polyvox/examples/common/OpenGLWidget.cpp
2014-05-26 16:50:13 +02:00

236 lines
8.2 KiB
C++

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