Conflicts: examples/Basic/CMakeLists.txt examples/Basic/OpenGLWidget.cpp examples/Basic/OpenGLWidget.h include/PolyVox/Impl/Timer.h
196 lines
5.5 KiB
C++
196 lines
5.5 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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{
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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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//glGenVertexArrays(1, &vertexArrayObject);
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//glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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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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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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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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glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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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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//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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initializeOpenGLFunctions();
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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_CULL_FACE);
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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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if(!shader.addShaderFromSourceCode(QOpenGLShader::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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"uniform mat4 cameraToClipMatrix;\n"
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"uniform mat4 worldToCameraMatrix;\n"
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"uniform mat4 modelToWorldMatrix;\n"
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"out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n"
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"void main()\n"
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"{\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 << 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,
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"#version 130\n"
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"in vec4 worldPosition; //Passed in from the vertex shader\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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" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
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" float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);\n"
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" outputColor = vec4(1.0, 0.5, color, 1.0);\n"
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"}\n"
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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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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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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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//glBindVertexArray(vertexArrayObject);
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glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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//glBindVertexArray(0);
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shader.release();
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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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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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