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using GLWindow, GLUtil, ModernGL, Meshes, Events, GLUT | |
createWindow(name="Mesh Display") | |
#Mesh creatin with Meshes.jl | |
function createSampleMesh() | |
N = 10 | |
sigma = 1.0 | |
distance = Float32[ sqrt(float32(i*i+j*j+k*k)) for i = -N:N, j = -N:N, k = -N:N ] | |
distance = distance + sigma*rand(2*N+1,2*N+1,2*N+1) | |
# Extract an isosurface. | |
lambda = N-2*sigma # isovalue | |
msh = isosurface(distance,lambda) | |
#A conversion is necessary so far, as the Mesh DataType is not parametrized and uses Float64+Int64 | |
verts = Array(Float32, length(msh.vertices) * 3) | |
indices = Array(GLuint, length(msh.faces) * 3) | |
index = 1 | |
for elem in msh.vertices | |
verts[index:index+2] = Float32[elem.e1, elem.e2, elem.e3] | |
index += 3 | |
end | |
index = 1 | |
for elem in msh.faces | |
indices[index:index+2] = GLuint[elem.v1 - 1, elem.v2 - 1, elem.v3 - 1] | |
index += 3 | |
end | |
#I use dicts to upload the attributes and buffer to a shader | |
mesh = | |
[ | |
:indexes => GLBuffer(indices, 1, bufferType = GL_ELEMENT_ARRAY_BUFFER), | |
:position => GLBuffer(verts, 3), | |
] | |
# The RenderObject combines the shader, and Integrates the buffer into a VertexArray | |
RenderObject(mesh, GLProgram("3dshader")) | |
end | |
meshObject = createSampleMesh() | |
# function which will get inserted into the renderlist, that renders the Mesh | |
function renderObject(renderObject::RenderObject) | |
glEnable(GL_DEPTH_TEST) | |
programID = renderObject.vertexArray.program.id | |
if programID!= glGetIntegerv(GL_CURRENT_PROGRAM) | |
glUseProgram(programID) | |
end | |
#Upload the camera uniform | |
render(:mvp, renderObject.uniforms[:mvp], programID) | |
glBindVertexArray(renderObject.vertexArray.id) | |
glDrawElements(GL_TRIANGLES, renderObject.vertexArray.indexLength, GL_UNSIGNED_INT, GL_NONE) | |
glDisable(GL_DEPTH_TEST) | |
end | |
#Setup the Camera, with some events for moving the camera | |
perspectiveCam = PerspectiveCamera(horizontalAngle = deg2rad(180f0), verticalAngle = deg2rad(0f0), position = Float32[50, 50, 50]) | |
registerEventAction(EventAction{WindowResized{0}}(x -> true, (), resize, (perspectiveCam,))) | |
registerEventAction(EventAction{MouseDragged{0}}(x -> x.start.key == 0 && x.start.status == 0, (), move, (perspectiveCam,))) | |
registerEventAction(EventAction{MouseDragged{0}}(x ->x.start.key == 2 && x.start.status == 0, (), mouseToRotate, (perspectiveCam,))) | |
meshObject.uniforms[:mvp] = perspectiveCam | |
#Display the object with some ID and a render function. Could be deleted or overwritten with that ID | |
glDisplay("testObject", (FuncWithArgs(renderObject, (meshObject,)),)) | |
glutMainLoop() |
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