Work on example to decode vertices on the GPU.
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@ -66,6 +66,58 @@ void createSphereInVolume(SimpleVolume<uint8_t>& volData, float fRadius)
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OpenGLMeshData buildOpenGLMeshData(const PolyVox::Mesh< PolyVox::Vertex< uint8_t > >& surfaceMesh, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f)
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{
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// Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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// This struct holds the OpenGL properties (buffer handles, etc) which will be used
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// to render our mesh. We copy the data from the PolyVox mesh into this structure.
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OpenGLMeshData meshData;
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// Create the VAO for the mesh
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glGenVertexArrays(1, &(meshData.vertexArrayObject));
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glBindVertexArray(meshData.vertexArrayObject);
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// The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(Vertex< uint8_t >), vecVertices.data(), GL_STATIC_DRAW);
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// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(meshData.indexBuffer));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
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glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex< uint8_t >), (GLvoid*)(offsetof(Vertex< uint8_t >, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
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// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
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// shader. This is mostly just to simplify this example code - in a real application you will know whether your
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// chosen surface extractor generates normals and can skip uploading them if not.
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glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex< uint8_t >), (GLvoid*)(offsetof(Vertex< uint8_t >, normal)));
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// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
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// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
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glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
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GLint size = (std::min)(sizeof(uint8_t), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
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glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(Vertex< uint8_t >), (GLvoid*)(offsetof(Vertex< uint8_t >, data)));
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// We're done uploading and can now unbind.
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glBindVertexArray(0);
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// A few additional properties can be copied across for use during rendering.
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meshData.noOfIndices = vecIndices.size();
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meshData.translation = QVector3D(translation.getX(), translation.getY(), translation.getZ());
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meshData.scale = scale;
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return meshData;
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}
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int main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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{
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//Create and show the Qt OpenGL window
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//Create and show the Qt OpenGL window
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@ -86,8 +138,9 @@ int main(int argc, char *argv[])
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auto decodedMesh = decode(mesh);
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auto decodedMesh = decode(mesh);
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//Pass the surface to the OpenGL window
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//Pass the surface to the OpenGL window
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openGLWidget.addMesh(decodedMesh);
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OpenGLMeshData meshData = buildOpenGLMeshData(decodedMesh);
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//openGLWidget.addMesh(mesh2);
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openGLWidget.addMeshData(meshData);
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openGLWidget.setViewableRegion(volData.getEnclosingRegion());
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openGLWidget.setViewableRegion(volData.getEnclosingRegion());
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//Run the message pump.
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//Run the message pump.
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@ -53,8 +53,8 @@ public:
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OpenGLWidget(QWidget *parent);
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OpenGLWidget(QWidget *parent);
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// Convert a PolyVox mesh to OpenGL index/vertex buffers. Inlined because it's templatised.
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// Convert a PolyVox mesh to OpenGL index/vertex buffers. Inlined because it's templatised.
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template <typename MeshType>
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template <typename DataType>
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void addMesh(const MeshType& surfaceMesh, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f)
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void addMesh(const PolyVox::Mesh< PolyVox::Vertex< DataType > >& surfaceMesh, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f)
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{
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{
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// Convienient access to the vertices and indices
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// Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecIndices = surfaceMesh.getIndices();
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@ -71,7 +71,7 @@ public:
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// The GL_ARRAY_BUFFER will contain the list of vertex positions
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// The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &(meshData.vertexBuffer));
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glGenBuffers(1, &(meshData.vertexBuffer));
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(typename MeshType::VertexType), vecVertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(Vertex< DataType >), vecVertices.data(), GL_STATIC_DRAW);
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// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &(meshData.indexBuffer));
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glGenBuffers(1, &(meshData.indexBuffer));
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@ -80,20 +80,20 @@ public:
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// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
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// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
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glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
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glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex< DataType >), (GLvoid*)(offsetof(Vertex< DataType >, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
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// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
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// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
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// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
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// shader. This is mostly just to simplify this example code - in a real application you will know whether your
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// shader. This is mostly just to simplify this example code - in a real application you will know whether your
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// chosen surface extractor generates normals and can skip uploading them if not.
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// chosen surface extractor generates normals and can skip uploading them if not.
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glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
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glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, normal)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex< DataType >), (GLvoid*)(offsetof(Vertex< DataType >, normal)));
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// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
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// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
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// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
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// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
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glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
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glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
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GLint size = (std::min)(sizeof(typename MeshType::VertexType::DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
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GLint size = (std::min)(sizeof(DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
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glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, data)));
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glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(Vertex< DataType >), (GLvoid*)(offsetof(Vertex< DataType >, data)));
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// We're done uploading and can now unbind.
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// We're done uploading and can now unbind.
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -104,6 +104,11 @@ public:
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meshData.scale = scale;
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meshData.scale = scale;
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// Now add the mesh to the list of meshes to render.
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// Now add the mesh to the list of meshes to render.
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addMeshData(meshData);
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}
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void addMeshData(OpenGLMeshData meshData)
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{
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mMeshData.push_back(meshData);
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mMeshData.push_back(meshData);
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}
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}
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