/******************************************************************************* 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/Mesh.h" #include "glew/glew.h" #include #include // This structure holds all the data required // to render one of our meshes through OpenGL. struct OpenGLMeshData { GLuint noOfIndices; GLuint indexBuffer; GLuint vertexBuffer; GLuint vertexArrayObject; QVector3D translation; float scale; }; // Our OpenGLWidget is used by all the examples to render the extracted meshes. It is // fairly specific to our needs (you probably won't want to use it in your own project) // but should provide a useful illustration of how PolyVox meshes can be rendered. class OpenGLWidget : public QGLWidget { public: // Constructor OpenGLWidget(QWidget *parent); // Convert a PolyVox mesh to OpenGL index/vertex buffers. Inlined because it's templatised. template void addMesh(const MeshType& surfaceMesh, const PolyVox::Vector3DInt32& translation = PolyVox::Vector3DInt32(0, 0, 0), float scale = 1.0f) { // Convienient access to the vertices and indices const auto& vecIndices = surfaceMesh.getIndices(); const auto& vecVertices = surfaceMesh.getVertices(); // This struct holds the OpenGL properties (buffer handles, etc) which will be used // to render our mesh. We copy the data from the PolyVox mesh into this structure. OpenGLMeshData meshData; // Create the VAO for the mesh glGenVertexArrays(1, &(meshData.vertexArrayObject)); glBindVertexArray(meshData.vertexArrayObject); // The GL_ARRAY_BUFFER will contain the list of vertex positions glGenBuffers(1, &(meshData.vertexBuffer)); glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer); glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(typename MeshType::VertexType), vecVertices.data(), GL_STATIC_DRAW); // and GL_ELEMENT_ARRAY_BUFFER will contain the indices glGenBuffers(1, &(meshData.indexBuffer)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW); // Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions 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) // Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor // does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the // shader. This is mostly just to simplify this example code - in a real application you will know whether your // chosen surface extractor generates normals and can skip uploading them if not. glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, normal))); // Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code // 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. glEnableVertexAttribArray(2); //We're talking about shader attribute '2' GLint size = (std::min)(sizeof(typename MeshType::VertexType::VoxelType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type) glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, material))); // We're done uploading and can now unbind. glBindVertexArray(0); // A few additional properties can be copied across for use during rendering. meshData.noOfIndices = vecIndices.size(); meshData.translation = QVector3D(translation.getX(), translation.getY(), translation.getZ()); meshData.scale = scale; // Now add the mesh to the list of meshes to render. mMeshData.push_back(meshData); } // For our purposes we use a single shader for the whole volume, and // this example framework is only meant to show a single volume at a time void setShader(QSharedPointer shader); // The viewable region can be adjusted so that this example framework can be used for different volume sizes. void setViewableRegion(PolyVox::Region viewableRegion); // Mouse handling void mouseMoveEvent(QMouseEvent* event); void mousePressEvent(QMouseEvent* event); protected: // Qt OpenGL functions void initializeGL(); void resizeGL(int w, int h); void paintGL(); private: void setupWorldToCameraMatrix(); // Index/vertex buffer data std::vector mMeshData; QSharedPointer mShader; // Matrices QMatrix4x4 worldToCameraMatrix; QMatrix4x4 cameraToClipMatrix; // Mouse data QPoint m_LastFrameMousePos; QPoint m_CurrentMousePos; // Camera setup PolyVox::Region m_viewableRegion; int m_xRotation; int m_yRotation; }; #endif //__BasicExample_OpenGLWidget_H__