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:
Matt Williams
2014-03-19 21:26:04 +00:00
parent 868fbb84a0
commit ac16dfd325
4 changed files with 158 additions and 102 deletions

View File

@ -1,6 +1,8 @@
#include "OpenGLWidget.h"
#include <QMouseEvent>
#include <QMatrix4x4>
#include <QtMath>
using namespace PolyVox;
using namespace std;
@ -9,126 +11,179 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_xRotation(0)
,m_yRotation(0)
,gl(nullptr)
{
}
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterialNormal>& surfaceMesh)
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
{
//Convienient access to the vertices and indices
const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
const vector<PositionMaterialNormal>& vecVertices = surfaceMesh.getVertices();
//Build an OpenGL index buffer
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
//Build an OpenGL vertex buffer
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterialNormal), pVertices, GL_STATIC_DRAW);
m_uBeginIndex = 0;
m_uEndIndex = vecIndices.size();
const auto& vecIndices = surfaceMesh.getIndices();
const auto& vecVertices = surfaceMesh.getVertices();
//Create the VAO for the mesh
gl->glGenVertexArrays(1, &vertexArrayObject);
gl->glBindVertexArray(vertexArrayObject);
//The GL_ARRAY_BUFFER will contain the list of vertex positions
gl->glGenBuffers(1, &vertexBuffer);
gl->glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
gl->glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
gl->glGenBuffers(1, &indexBuffer);
gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
gl->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
gl->glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
gl->glBindVertexArray(0);
noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
}
void OpenGLWidget::initializeGL()
{
//We need GLEW to access recent OpenGL functionality
std::cout << "Initialising GLEW...";
GLenum result = glewInit();
if (result == GLEW_OK)
//'gl' will give us access to all the OpenGL functions
gl = context()->contextHandle()->versionFunctions<QOpenGLFunctions_3_1>();
if(!gl)
{
std::cout << "success" << std::endl;
std::cerr << "Could not obtain required OpenGL context version" << std::endl;
exit(EXIT_FAILURE);
}
else
if(!gl->initializeOpenGLFunctions())
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cout << "failed" << std::endl;
std::cout << "Initialising GLEW failed with the following error: " << glewGetErrorString(result) << std::endl;
std::cerr << "Could not initialise OpenGL functions" << std::endl;
exit(EXIT_FAILURE);
}
//Print out some information about the OpenGL implementation.
std::cout << "OpenGL Implementation Details:" << std::endl;
if(glGetString(GL_VENDOR))
std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
if(glGetString(GL_RENDERER))
std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
if(glGetString(GL_VERSION))
std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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);
}
if(gl->glGetString(GL_VENDOR))
std::cout << "\tGL_VENDOR: " << gl->glGetString(GL_VENDOR) << std::endl;
if(gl->glGetString(GL_RENDERER))
std::cout << "\tGL_RENDERER: " << gl->glGetString(GL_RENDERER) << std::endl;
if(gl->glGetString(GL_VERSION))
std::cout << "\tGL_VERSION: " << gl->glGetString(GL_VERSION) << std::endl;
if(gl->glGetString(GL_SHADING_LANGUAGE_VERSION))
std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << gl->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
//Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
//Enable the depth buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//Anable smooth lighting
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
//We'll be rendering with index/vertex arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
gl->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl->glClearDepth(1.0f);
gl->glEnable(GL_CULL_FACE);
gl->glEnable(GL_DEPTH_TEST);
gl->glDepthMask(GL_TRUE);
gl->glDepthFunc(GL_LEQUAL);
gl->glDepthRange(0.0, 1.0);
if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, R"(
#version 140
in vec4 position; //This will be the position of the vertex in model-space
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(QOpenGLShader::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)
{
//Setup the viewport
glViewport(0, 0, w, h);
//Set up the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float frustumSize = 32.0f; //Half the volume size
float aspect = static_cast<float>(width()) / static_cast<float>(height());
glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000);
gl->glViewport(0, 0, w, h);
auto aspectRatio = w / (float)h;
float zNear = 1.0;
float zFar = 1000.0;
QMatrix4x4 cameraToClipMatrix{};
cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
shader.bind();
shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
shader.release();
}
void OpenGLWidget::paintGL()
{
//Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Set up the viewing transformation
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back
glRotatef(-m_xRotation, 0.0f, 1.0f, 0.0f);
glRotatef(-m_yRotation, 1.0f, 0.0f, 0.0f);
glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back
//Bind the index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
//Bind the vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexPointer(3, GL_FLOAT, sizeof(PositionMaterialNormal), 0);
glNormalPointer(GL_FLOAT, sizeof(PositionMaterialNormal), (GLvoid*)12);
glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLenum errCode = glGetError();
QMatrix4x4 modelToWorldMatrix{};
modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
shader.bind();
shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
gl->glBindVertexArray(vertexArrayObject);
gl->glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
gl->glBindVertexArray(0);
shader.release();
GLenum errCode = gl->glGetError();
if(errCode != GL_NO_ERROR)
{
//What has replaced getErrorString() in the latest OpenGL?
std::cout << "OpenGL Error: " << errCode << std::endl;
std::cerr << "OpenGL Error: " << errCode << std::endl;
}
}