Work on Qt version of example.

This commit is contained in:
David Williams 2009-03-27 20:37:07 +00:00
parent 27b17cf348
commit ccfe97ed73
2 changed files with 177 additions and 0 deletions

View File

@ -1,19 +1,167 @@
#include "OpenGLWidget.h" #include "OpenGLWidget.h"
//Some namespaces we need
using namespace std;
using namespace PolyVox;
using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent) OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent) :QGLWidget(parent)
{ {
g_bUseOpenGLVertexBufferObjects = true;
g_volData = new Volume<uint8>(g_uVolumeSideLength);
//Make our volume contain a sphere in the center.
uint16 minPos = 0;
uint16 midPos = g_volData->getSideLength() / 2;
uint16 maxPos = g_volData->getSideLength() - 1;
createCubeInVolume(*g_volData, Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(maxPos, maxPos, maxPos), 0);
createSphereInVolume(*g_volData, 50.0f, 5);
createSphereInVolume(*g_volData, 40.0f, 4);
createSphereInVolume(*g_volData, 30.0f, 3);
createSphereInVolume(*g_volData, 20.0f, 2);
createSphereInVolume(*g_volData, 10.0f, 1);
createCubeInVolume(*g_volData, Vector3DUint16(minPos, minPos, minPos), Vector3DUint16(midPos-1, midPos-1, midPos-1), 0);
createCubeInVolume(*g_volData, Vector3DUint16(midPos+1, midPos+1, minPos), Vector3DUint16(maxPos, maxPos, midPos-1), 0);
createCubeInVolume(*g_volData, Vector3DUint16(midPos+1, minPos, midPos+1), Vector3DUint16(maxPos, midPos-1, maxPos), 0);
createCubeInVolume(*g_volData, Vector3DUint16(minPos, midPos+1, midPos+1), Vector3DUint16(midPos-1, maxPos, maxPos), 0);
} }
void OpenGLWidget::initializeGL() void OpenGLWidget::initializeGL()
{ {
if(g_bUseOpenGLVertexBufferObjects)
{
#ifdef WIN32
//If we are on Windows we will need GLEW to access recent OpenGL functionality
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
cout << "Error: " << glewGetErrorString(err) << endl;
}
#endif
}
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glEnable ( GL_COLOR_MATERIAL );
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
//Our volume is broken down into cuboid regions, and we create one mesh for each region.
//This three-level for loop iterates over each region.
for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
{
for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
{
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
{
//Create a new surface patch (which is basiaclly the PolyVox term for a mesh).
IndexedSurfacePatch* ispCurrent = new IndexedSurfacePatch();
//Compute the extents of the current region
//FIXME - This is a little complex? PolyVox could
//provide more functions for dealing with regions?
uint16 regionStartX = uRegionX * g_uRegionSideLength;
uint16 regionStartY = uRegionY * g_uRegionSideLength;
uint16 regionStartZ = uRegionZ * g_uRegionSideLength;
uint16 regionEndX = regionStartX + g_uRegionSideLength + 1; //Why do we need the '+1' here?
uint16 regionEndY = regionStartY + g_uRegionSideLength + 1; //Why do we need the '+1' here?
uint16 regionEndZ = regionStartZ + g_uRegionSideLength + 1; //Why do we need the '+1' here?
Vector3DInt32 regLowerCorner(regionStartX, regionStartY, regionStartZ);
Vector3DInt32 regUpperCorner(regionEndX, regionEndY, regionEndZ);
//Extract the surface for this region
extractReferenceSurface(g_volData, Region(regLowerCorner, regUpperCorner), ispCurrent);
if(g_bUseOpenGLVertexBufferObjects)
{
g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ] = BuildOpenGLSurfacePatch(*ispCurrent);
}
else
{
g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ] = ispCurrent;
}
//delete ispCurrent;
}
}
}
} }
void OpenGLWidget::resizeGL(int w, int h) void OpenGLWidget::resizeGL(int w, int h)
{ {
glViewport ( 0, 0, w, h );
glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix
glLoadIdentity ( ); // Reset The Projection Matrix
if ( h==0 ) // Calculate The Aspect Ratio Of The Window
gluPerspective ( 80, ( float ) w, 1.0, 5000.0 );
else
gluPerspective ( 80, ( float ) w / ( float ) h, 1.0, 5000.0 );
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity ( ); // Reset The Model View Matrix
} }
void OpenGLWidget::paintGL() void OpenGLWidget::paintGL()
{ {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity(); // Reset The Current Modelview Matrix
//Moves the camera back so we can see the volume
glTranslatef(0.0f, 0.0f, -100.0f);
//Rotate the volume by the required amount
//glRotatef(g_xRotation, 1.0f, 0.0f, 0.0f);
//glRotatef(g_yRotation, 0.0f, 1.0f, 0.0f);
//Centre the volume on the origin
glTranslatef(-g_uVolumeSideLength/2,-g_uVolumeSideLength/2,-g_uVolumeSideLength/2);
for(uint16 uRegionZ = 0; uRegionZ < g_uVolumeSideLengthInRegions; ++uRegionZ)
{
for(uint16 uRegionY = 0; uRegionY < g_uVolumeSideLengthInRegions; ++uRegionY)
{
for(uint16 uRegionX = 0; uRegionX < g_uVolumeSideLengthInRegions; ++uRegionX)
{
if(g_bUseOpenGLVertexBufferObjects)
{
renderRegionVertexBufferObject(g_openGLSurfacePatches[uRegionX][uRegionY][uRegionZ]);
}
else
{
IndexedSurfacePatch* ispCurrent = g_indexedSurfacePatches[uRegionX][uRegionY][uRegionZ];
renderRegionImmediateMode(*ispCurrent);
}
}
}
}
GLenum errCode;
const GLubyte *errString;
if ((errCode = glGetError()) != GL_NO_ERROR)
{
errString = gluErrorString(errCode);
cout << "OpenGL Error: " << errString << endl;
} // Reset The Current Modelview Matrix
} }

