Tidying up basic OpenGL example.
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@ -32,7 +32,9 @@ ADD_SUBDIRECTORY(library)
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OPTION(ENABLE_EXAMPLES "Should the examples be built" ON)
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IF(ENABLE_EXAMPLES)
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ADD_SUBDIRECTORY(examples/Basic)
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ADD_SUBDIRECTORY(examples/OpenGL)
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ADD_DEPENDENCIES(BasicExample PolyVoxCore PolyVoxUtil)
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ADD_DEPENDENCIES(OpenGLExample PolyVoxCore PolyVoxUtil)
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ENDIF(ENABLE_EXAMPLES)
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@ -5,14 +5,18 @@ PROJECT(BasicExample)
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#Projects source files
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SET(SRC_FILES
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glew/glew.c
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main.cpp
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OpenGLWidget.cpp
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)
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#Projects headers files
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SET(INC_FILES
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SET(INC_FILES
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glew/glew.h
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glew/glxew.h
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glew/wglew.h
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OpenGLWidget.h
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)
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ADD_DEFINITIONS(-DGLEW_STATIC)
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@ -29,14 +29,16 @@ freely, subject to the following restrictions:
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#include "SurfaceMesh.h"
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#include "PolyVoxImpl/Utility.h"
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#include "glew/glew.h"
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#include "OpenGLWidget.h"
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#ifdef WIN32
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#include <windows.h> // Standard Header For Most Programs
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#endif
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#include <QApplication>
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#include <QGLWidget>
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#include <QTime>
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//Some namespaces we need
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@ -44,191 +46,10 @@ using namespace std;
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using namespace PolyVox;
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using namespace std;
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struct OpenGLColour
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{
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GLfloat red;
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GLfloat green;
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GLfloat blue;
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};
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struct OpenGLSurfaceMesh
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{
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GLulong noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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const PolyVox::SurfaceMesh* sourceMesh;
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};
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OpenGLColour convertMaterialIDToColour(uint8_t materialID)
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{
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OpenGLColour colour;
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switch(materialID)
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{
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case 1:
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colour.red = 1.0f;
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colour.green = 0.0f;
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colour.blue = 0.0f;
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break;
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case 2:
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colour.red = 0.0f;
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colour.green = 1.0f;
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colour.blue = 0.0f;
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break;
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case 3:
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colour.red = 0.0f;
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colour.green = 0.0f;
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colour.blue = 1.0f;
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break;
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case 4:
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colour.red = 1.0f;
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colour.green = 1.0f;
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colour.blue = 0.0f;
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break;
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case 5:
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colour.red = 1.0f;
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colour.green = 0.0f;
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colour.blue = 1.0f;
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break;
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default:
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colour.red = 1.0f;
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colour.green = 1.0f;
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colour.blue = 1.0f;
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}
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return colour;
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}
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const PolyVox::SurfaceMesh& mesh);
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void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel);
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OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh& mesh)
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{
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//Represents our filled in OpenGL vertex and index buffer objects.
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OpenGLSurfaceMesh result;
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//The source
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result.sourceMesh = &mesh;
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//Convienient access to the vertices and indices
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const vector<SurfaceVertex>& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
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//If we have any indices...
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if(!vecIndices.empty())
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{
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//Create an OpenGL index buffer
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glGenBuffers(1, &result.indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.indexBuffer);
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//Get a pointer to the first index
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GLvoid* pIndices = (GLvoid*)(&(vecIndices[0]));
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//Fill the OpenGL index buffer with our data.
