Merge branch 'develop' into feature/opengl

Conflicts:
	examples/Basic/CMakeLists.txt
	examples/Basic/OpenGLWidget.cpp
	examples/Basic/OpenGLWidget.h
	include/PolyVox/Impl/Timer.h
This commit is contained in:
David Williams
2015-02-08 20:49:25 +01:00
234 changed files with 52632 additions and 61900 deletions

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@ -1,67 +1,67 @@
# Copyright (c) 2010-2012 David Williams
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any source
# distribution.
PROJECT(BasicExample)
#Projects source files
SET(SRC_FILES
main.cpp
OpenGLWidget.cpp
)
#Projects headers files
SET(INC_FILES
OpenGLWidget.h
)
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${SRC_FILES})
SOURCE_GROUP("Headers" FILES ${INC_FILES})
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
INCLUDE_DIRECTORIES(${PolyVoxCore_BINARY_DIR}/include ${PolyVoxCore_SOURCE_DIR}/include)
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
#Build
ADD_EXECUTABLE(BasicExample ${SRC_FILES})
IF(MSVC)
SET_TARGET_PROPERTIES(BasicExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
ENDIF(MSVC)
TARGET_LINK_LIBRARIES(BasicExample Qt5::OpenGL ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET BasicExample PROPERTY FOLDER "Examples")
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS BasicExample
RUNTIME DESTINATION Examples/OpenGL/bin
LIBRARY DESTINATION Examples/OpenGL/lib
ARCHIVE DESTINATION Examples/OpenGL/lib
COMPONENT example
)
#.dlls should be installed in shared builds.
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
ENDIF(WIN32)
# Copyright (c) 2010-2012 David Williams
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any source
# distribution.
PROJECT(BasicExample)
#Projects source files
SET(SRC_FILES
main.cpp
OpenGLWidget.cpp
)
#Projects headers files
SET(INC_FILES
OpenGLWidget.h
)
#"Sources" and "Headers" are the group names in Visual Studio.
#They may have other uses too...
SOURCE_GROUP("Sources" FILES ${SRC_FILES})
SOURCE_GROUP("Headers" FILES ${INC_FILES})
#Tell CMake the paths for OpenGL and for PolyVox (which is just relative to our current location)
INCLUDE_DIRECTORIES(${PolyVoxHeaders_SOURCE_DIR})
LINK_DIRECTORIES(${PolyVoxCore_BINARY_DIR})
#Build
ADD_EXECUTABLE(BasicExample ${SRC_FILES})
IF(MSVC)
SET_TARGET_PROPERTIES(BasicExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127")
ENDIF(MSVC)
TARGET_LINK_LIBRARIES(BasicExample Qt5::OpenGL ${OPENGL_gl_LIBRARY} ${OPENGL_glu_LIBRARY} PolyVoxCore)
SET_PROPERTY(TARGET BasicExample PROPERTY FOLDER "Examples")
#Install - Only install the example in Windows
IF(WIN32)
INSTALL(TARGETS BasicExample
RUNTIME DESTINATION Examples/OpenGL/bin
LIBRARY DESTINATION Examples/OpenGL/lib
ARCHIVE DESTINATION Examples/OpenGL/lib
COMPONENT example
)
#.dlls should be installed in shared builds.
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../release/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Release)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxCore.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
#INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/../../debug/PolyVoxUtil.dll DESTINATION Examples/OpenGL/bin CONFIGURATIONS Debug)
ENDIF(WIN32)

