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 @@
|
|||||||
# 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)
|
||||||
|
@ -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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
@ -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);
|
||||||
|
@ -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)
|
||||||
{
|
{
|
||||||
|
Loading…
x
Reference in New Issue
Block a user