Added missing files for basic example.
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127
examples/Basic/OpenGLWidget.cpp
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127
examples/Basic/OpenGLWidget.cpp
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#include "OpenGLWidget.h"
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#include <QMouseEvent>
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using namespace PolyVox;
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using namespace std;
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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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{
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}
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh& surfaceMesh)
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{
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//Sanity check that we have something to render.
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if(surfaceMesh.getVertices().empty() || surfaceMesh.getIndices().empty())
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{
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return;
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}
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//Convienient access to the vertices and indices
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vector<uint32_t>& vecIndices = const_cast<vector<uint32_t>&>(surfaceMesh.getIndices());
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vector<SurfaceVertex>& vecVertices = const_cast<vector<SurfaceVertex>&>(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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GLvoid* pIndices = static_cast<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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GLvoid* pVertices = static_cast<GLvoid*>(&(vecVertices[0]));
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(SurfaceVertex), pVertices, GL_STATIC_DRAW);
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m_uBeginIndex = surfaceMesh.m_vecLodRecords[0].beginIndex;
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m_uEndIndex = surfaceMesh.m_vecLodRecords[0].endIndex;
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}
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void OpenGLWidget::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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std::cout << "Error: " << glewGetErrorString(err) << std::endl;
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}
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#endif
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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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}
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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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}
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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, 1.0f, 0.0f, 0.0f);
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glRotatef(m_yRotation, 0.0f, 1.0f, 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(SurfaceVertex), 0);
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glNormalPointer(GL_FLOAT, sizeof(SurfaceVertex), (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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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
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m_xRotation += diff.x();
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m_yRotation += diff.y();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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