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
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}
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result.noOfIndices = vecIndices.size();
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glGenBuffers(1, &result.vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, result.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 0, GL_STATIC_DRAW);
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GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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for(vector<SurfaceVertex>::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
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{
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const SurfaceVertex& vertex = *iterVertex;
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
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*ptr = v3dFinalVertexPos.getX();
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ptr++;
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*ptr = v3dFinalVertexPos.getY();
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ptr++;
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*ptr = v3dFinalVertexPos.getZ();
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ptr++;
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*ptr = vertex.getNormal().getX();
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ptr++;
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*ptr = vertex.getNormal().getY();
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ptr++;
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*ptr = vertex.getNormal().getZ();
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ptr++;
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uint8_t material = vertex.getMaterial() + 0.5;
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OpenGLColour colour = convertMaterialIDToColour(material);
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*ptr = colour.red;
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ptr++;
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*ptr = colour.green;
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ptr++;
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*ptr = colour.blue;
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ptr++;
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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return result;
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}
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void renderRegionVertexBufferObject(const OpenGLSurfaceMesh& openGLSurfaceMesh, unsigned int uLodLevel)
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{
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int beginIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].beginIndex;
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int endIndex = openGLSurfaceMesh.sourceMesh->m_vecLodRecords[uLodLevel].endIndex;
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glBindBuffer(GL_ARRAY_BUFFER, openGLSurfaceMesh.vertexBuffer);
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glVertexPointer(3, GL_FLOAT, 36, 0);
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glNormalPointer(GL_FLOAT, 36, (GLvoid*)12);
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glColorPointer(3, GL_FLOAT, 36, (GLvoid*)24);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openGLSurfaceMesh.indexBuffer);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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//glDrawElements(GL_TRIANGLES, openGLSurfaceMesh.noOfIndices, GL_UNSIGNED_INT, 0);
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glDrawRangeElements(GL_TRIANGLES, beginIndex, endIndex-1, endIndex - beginIndex,/* openGLSurfaceMesh.noOfIndices,*/ GL_UNSIGNED_INT, 0);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void renderRegionImmediateMode(PolyVox::SurfaceMesh& mesh, unsigned int uLodLevel)
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{
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const vector<SurfaceVertex>& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
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int beginIndex = mesh.m_vecLodRecords[uLodLevel].beginIndex;
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int endIndex = mesh.m_vecLodRecords[uLodLevel].endIndex;
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glBegin(GL_TRIANGLES);
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//for(vector<PolyVox::uint32_t>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
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for(int index = beginIndex; index < endIndex; ++index)
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{
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const SurfaceVertex& vertex = vecVertices[vecIndices[index]];
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
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uint8_t material = vertex.getMaterial() + 0.5;
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OpenGLColour colour = convertMaterialIDToColour(material);
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glColor3f(colour.red, colour.green, colour.blue);
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glNormal3f(vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ());
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glVertex3f(v3dFinalVertexPos.getX(), v3dFinalVertexPos.getY(), v3dFinalVertexPos.getZ());
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}
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glEnd();
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}
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void createSphereInVolume(Volume<MaterialDensityPair44>& volData, float fRadius, uint8_t uValue)
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{
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//This vector hold the position of the center of the volume
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@ -272,78 +93,7 @@ void createCubeInVolume(Volume<MaterialDensityPair44>& volData, Vector3DUint16 l
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}
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}
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class OpenGLWidget : public QGLWidget
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{
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public:
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OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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{
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}
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protected:
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void initializeGL()
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{
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#ifdef WIN32
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//If we are on Windows we will need GLEW to access recent OpenGL functionality
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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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cout << "Error: " << glewGetErrorString(err) << endl;
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}
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#endif
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glEnable ( GL_COLOR_MATERIAL );
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glEnable(GL_LIGHTING);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_LIGHT0);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glShadeModel(GL_SMOOTH);
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}
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void resizeGL(int w, int h)
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{
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//Setup the viewport based on the window size
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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//float frustumSize = m_volData->getDiagonalLength() / 2.0f;
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float frustumSize = 100.0f;
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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, 5000);
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}
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void paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glMatrixMode(GL_MODELVIEW); // Select The Model View Matrix
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glLoadIdentity(); // Reset The Current Modelview Matrix
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glTranslatef(0.0f,0.0f,-100.0f); // Move Left 1.5 Units And Into The Screen 6.0
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//renderRegionVertexBufferObject(mesh, 0);
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renderRegionImmediateMode(surfaceMesh, 0);
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}
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public:
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OpenGLSurfaceMesh mesh;
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SurfaceMesh surfaceMesh;
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};
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const uint16_t g_uVolumeSideLength = 32;
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const uint16_t g_uVolumeSideLength = 64;
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int main(int argc, char *argv[])
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{
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@ -353,7 +103,7 @@ int main(int argc, char *argv[])
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Volume<MaterialDensityPair44> volData(g_uVolumeSideLength, g_uVolumeSideLength, g_uVolumeSideLength);
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createSphereInVolume(volData, 10, 1);
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createSphereInVolume(volData, 30, 1);
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SurfaceExtractor<MaterialDensityPair44> surfaceExtractor(volData);
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@ -362,7 +112,8 @@ int main(int argc, char *argv[])
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//OpenGLSurfaceMesh mesh = BuildOpenGLSurfaceMesh(*surface);
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openGLWidget.mesh = BuildOpenGLSurfaceMesh(*(surface.get()));
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openGLWidget.surfaceMesh = *surface;
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//openGLWidget.mesh = BuildOpenGLSurfaceMesh(*(surface.get()));
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//openGLWidget.surfaceMesh = *surface;
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openGLWidget.setSurfaceMeshToRender(*surface);
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return app.exec();
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}
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@ -158,7 +158,7 @@ void OpenGLWidget::setVolume(PolyVox::Volume<MaterialDensityPair44>* volData)
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void OpenGLWidget::initializeGL()
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{
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m_bUseOpenGLVertexBufferObjects = false;
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m_bUseOpenGLVertexBufferObjects = true;
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if(m_bUseOpenGLVertexBufferObjects)
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{
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#ifdef WIN32
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