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@ -1,195 +1,195 @@
#include "OpenGLWidget.h"
#include <QMouseEvent>
#include <QMatrix4x4>
#include <QtMath>
using namespace PolyVox;
using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_xRotation(0)
,m_yRotation(0)
{
}
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
{
//Convienient access to the vertices and indices
const auto& vecIndices = surfaceMesh.getIndices();
const auto& vecVertices = surfaceMesh.getVertices();
//Create the VAO for the mesh
//glGenVertexArrays(1, &vertexArrayObject);
//glBindVertexArray(vertexArrayObject);
//The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
//glBindVertexArray(0);
noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
}
void OpenGLWidget::initializeGL()
{
initializeOpenGLFunctions();
//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;
//Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0, 1.0);
if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex,
"#version 140\n"
"in vec4 position; //This will be the position of the vertex in model-space\n"
"uniform mat4 cameraToClipMatrix;\n"
"uniform mat4 worldToCameraMatrix;\n"
"uniform mat4 modelToWorldMatrix;\n"
"out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n"
"void main()\n"
"{\n"
" worldPosition = modelToWorldMatrix * position;\n"
" vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
" gl_Position = cameraToClipMatrix * cameraPosition;\n"
"}\n"
))
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment,
"#version 130\n"
"in vec4 worldPosition; //Passed in from the vertex shader\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
" float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);\n"
" outputColor = vec4(1.0, 0.5, color, 1.0);\n"
"}\n"
))
{
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);
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);
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
//glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
//glBindVertexArray(0);
shader.release();
GLenum errCode = glGetError();
if(errCode != GL_NO_ERROR)
{
std::cerr << "OpenGL Error: " << errCode << std::endl;
}
}
void OpenGLWidget::mousePressEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}
void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
m_xRotation += diff.x();
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}
#include "OpenGLWidget.h"
#include <QMouseEvent>
#include <QMatrix4x4>
#include <QtMath>
using namespace PolyVox;
using namespace std;
OpenGLWidget::OpenGLWidget(QWidget *parent)
:QGLWidget(parent)
,m_xRotation(0)
,m_yRotation(0)
{
}
void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
{
//Convienient access to the vertices and indices
const auto& vecIndices = surfaceMesh.getIndices();
const auto& vecVertices = surfaceMesh.getVertices();
//Create the VAO for the mesh
//glGenVertexArrays(1, &vertexArrayObject);
//glBindVertexArray(vertexArrayObject);
//The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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
glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
//glBindVertexArray(0);
noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
}
void OpenGLWidget::initializeGL()
{
initializeOpenGLFunctions();
//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;
//Set up the clear colour
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0, 1.0);
if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex,
"#version 140\n"
"in vec4 position; //This will be the position of the vertex in model-space\n"
"uniform mat4 cameraToClipMatrix;\n"
"uniform mat4 worldToCameraMatrix;\n"
"uniform mat4 modelToWorldMatrix;\n"
"out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n"
"void main()\n"
"{\n"
" worldPosition = modelToWorldMatrix * position;\n"
" vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
" gl_Position = cameraToClipMatrix * cameraPosition;\n"
"}\n"
))
{
std::cerr << shader.log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment,
"#version 130\n"
"in vec4 worldPosition; //Passed in from the vertex shader\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
" float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);\n"
" outputColor = vec4(1.0, 0.5, color, 1.0);\n"
"}\n"
))
{
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);
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);
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
//glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
//glBindVertexArray(0);
shader.release();
GLenum errCode = glGetError();
if(errCode != GL_NO_ERROR)
{
std::cerr << "OpenGL Error: " << errCode << std::endl;
}
}
void OpenGLWidget::mousePressEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}
void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
m_CurrentMousePos = event->pos();
QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
m_xRotation += diff.x();
m_yRotation += diff.y();
m_LastFrameMousePos = m_CurrentMousePos;
update();
}

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/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __BasicExample_OpenGLWidget_H__
#define __BasicExample_OpenGLWidget_H__
#include "PolyVoxCore/SurfaceMesh.h"
#include <QOpenGLFunctions>
#include <QGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
class OpenGLWidget : public QGLWidget, protected QOpenGLFunctions
{
public:
//Constructor
OpenGLWidget(QWidget *parent);
//Mouse handling
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
//Convert a SurfaceMesh to OpenGL index/vertex buffers
void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterial>& surfaceMesh);
protected:
//Qt OpenGL functions
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
//Index/vertex buffer data
GLuint noOfIndices;
GLuint indexBuffer;
GLuint vertexBuffer;
GLuint vertexArrayObject;
QOpenGLShaderProgram shader;
//Mouse data
QPoint m_LastFrameMousePos;
QPoint m_CurrentMousePos;
int m_xRotation;
int m_yRotation;
};
#endif //__BasicExample_OpenGLWidget_H__
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#ifndef __BasicExample_OpenGLWidget_H__
#define __BasicExample_OpenGLWidget_H__
#include "PolyVoxCore/SurfaceMesh.h"
#include <QOpenGLFunctions>
#include <QGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
class OpenGLWidget : public QGLWidget, protected QOpenGLFunctions
{
public:
//Constructor
OpenGLWidget(QWidget *parent);
//Mouse handling
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
//Convert a SurfaceMesh to OpenGL index/vertex buffers
void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterial>& surfaceMesh);
protected:
//Qt OpenGL functions
void initializeGL();
void resizeGL(int w, int h);
void paintGL();
private:
//Index/vertex buffer data
GLuint noOfIndices;
GLuint indexBuffer;
GLuint vertexBuffer;
GLuint vertexArrayObject;
QOpenGLShaderProgram shader;
//Mouse data
QPoint m_LastFrameMousePos;
QPoint m_CurrentMousePos;
int m_xRotation;
int m_yRotation;
};
#endif //__BasicExample_OpenGLWidget_H__

