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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| 
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| #include <QMouseEvent>
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| #include <QMatrix4x4>
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| #include <QtMath>
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| 
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| using namespace PolyVox;
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| using namespace std;
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| 
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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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| 
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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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| 	
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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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| 	
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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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| 	
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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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| 	
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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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| 	
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| 	//glBindVertexArray(0);
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| 	
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| 	noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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| }
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| 
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| void OpenGLWidget::initializeGL()
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| {
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| 	initializeOpenGLFunctions();
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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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| 
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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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| 	
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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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| 	
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| 	if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex,
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| 		"#version 140\n"
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| 		
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| 		"in vec4 position; //This will be the position of the vertex in model-space\n"
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| 		
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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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| 		
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| 		"out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n"
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| 		
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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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| 	
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| 	if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment,
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| 		"#version 130\n"
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| 		
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| 		"in vec4 worldPosition; //Passed in from the vertex shader\n"
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| 		
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| 		"out vec4 outputColor;\n"
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| 		
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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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| 			
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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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| 	
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| 	shader.bindAttributeLocation("position", 0);
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| 	
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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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| 	
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| 	shader.bind();
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| 	
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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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| 	
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| 	shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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| 	
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| 	shader.release();
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| }
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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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| 	
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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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| 	
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| 	QMatrix4x4 cameraToClipMatrix;
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| 	cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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| 	
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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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| 
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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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| 	
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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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| 	
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| 	shader.bind();
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| 	
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| 	shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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| 	
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| 	//glBindVertexArray(vertexArrayObject);
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| 	
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| 	glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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| 	
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| 	//glBindVertexArray(0);
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| 	
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| 	shader.release();
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| 	
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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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| 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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| 
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| 	update();
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| }
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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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| 
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| 	update();
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| }
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