236 lines
8.3 KiB
C++
236 lines
8.3 KiB
C++
#include "OpenGLWidget.h"
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#include <QMouseEvent>
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#include <QMatrix4x4>
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//#include <QtMath>
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using namespace PolyVox;
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using namespace std;
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////////////////////////////////////////////////////////////////////////////////
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// Public functions
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////////////////////////////////////////////////////////////////////////////////
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_viewableRegion(Region(0, 0, 0, 255, 255, 255))
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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::setShader(QSharedPointer<QGLShaderProgram> shader)
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{
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mShader = shader;
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}
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void OpenGLWidget::setViewableRegion(Region viewableRegion)
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{
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m_viewableRegion = viewableRegion;
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// The user has specifed a new viewable region
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// so we need to regenerate our camera matrix.
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setupWorldToCameraMatrix();
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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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// Initialise these variables which will be used when the mouse actually moves.
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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// Update the x and y rotations based on the mouse movement.
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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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// The camera rotation has changed so we need to regenerate the matrix.
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setupWorldToCameraMatrix();
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// Re-render.
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update();
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}
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////////////////////////////////////////////////////////////////////////////////
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// Protected functions
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////////////////////////////////////////////////////////////////////////////////
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void OpenGLWidget::initializeGL()
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{
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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 << "GLEW Error: " << glewGetErrorString(err) << std::endl;
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}
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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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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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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mShader = QSharedPointer<QGLShaderProgram>(new QGLShaderProgram);
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// This is basically a simple fallback vertex shader which does the most basic rendering possible.
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// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
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if (!mShader->addShaderFromSourceCode(QGLShader::Vertex,
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"#version 140\n"
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"in vec4 position; // This will be the position of the vertex in model-space\n"
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"// The usual matrices are provided\n"
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"uniform mat4 cameraToClipMatrix;\n"
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"uniform mat4 worldToCameraMatrix;\n"
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"uniform mat4 modelToWorldMatrix;\n"
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"// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach\n"
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"// but we use it in this example framework because not all surface extractor generate surface normals.\n"
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"out vec4 worldPosition;\n"
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"void main()\n"
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"{\n"
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" // Standard sequence of OpenGL transformations.\n"
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" worldPosition = modelToWorldMatrix * position;\n"
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" vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
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" gl_Position = cameraToClipMatrix * cameraPosition;\n"
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"}\n"
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))
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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// This is basically a simple fallback fragment shader which does the most basic rendering possible.
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// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
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if (!mShader->addShaderFromSourceCode(QGLShader::Fragment,
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"#version 130\n"
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"// Passed in from the vertex shader\n"
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"in vec4 worldPosition;\n"
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"in vec4 worldNormal;\n"
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"// the color that gets written to the display\n"
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"out vec4 outputColor;\n"
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"void main()\n"
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"{\n"
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" // Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback \n"
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" // is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.\n"
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" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
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" // We are just using the normal as the output color, and making it lighter so it looks a bit nicer. \n"
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" // Obviously a real shader would also do texuring, lighting, or whatever is required for the application.\n"
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" outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);\n"
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"}\n"
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))
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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// Bind the position semantic - this is defined in the vertex shader above.
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mShader->bindAttributeLocation("position", 0);
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// Bind the other semantics. Note that these don't actually exist in our example shader above! However, other
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// example shaders may choose to provide them and having the binding code here does not seem to cause any problems.
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mShader->bindAttributeLocation("normal", 1);
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mShader->bindAttributeLocation("material", 2);
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if (!mShader->link())
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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// Initial setup of camera.
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setupWorldToCameraMatrix();
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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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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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float zFar = 1000.0;
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cameraToClipMatrix.setToIdentity();
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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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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// Our example framework only uses a single shader for the scene (for all meshes).
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mShader->bind();
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// These two matrices are constant for all meshes.
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mShader->setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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mShader->setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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// Iterate over each mesh which the user added to our list, and render it.
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for (OpenGLMeshData meshData : mMeshData)
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{
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//Set up the model matrrix based on provided translation and scale.
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QMatrix4x4 modelToWorldMatrix;
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modelToWorldMatrix.translate(meshData.translation);
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modelToWorldMatrix.scale(meshData.scale);
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mShader->setUniformValue("modelToWorldMatrix", modelToWorldMatrix);
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// Bind the vertex array for the current mesh
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glBindVertexArray(meshData.vertexArrayObject);
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// Draw the mesh
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glDrawElements(GL_TRIANGLES, meshData.noOfIndices, GL_UNSIGNED_INT, 0);
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// Unbind the vertex array.
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glBindVertexArray(0);
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}
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// We're done with the shader for this frame.
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mShader->release();
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// Check for errors.
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GLenum errCode = glGetError();
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if(errCode != GL_NO_ERROR)
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{
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// Private functions
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////////////////////////////////////////////////////////////////////////////////
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void OpenGLWidget::setupWorldToCameraMatrix()
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{
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QVector3D lowerCorner(m_viewableRegion.getLowerX(), m_viewableRegion.getLowerY(), m_viewableRegion.getLowerZ());
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QVector3D upperCorner(m_viewableRegion.getUpperX(), m_viewableRegion.getUpperY(), m_viewableRegion.getUpperZ());
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QVector3D centerPoint = (lowerCorner + upperCorner) * 0.5;
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float fDiagonalLength = (upperCorner - lowerCorner).length();
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worldToCameraMatrix.setToIdentity();
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worldToCameraMatrix.translate(0, 0, -fDiagonalLength / 2.0f); //Move the camera back by the required amount
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worldToCameraMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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worldToCameraMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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worldToCameraMatrix.translate(-centerPoint); //centre the model on the origin
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} |