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@ -1,95 +1,95 @@
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#include "OpenGLWidget.h"
#include "PolyVoxCore/CubicSurfaceExtractor.h"
#include "PolyVoxCore/MarchingCubesSurfaceExtractor.h"
#include "PolyVoxCore/SurfaceMesh.h"
#include "PolyVoxCore/SimpleVolume.h"
#include <QApplication>
//Use the PolyVox namespace
using namespace PolyVox;
void createSphereInVolume(SimpleVolume<uint8_t>& volData, float fRadius)
{
//This vector hold the position of the center of the volume
Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
//This three-level for loop iterates over every voxel in the volume
for (int z = 0; z < volData.getDepth(); z++)
{
for (int y = 0; y < volData.getHeight(); y++)
{
for (int x = 0; x < volData.getWidth(); x++)
{
//Store our current position as a vector...
Vector3DFloat v3dCurrentPos(x,y,z);
//And compute how far the current position is from the center of the volume
float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
uint8_t uVoxelValue = 0;
//If the current voxel is less than 'radius' units from the center then we make it solid.
if(fDistToCenter <= fRadius)
{
//Our new voxel value
uVoxelValue = 255;
}
//Wrte the voxel value into the volume
volData.setVoxelAt(x, y, z, uVoxelValue);
}
}
}
}
int main(int argc, char *argv[])
{
//Create and show the Qt OpenGL window
QApplication app(argc, argv);
OpenGLWidget openGLWidget(0);
openGLWidget.show();
//Create an empty volume and then place a sphere in it
SimpleVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(63, 63, 63)));
createSphereInVolume(volData, 30);
//A mesh object to hold the result of surface extraction
SurfaceMesh<PositionMaterial> mesh;
//Create a surface extractor. Comment out one of the following two lines to decide which type gets created.
CubicSurfaceExtractor< SimpleVolume<uint8_t> > surfaceExtractor(&volData, volData.getEnclosingRegion(), &mesh);
//MarchingCubesSurfaceExtractor< SimpleVolume<uint8_t> > surfaceExtractor(&volData, volData.getEnclosingRegion(), &mesh);
//Execute the surface extractor.
surfaceExtractor.execute();
//Pass the surface to the OpenGL window
openGLWidget.setSurfaceMeshToRender(mesh);
//Run the message pump.
return app.exec();
/*******************************************************************************
Copyright (c) 2005-2009 David Williams
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*******************************************************************************/
#include "OpenGLWidget.h"
#include "PolyVox/CubicSurfaceExtractor.h"
#include "PolyVox/MarchingCubesSurfaceExtractor.h"
#include "PolyVox/Mesh.h"
#include "PolyVox/PagedVolume.h"
#include <QApplication>
//Use the PolyVox namespace
using namespace PolyVox;
void createSphereInVolume(PagedVolume<uint8_t>& volData, float fRadius)
{
//This vector hold the position of the center of the volume
Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2);
//This three-level for loop iterates over every voxel in the volume
for (int z = 0; z < volData.getDepth(); z++)
{
for (int y = 0; y < volData.getHeight(); y++)
{
for (int x = 0; x < volData.getWidth(); x++)
{
//Store our current position as a vector...
Vector3DFloat v3dCurrentPos(x,y,z);
//And compute how far the current position is from the center of the volume
float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
uint8_t uVoxelValue = 0;
//If the current voxel is less than 'radius' units from the center then we make it solid.
if(fDistToCenter <= fRadius)
{
//Our new voxel value
uVoxelValue = 255;
}
//Wrte the voxel value into the volume
volData.setVoxelAt(x, y, z, uVoxelValue);
}
}
}
}
int main(int argc, char *argv[])
{
//Create and show the Qt OpenGL window
QApplication app(argc, argv);
OpenGLWidget openGLWidget(0);
openGLWidget.show();
//Create an empty volume and then place a sphere in it
PagedVolume<uint8_t> volData(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(63, 63, 63)));
createSphereInVolume(volData, 30);
// Extract the surface for the specified region of the volume. Uncomment the line for the kind of surface extraction you want to see.
auto mesh = extractCubicMesh(&volData, volData.getEnclosingRegion());
//auto mesh = extractMarchingCubesMesh(&volData, volData.getEnclosingRegion());
// The surface extractor outputs the mesh in an efficient compressed format which is not directly suitable for rendering. The easiest approach is to
// decode this on the CPU as shown below, though more advanced applications can upload the compressed mesh to the GPU and decompress in shader code.
auto decodedMesh = decodeMesh(mesh);
//Pass the surface to the OpenGL window
openGLWidget.addMesh(decodedMesh);
//openGLWidget.addMesh(mesh2);
openGLWidget.setViewableRegion(volData.getEnclosingRegion());
//Run the message pump.
return app.exec();
}