View File

@ -1,8 +1,27 @@
#ifndef __PolyVox_OpenGLWidget_H__ #ifndef __PolyVox_OpenGLWidget_H__
#define __PolyVox_OpenGLWidget_H__ #define __PolyVox_OpenGLWidget_H__
#ifdef WIN32
#include "glew/glew.h"
#else
#include <gl/gl.h> // The GL Header File
#endif
#include <QGLWidget> #include <QGLWidget>
#include "PolyVoxCore/Volume.h"
#include "PolyVoxCore/IndexedSurfacePatch.h"
#include "PolyVoxCore/SurfaceExtractors.h"
#include "PolyVoxCore/Utility.h"
#include "OpenGLImmediateModeSupport.h"
#include "OpenGLVertexBufferObjectSupport.h"
#include "Shapes.h"
const PolyVox::uint16 g_uVolumeSideLength = 256;
const PolyVox::uint16 g_uRegionSideLength = 16;
const PolyVox::uint16 g_uVolumeSideLengthInRegions = g_uVolumeSideLength / g_uRegionSideLength;
class OpenGLWidget : public QGLWidget class OpenGLWidget : public QGLWidget
{ {
@ -14,6 +33,16 @@ class OpenGLWidget : public QGLWidget
void resizeGL(int w, int h); void resizeGL(int w, int h);
void paintGL(); void paintGL();
private:
bool g_bUseOpenGLVertexBufferObjects;
//Creates a volume 128x128x128
PolyVox::Volume<PolyVox::uint8>* g_volData;
//Rather than storing one big mesh, the volume is broken into regions and a mesh is stored for each region
OpenGLSurfacePatch g_openGLSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
PolyVox::IndexedSurfacePatch* g_indexedSurfacePatches[g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions][g_uVolumeSideLengthInRegions];
}; };
#endif //__PolyVox_OpenGLWidget_H__ #endif //__PolyVox_OpenGLWidget_H__