Merge branch 'develop' of https://bitbucket.org/volumesoffun/polyvox into feature/extractor-refactor

Conflicts:
	examples/Basic/main.cpp
This commit is contained in:
David Williams 2014-05-11 16:21:37 +02:00
commit a51eaa4a02
5 changed files with 145 additions and 93 deletions

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@ -20,7 +20,7 @@
# 3. This notice may not be removed or altered from any source # 3. This notice may not be removed or altered from any source
# distribution. # distribution.
CMAKE_MINIMUM_REQUIRED(VERSION 2.8.3) CMAKE_MINIMUM_REQUIRED(VERSION 2.8.6)
PROJECT(PolyVox) PROJECT(PolyVox)
@ -55,12 +55,6 @@ else()
set_package_properties(Qt4 PROPERTIES TYPE OPTIONAL PURPOSE "Building the tests") set_package_properties(Qt4 PROPERTIES TYPE OPTIONAL PURPOSE "Building the tests")
endif() endif()
if(MSVC AND (MSVC_VERSION LESS 1600))
# Require boost for older (pre-vc2010) Visual Studio compilers
# See library/include/polyvoxcore/impl/TypeDef.h
find_package(Boost REQUIRED)
include_directories(${Boost_INCLUDE_DIRS})
endif()
IF(CMAKE_COMPILER_IS_GNUCXX) #Maybe "OR MINGW" IF(CMAKE_COMPILER_IS_GNUCXX) #Maybe "OR MINGW"
ADD_DEFINITIONS(-std=c++0x) #Enable C++0x mode ADD_DEFINITIONS(-std=c++0x) #Enable C++0x mode
@ -89,7 +83,6 @@ INCLUDE(Packaging.cmake)
OPTION(ENABLE_TESTS "Should the tests be built" ON) OPTION(ENABLE_TESTS "Should the tests be built" ON)
IF(ENABLE_TESTS AND QT_QTTEST_FOUND) IF(ENABLE_TESTS AND QT_QTTEST_FOUND)
INCLUDE(CTest) INCLUDE(CTest)
MARK_AS_ADVANCED(FORCE DART_TESTING_TIMEOUT) #This is only needed to hide the variable in the GUI (CMake bug) until 2.8.5
MARK_AS_ADVANCED(FORCE BUILD_TESTING) MARK_AS_ADVANCED(FORCE BUILD_TESTING)
ADD_SUBDIRECTORY(tests) ADD_SUBDIRECTORY(tests)
SET(BUILD_TESTS ON) SET(BUILD_TESTS ON)

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@ -1,6 +1,8 @@
#include "OpenGLWidget.h" #include "OpenGLWidget.h"
#include <QMouseEvent> #include <QMouseEvent>
#include <QMatrix4x4>
//#include <QtMath>
using namespace PolyVox; using namespace PolyVox;
using namespace std; using namespace std;
@ -12,43 +14,42 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
{ {
} }
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterialNormal>& surfaceMesh) void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
{ {
//Convienient access to the vertices and indices //Convienient access to the vertices and indices
const vector<uint32_t>& vecIndices = surfaceMesh.getIndices(); const auto& vecIndices = surfaceMesh.getIndices();
const vector<PositionMaterialNormal>& vecVertices = surfaceMesh.getVertices(); const auto& vecVertices = surfaceMesh.getVertices();
//Build an OpenGL index buffer //Create the VAO for the mesh
glGenBuffers(1, &indexBuffer); glGenVertexArrays(1, &vertexArrayObject);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); glBindVertexArray(vertexArrayObject);
const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW); //The GL_ARRAY_BUFFER will contain the list of vertex positions
//Build an OpenGL vertex buffer
glGenBuffers(1, &vertexBuffer); glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0])); glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterialNormal), pVertices, GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
m_uBeginIndex = 0; glGenBuffers(1, &indexBuffer);
m_uEndIndex = vecIndices.size(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 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(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glBindVertexArray(0);
noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
} }
void OpenGLWidget::initializeGL() void OpenGLWidget::initializeGL()
{ {
//We need GLEW to access recent OpenGL functionality GLenum err = glewInit();
std::cout << "Initialising GLEW..."; if (GLEW_OK != err)
GLenum result = glewInit();
if (result == GLEW_OK)
{
std::cout << "success" << std::endl;
}
else
{ {
/* Problem: glewInit failed, something is seriously wrong. */ /* Problem: glewInit failed, something is seriously wrong. */
std::cout << "failed" << std::endl; std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
std::cout << "Initialising GLEW failed with the following error: " << glewGetErrorString(result) << std::endl;
exit(EXIT_FAILURE);
} }
//Print out some information about the OpenGL implementation. //Print out some information about the OpenGL implementation.
@ -61,74 +62,121 @@ void OpenGLWidget::initializeGL()
std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl; std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
if(glGetString(GL_SHADING_LANGUAGE_VERSION)) if(glGetString(GL_SHADING_LANGUAGE_VERSION))
std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl; std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
//Check our version of OpenGL is recent enough.
//We need at least 1.5 for vertex buffer objects,
if (!GLEW_VERSION_1_5)
{
std::cout << "Error: You need OpenGL version 1.5 to run this example." << std::endl;
exit(EXIT_FAILURE);
}
//Set up the clear colour //Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f); glClearDepth(1.0f);
//Enable the depth buffer glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
//Anable smooth lighting glDepthRange(0.0, 1.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0); if (!shader.addShaderFromSourceCode(QGLShader::Vertex, R"(
glShadeModel(GL_SMOOTH); #version 140
//We'll be rendering with index/vertex arrays in vec4 position; //This will be the position of the vertex in model-space
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY); uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
void main()
{
worldPosition = modelToWorldMatrix * position;
vec4 cameraPosition = worldToCameraMatrix * worldPosition;
gl_Position = cameraToClipMatrix * cameraPosition;
}
)"))
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
if (!shader.addShaderFromSourceCode(QGLShader::Fragment, R"(
#version 130
in vec4 worldPosition; //Passed in from the vertex shader
out vec4 outputColor;
void main()
{
vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
outputColor = vec4(1.0, 0.5, color, 1.0);
}
)"))
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
shader.bindAttributeLocation("position", 0);
if(!shader.link())
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
shader.bind();
QMatrix4x4 worldToCameraMatrix{};
worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
shader.release();
} }
void OpenGLWidget::resizeGL(int w, int h) void OpenGLWidget::resizeGL(int w, int h)
{ {
//Setup the viewport //Setup the viewport
glViewport(0, 0, w, h); glViewport(0, 0, w, h);
//Set up the projection matrix auto aspectRatio = w / (float)h;
glMatrixMode(GL_PROJECTION); float zNear = 1.0;
glLoadIdentity(); float zFar = 1000.0;
float frustumSize = 32.0f; //Half the volume size
float aspect = static_cast<float>(width()) / static_cast<float>(height()); QMatrix4x4 cameraToClipMatrix{};
glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000); cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
shader.bind();
shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
shader.release();
} }
void OpenGLWidget::paintGL() void OpenGLWidget::paintGL()
{ {
//Clear the screen //Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Set up the viewing transformation QMatrix4x4 modelToWorldMatrix{};
glMatrixMode(GL_MODELVIEW); modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
glLoadIdentity(); modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
glRotatef(-m_xRotation, 0.0f, 1.0f, 0.0f);
glRotatef(-m_yRotation, 1.0f, 0.0f, 0.0f); shader.bind();
glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back
shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
//Bind the index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); glBindVertexArray(vertexArrayObject);
//Bind the vertex buffer glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexPointer(3, GL_FLOAT, sizeof(PositionMaterialNormal), 0); glBindVertexArray(0);
glNormalPointer(GL_FLOAT, sizeof(PositionMaterialNormal), (GLvoid*)12);
shader.release();
glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
GLenum errCode = glGetError(); GLenum errCode = glGetError();
if(errCode != GL_NO_ERROR) if(errCode != GL_NO_ERROR)
{ {
//What has replaced getErrorString() in the latest OpenGL? std::cerr << "OpenGL Error: " << errCode << std::endl;
std::cout << "OpenGL Error: " << errCode << std::endl;
} }
} }

