QGLBuffer* Visualizer::WriteBufferData(QVector<QVector3D> vertices, QVector<QVector3D> colors) { QGLBuffer* tmp = new QGLBuffer; tmp->create(); tmp->bind(); int offset = 0; tmp->allocate(vertices.size() * (3+3) * sizeof (GLfloat)); tmp->write(offset, vertices.constData() , vertices.size() * 3 * sizeof (GLfloat)); offset += vertices.size() * 3 * sizeof (GLfloat); tmp->write(offset, colors.constData(), colors.size() * 3 * sizeof (GLfloat)); tmp->release(); return tmp; }
/// @overload QGLWidget void initializeGL(){ printf("OpenGL %d.%d\n",this->format().majorVersion(),this->format().minorVersion()); ///--- Create an array object to store properties { bool success = vao.create(); Q_ASSERT(success); vao.bind(); } ///--- Load/compile shaders { bool vok = program.addShaderFromSourceCode(QGLShader::Vertex, vshader); bool fok = program.addShaderFromSourceCode(QGLShader::Fragment, fshader); bool lok = program.link (); Q_ASSERT(lok && vok && fok); bool success = program.bind(); Q_ASSERT(success); } ///--- Create vertex buffer/attributes "position" { static float vertices[] = { -1.0000,-1.0000,+0.0000, +1.0000,-1.0000,+0.0000, -1.0000,+1.0000,+0.0000, +1.0000,+1.0000,+0.0000,}; vertexbuffer = QGLBuffer(QGLBuffer::VertexBuffer); bool success = vertexbuffer.create(); Q_ASSERT(success); vertexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = vertexbuffer.bind(); Q_ASSERT(success); vertexbuffer.allocate( vertices, sizeof(vertices) ); program.setAttributeBuffer("position", GL_FLOAT, 0, 3 ); program.enableAttributeArray("position"); } ///--- Unbind to avoid pollution vao.release(); program.release(); ///--- Background glClearColor(1.0, 1.0, 1.0, 1.0); ///--- Setup opengl flags glDisable(GL_DEPTH_TEST); }
QGLBuffer *Visualizer::WriteBufferData(QVector<QVector3D> vertices, QVector<QVector3D> normals, QVector<QVector2D> textures) { QGLBuffer* tmp = new QGLBuffer; tmp->create(); tmp->bind(); int offset = 0; tmp->allocate(vertices.size() * (3+3+2) * sizeof (GLfloat)); tmp->write(offset, vertices.constData() , vertices.size() * 3 * sizeof (GLfloat)); offset += vertices.size() * 3 * sizeof (GLfloat); tmp->write(offset, normals.constData(), normals.size() * 3 * sizeof (GLfloat)); offset += normals.size() * 3 * sizeof (GLfloat); tmp->write(offset, textures.constData(), textures.size() * 2 * sizeof (GLfloat)); tmp->release(); return tmp; }
GLBufferHolder(QGLBuffer &vb) : vb(vb) { static const QString pfx = "GLBufferHolder::GLBufferHolder(): "; msuccess = vb.create(); if (!msuccess) { GerbilApplication::internalError( QString(pfx) + "QGLBuffer::create() failed."); return; } msuccess = vb.bind(); if (!msuccess) { GerbilApplication::internalError( QString(pfx) + "QGLBuffer::bind() failed"); return; } }
/// @overload QGLWidget void initializeGL(){ printf("OpenGL %d.%d\n",this->format().majorVersion(),this->format().minorVersion()); ///--- Background glClearColor(1.0, 1.0, 1.0, 1.0); ///--- Viewport (simple, for unresizeable window) glViewport(0, 0, this->width(), this->height()); ///--- Setup opengl flags glEnable(GL_DEPTH_TEST); ///--- Create the triangle index buffer { assert(mesh.is_triangle_mesh()); triangles.clear(); for(auto f: mesh.faces()) for(auto v: mesh.vertices(f)) triangles.push_back(v.idx()); } ///--- Create an array object to store properties { bool success = vao.create(); assert(success); vao.bind(); } ///--- Load/compile shaders { bool vok = program.addShaderFromSourceFile(QGLShader::Vertex, ":/vshader.glsl"); bool fok = program.addShaderFromSourceFile(QGLShader::Fragment, ":/fshader.glsl"); bool lok = program.link (); assert(lok && vok && fok); bool success = program.bind(); assert(success); } ///--- Create vertex buffer/attributes "position" { auto vpoints = mesh.get_vertex_property<Vec3>("v:point"); bool success = vertexbuffer.create(); assert(success); vertexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = vertexbuffer.bind(); assert(success); vertexbuffer.allocate( vpoints.data(), sizeof(Vec3) * mesh.n_vertices() ); program.setAttributeBuffer("vpoint", GL_FLOAT, 0, 3 ); program.enableAttributeArray("vpoint"); } ///--- Create vertex buffer/attributes "normal" { auto vnormal = mesh.get_vertex_property<Vec3>("v:normal"); bool success = normalbuffer.create(); assert(success); normalbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = normalbuffer.bind(); assert(success); normalbuffer.allocate( vnormal.data(), sizeof(Vec3) * mesh.n_vertices() ); program.setAttributeBuffer("vnormal", GL_FLOAT, 0, 3 ); program.enableAttributeArray("vnormal"); } ///--- Create the index "triangle" buffer { bool success = indexbuffer.create(); assert(success); indexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = indexbuffer.bind(); assert(success); indexbuffer.allocate(&triangles[0], triangles.size()*sizeof(unsigned int)); } #ifdef WITH_QGLVIEWER ///--- Setup camera { Box3 bbox = OpenGP::bounding_box(mesh); camera()->setType(qglviewer::Camera::ORTHOGRAPHIC); camera()->setSceneCenter(qglviewer::tr(bbox.center())); camera()->setSceneRadius(bbox.diagonal().norm()/2.0); camera()->showEntireScene(); } #endif ///--- Unbind to avoid pollution vao.release(); program.release(); }