Update the BasicExample to use OpenGL 3
The example now uses OpenGL 3 features like Vertex Array Objects and uses no immediate mode stuff. Qt5 is used for some features like matrices and shaders. There is now no dependency on GLEW either.
This commit is contained in:
@ -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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@ -9,126 +11,179 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_xRotation(0)
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,m_yRotation(0)
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,gl(nullptr)
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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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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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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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gl->glGenVertexArrays(1, &vertexArrayObject);
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gl->glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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gl->glGenBuffers(1, &vertexBuffer);
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gl->glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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gl->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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gl->glGenBuffers(1, &indexBuffer);
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gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl->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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gl->glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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gl->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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gl->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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//'gl' will give us access to all the OpenGL functions
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gl = context()->contextHandle()->versionFunctions<QOpenGLFunctions_3_1>();
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if(!gl)
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{
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std::cout << "success" << std::endl;
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std::cerr << "Could not obtain required OpenGL context version" << std::endl;
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exit(EXIT_FAILURE);
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}
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else
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if(!gl->initializeOpenGLFunctions())
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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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std::cerr << "Could not initialise OpenGL functions" << std::endl;
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exit(EXIT_FAILURE);
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}
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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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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if(gl->glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << gl->glGetString(GL_VENDOR) << std::endl;
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if(gl->glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << gl->glGetString(GL_RENDERER) << std::endl;
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if(gl->glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << gl->glGetString(GL_VERSION) << std::endl;
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if(gl->glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << gl->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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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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gl->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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gl->glClearDepth(1.0f);
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gl->glEnable(GL_CULL_FACE);
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gl->glEnable(GL_DEPTH_TEST);
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gl->glDepthMask(GL_TRUE);
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gl->glDepthFunc(GL_LEQUAL);
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gl->glDepthRange(0.0, 1.0);
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if(!shader.addShaderFromSourceCode(QOpenGLShader::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(QOpenGLShader::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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gl->glViewport(0, 0, w, h);
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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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gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLenum errCode = glGetError();
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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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gl->glBindVertexArray(vertexArrayObject);
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gl->glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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gl->glBindVertexArray(0);
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shader.release();
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GLenum errCode = gl->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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