The example now uses OpenGL 3 features like Vertex Array Objects and uses no immediate mode stuff. Qt5 is used for some features like matrices and shaders. There is now no dependency on GLEW either.
208 lines
6.1 KiB
C++
208 lines
6.1 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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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_xRotation(0)
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,m_yRotation(0)
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,gl(nullptr)
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{
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}
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
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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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//Create the VAO for the mesh
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gl->glGenVertexArrays(1, &vertexArrayObject);
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gl->glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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gl->glGenBuffers(1, &vertexBuffer);
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gl->glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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gl->glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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gl->glGenBuffers(1, &indexBuffer);
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gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl->glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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//We need to tell OpenGL how to understand the format of the vertex data
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gl->glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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gl->glBindVertexArray(0);
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noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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}
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void OpenGLWidget::initializeGL()
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{
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//'gl' will give us access to all the OpenGL functions
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gl = context()->contextHandle()->versionFunctions<QOpenGLFunctions_3_1>();
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if(!gl)
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{
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std::cerr << "Could not obtain required OpenGL context version" << std::endl;
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exit(EXIT_FAILURE);
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}
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if(!gl->initializeOpenGLFunctions())
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{
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std::cerr << "Could not initialise OpenGL functions" << std::endl;
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exit(EXIT_FAILURE);
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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(gl->glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << gl->glGetString(GL_VENDOR) << std::endl;
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if(gl->glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << gl->glGetString(GL_RENDERER) << std::endl;
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if(gl->glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << gl->glGetString(GL_VERSION) << std::endl;
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if(gl->glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << gl->glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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gl->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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gl->glClearDepth(1.0f);
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gl->glEnable(GL_CULL_FACE);
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gl->glEnable(GL_DEPTH_TEST);
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gl->glDepthMask(GL_TRUE);
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gl->glDepthFunc(GL_LEQUAL);
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gl->glDepthRange(0.0, 1.0);
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, R"(
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#version 140
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in vec4 position; //This will be the position of the vertex in model-space
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
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void main()
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{
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment, R"(
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#version 130
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in vec4 worldPosition; //Passed in from the vertex shader
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out vec4 outputColor;
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void main()
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{
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vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
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outputColor = vec4(1.0, 0.5, color, 1.0);
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bindAttributeLocation("position", 0);
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if(!shader.link())
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bind();
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QMatrix4x4 worldToCameraMatrix{};
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worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
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shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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shader.release();
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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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gl->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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QMatrix4x4 cameraToClipMatrix{};
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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shader.bind();
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shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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shader.release();
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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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gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
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shader.bind();
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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gl->glBindVertexArray(vertexArrayObject);
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gl->glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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gl->glBindVertexArray(0);
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shader.release();
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GLenum errCode = gl->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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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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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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update();
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}
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