE OPTIONAL PURPOSE "Building the tests")
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endif()
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if(MSVC AND (MSVC_VERSION LESS 1600))
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# Require boost for older (pre-vc2010) Visual Studio compilers
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# See library/include/polyvoxcore/impl/TypeDef.h
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find_package(Boost REQUIRED)
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include_directories(${Boost_INCLUDE_DIRS})
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endif()
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IF(CMAKE_COMPILER_IS_GNUCXX) #Maybe "OR MINGW"
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ADD_DEFINITIONS(-std=c++0x) #Enable C++0x mode
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@ -89,7 +83,6 @@ INCLUDE(Packaging.cmake)
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OPTION(ENABLE_TESTS "Should the tests be built" ON)
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IF(ENABLE_TESTS AND QT_QTTEST_FOUND)
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INCLUDE(CTest)
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MARK_AS_ADVANCED(FORCE DART_TESTING_TIMEOUT) #This is only needed to hide the variable in the GUI (CMake bug) until 2.8.5
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MARK_AS_ADVANCED(FORCE BUILD_TESTING)
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ADD_SUBDIRECTORY(tests)
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SET(BUILD_TESTS ON)
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@ -1,6 +1,8 @@
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#include "OpenGLWidget.h"
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#include <QMouseEvent>
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#include <QMatrix4x4>
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//#include <QtMath>
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using namespace PolyVox;
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using namespace std;
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@ -12,43 +14,42 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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{
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}
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterialNormal>& surfaceMesh)
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
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{
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//Convienient access to the vertices and indices
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const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
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const vector<PositionMaterialNormal>& vecVertices = surfaceMesh.getVertices();
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//Build an OpenGL index buffer
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
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//Build an OpenGL vertex buffer
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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//Create the VAO for the mesh
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glGenVertexArrays(1, &vertexArrayObject);
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glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterialNormal), pVertices, GL_STATIC_DRAW);
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m_uBeginIndex = 0;
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m_uEndIndex = vecIndices.size();
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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//We need to tell OpenGL how to understand the format of the vertex data
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glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glBindVertexArray(0);
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noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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}
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void OpenGLWidget::initializeGL()
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{
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//We need GLEW to access recent OpenGL functionality
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std::cout << "Initialising GLEW...";
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GLenum result = glewInit();
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if (result == GLEW_OK)
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{
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std::cout << "success" << std::endl;
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}
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else
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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 << "failed" << std::endl;
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std::cout << "Initialising GLEW failed with the following error: " << glewGetErrorString(result) << std::endl;
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exit(EXIT_FAILURE);
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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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@ -61,74 +62,121 @@ void OpenGLWidget::initializeGL()
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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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//Check our version of OpenGL is recent enough.
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//We need at least 1.5 for vertex buffer objects,
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if (!GLEW_VERSION_1_5)
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{
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std::cout << "Error: You need OpenGL version 1.5 to run this example." << std::endl;
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exit(EXIT_FAILURE);
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}
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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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//Enable the depth buffer
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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//Anable smooth lighting
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glShadeModel(GL_SMOOTH);
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//We'll be rendering with index/vertex arrays
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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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_CULL_FACE);
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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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if (!shader.addShaderFromSourceCode(QGLShader::Vertex, R"(
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#version 140
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in vec4 position; //This will be the position of the vertex in model-space
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
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void main()
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{
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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if (!shader.addShaderFromSourceCode(QGLShader::Fragment, R"(
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#version 130
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in vec4 worldPosition; //Passed in from the vertex shader
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out vec4 outputColor;
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void main()
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{
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vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
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outputColor = vec4(1.0, 0.5, color, 1.0);
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bindAttributeLocation("position", 0);
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if(!shader.link())
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bind();
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QMatrix4x4 worldToCameraMatrix{};
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worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
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shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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shader.release();
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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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//Set up the projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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float frustumSize = 32.0f; //Half the volume size
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float aspect = static_cast<float>(width()) / static_cast<float>(height());
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glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000);
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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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QMatrix4x4 cameraToClipMatrix{};
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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shader.bind();
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shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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shader.release();
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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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//Set up the viewing transformation
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back
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glRotatef(-m_xRotation, 0.0f, 1.0f, 0.0f);
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glRotatef(-m_yRotation, 1.0f, 0.0f, 0.0f);
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glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back
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//Bind the index buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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//Bind the vertex buffer
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glVertexPointer(3, GL_FLOAT, sizeof(PositionMaterialNormal), 0);
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glNormalPointer(GL_FLOAT, sizeof(PositionMaterialNormal), (GLvoid*)12);
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glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
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shader.bind();
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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glBindVertexArray(vertexArrayObject);
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glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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shader.release();
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GLenum errCode = glGetError();
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if(errCode != GL_NO_ERROR)
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{
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//What has replaced getErrorString() in the latest OpenGL?
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std::cout << "OpenGL Error: " << errCode << std::endl;
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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}
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}
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@ -29,6 +29,7 @@ distribution.
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#include "glew/glew.h"
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#include <QGLWidget>
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#include <QGLShaderProgram>
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class OpenGLWidget : public QGLWidget
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{
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@ -40,8 +41,8 @@ public:
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void mouseMoveEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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//Convert a SrfaceMesh to OpenGL index/vertex buffers
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void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal>& surfaceMesh);
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//Convert a SurfaceMesh to OpenGL index/vertex buffers
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void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterial>& surfaceMesh);
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protected:
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//Qt OpenGL functions
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@ -51,11 +52,12 @@ protected:
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private:
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//Index/vertex buffer data
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GLuint m_uBeginIndex;
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GLuint m_uEndIndex;
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GLuint noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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GLuint vertexArrayObject;
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QGLShaderProgram shader;
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//Mouse data
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QPoint m_LastFrameMousePos;
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@ -23,7 +23,7 @@ freely, subject to the following restrictions:
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#include "OpenGLWidget.h"
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#include "PolyVoxCore/CubicSurfaceExtractorWithNormals.h"
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#include "PolyVoxCore/CubicSurfaceExtractor.h"
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#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
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#include "PolyVoxCore/SurfaceMesh.h"
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#include "PolyVoxCore/SimpleVolume.h"
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@ -76,10 +76,10 @@ int main(int argc, char *argv[])
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//Create an empty volume and then place a sphere in it
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SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63)));
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createSphereInVolume(volData, 30);
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// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
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//auto mesh = extractCubicSurfaceWithNormals(&volData, volData.getEnclosingRegion());
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auto mesh = extractMarchingCubesSurface(&volData, volData.getEnclosingRegion());
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auto mesh = extractCubicSurface(&volData, volData.getEnclosingRegion());
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//auto mesh = extractMarchingCubesSurface(&volData, volData.getEnclosingRegion());
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//Pass the surface to the OpenGL window
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openGLWidget.setSurfaceMeshToRender(mesh);
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@ -7,6 +7,15 @@ using namespace std;
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_uBeginIndex(0)
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,m_uEndIndex(0)
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,indexBuffer(0)
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,vertexBuffer(0)
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,m_uBeginIndexLow(0)
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,m_uEndIndexLow(0)
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,indexBufferLow(0)
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,vertexBufferLow(0)
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,m_xRotation(0)
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,m_yRotation(0)
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{
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Loading…
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Reference in New Issue
Block a user