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@ -29,6 +29,7 @@ distribution.
#include "glew/glew.h" #include "glew/glew.h"
#include <QGLWidget> #include <QGLWidget>
#include <QGLShaderProgram>
class OpenGLWidget : public QGLWidget class OpenGLWidget : public QGLWidget
{ {
@ -40,8 +41,8 @@ public:
void mouseMoveEvent(QMouseEvent* event); void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event); void mousePressEvent(QMouseEvent* event);
//Convert a SrfaceMesh to OpenGL index/vertex buffers //Convert a SurfaceMesh to OpenGL index/vertex buffers
void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterialNormal>& surfaceMesh); void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterial>& surfaceMesh);
protected: protected:
//Qt OpenGL functions //Qt OpenGL functions
@ -51,11 +52,12 @@ protected:
private: private:
//Index/vertex buffer data //Index/vertex buffer data
GLuint m_uBeginIndex;
GLuint m_uEndIndex;
GLuint noOfIndices; GLuint noOfIndices;
GLuint indexBuffer; GLuint indexBuffer;
GLuint vertexBuffer; GLuint vertexBuffer;
GLuint vertexArrayObject;
QGLShaderProgram shader;
//Mouse data //Mouse data
QPoint m_LastFrameMousePos; QPoint m_LastFrameMousePos;

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@ -23,7 +23,7 @@ freely, subject to the following restrictions:
#include "OpenGLWidget.h" #include "OpenGLWidget.h"
#include "PolyVoxCore/CubicSurfaceExtractorWithNormals.h" #include "PolyVoxCore/CubicSurfaceExtractor.h"
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h" #include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
#include "PolyVoxCore/SurfaceMesh.h" #include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/SimpleVolume.h" #include "PolyVoxCore/SimpleVolume.h"
@ -76,10 +76,10 @@ int main(int argc, char *argv[])
//Create an empty volume and then place a sphere in it //Create an empty volume and then place a sphere in it
SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63))); SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63)));
createSphereInVolume(volData, 30); createSphereInVolume(volData, 30);
// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see. // Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
//auto mesh = extractCubicSurfaceWithNormals(&volData, volData.getEnclosingRegion()); auto mesh = extractCubicSurface(&volData, volData.getEnclosingRegion());
auto mesh = extractMarchingCubesSurface(&volData, volData.getEnclosingRegion()); //auto mesh = extractMarchingCubesSurface(&volData, volData.getEnclosingRegion());
//Pass the surface to the OpenGL window //Pass the surface to the OpenGL window
openGLWidget.setSurfaceMeshToRender(mesh); openGLWidget.setSurfaceMeshToRender(mesh);

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@ -7,6 +7,15 @@ using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent) OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent) :QGLWidget(parent)
,m_uBeginIndex(0)
,m_uEndIndex(0)
,indexBuffer(0)
,vertexBuffer(0)
,m_uBeginIndexLow(0)
,m_uEndIndexLow(0)
,indexBufferLow(0)
,vertexBufferLow(0)
,m_xRotation(0) ,m_xRotation(0)
,m_yRotation(0) ,m_yRotation(0)
{ {