SWBF2-Classic-Msh-Viewer/QtMeshViewer/Source/GeometryEngine.cpp

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#include "..\Header\GeometryEngine.h"
#include "..\Header\MshFile.h"
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/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
GeometryEngine::GeometryEngine()
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: m_indexBuf(QOpenGLBuffer::IndexBuffer)
{
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initializeOpenGLFunctions();
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// Generate 2 VBOs
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m_arrayBuf.create();
m_indexBuf.create();
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// Initializes cube geometry and transfers it to VBOs
initCubeGeometry();
}
GeometryEngine::~GeometryEngine()
{
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m_arrayBuf.destroy();
m_indexBuf.destroy();
for (auto it : m_textures)
delete it;
m_textures.clear();
m_textures.squeeze();
}
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/////////////////////////////////////////////////////////////////////////
// private functions
void GeometryEngine::initCubeGeometry()
{
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try
{
MshFile file("..\\Release\\Msh\\cube.msh");
m_models = file.getModels();
//TODO use models local, apply MVP directly to the vertex, save size and tex index info
//TODO: handle the textures
}
catch (std::invalid_argument e)
{
//TODO: make a cool message box
auto msg = e.what();
}
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// Transfer vertex data to VBO 0
m_arrayBuf.bind();
m_arrayBuf.allocate(m_models->first()->segmList.front()->vertices.data(), m_models->first()->segmList.front()->vertices.size() * sizeof(VertexData));
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// Transfer index data to VBO 1
m_indexBuf.bind();
m_indexBuf.allocate(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLushort));
//QVector<VertexData> vertices = {
// // Vertex data for face 0
// {QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v0
// {QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.0f)}, // v1
// {QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 0.5f)}, // v2
// {QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v3
// // Vertex data for face 1
// {QVector3D( 1.0f, -1.0f, 1.0f), QVector2D( 0.0f, 0.5f)}, // v4
// {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.5f)}, // v5
// {QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v6
// {QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v7
// // Vertex data for face 2
// {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v8
// {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.5f)}, // v9
// {QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)}, // v10
// {QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v11
// // Vertex data for face 3
// {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v12
// {QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v13
// {QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v14
// {QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(1.0f, 0.5f)}, // v15
// // Vertex data for face 4
// {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.0f)}, // v16
// {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v17
// {QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v18
// {QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v19
// // Vertex data for face 5
// {QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v20
// {QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v21
// {QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v22
// {QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)} // v23
// };
//QVector<GLushort> indices = {
// 0,1,2, //vorne (4)
// 3,2,1,
// 4,5,7, //rechts (1)
// 6,4,7,
// 8,9,11, //hinten (3)*
// 8,11,10,
// 14,12,13, //links (6)*
// 14,13,15,
// 18,16,17, //unten (5)
// 19,18,17,
// 23,22,20, //oben (2)*
// 23,20,21
//};
//// Transfer vertex data to VBO 0
//m_arrayBuf.bind();
//m_arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(VertexData));
//// Transfer index data to VBO 1
//m_indexBuf.bind();
//m_indexBuf.allocate(indices.data(), indices.size() * sizeof(GLushort));
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// load the texture
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initTexture();
}
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void GeometryEngine::initTexture()
{
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// Load cube.png image
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QOpenGLTexture* new_texture = new QOpenGLTexture(QImage(":images/cube.png").mirrored());
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// Set nearest filtering mode for texture minification
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new_texture->setMinificationFilter(QOpenGLTexture::Nearest);
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// Set bilinear filtering mode for texture magnification
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new_texture->setMagnificationFilter(QOpenGLTexture::Linear);
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// Wrap texture coordinates by repeating
// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
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new_texture->setWrapMode(QOpenGLTexture::Repeat);
m_textures.push_back(new_texture);
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}
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/////////////////////////////////////////////////////////////////////////
// public functions
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void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
{
// Tell OpenGL which VBOs to use
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m_arrayBuf.bind();
m_indexBuf.bind();
m_textures.first()->bind();
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// Use texture unit 0 which contains cube.png
program->setUniformValue("texture", 0);
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// Offset for position
quintptr offset = 0;
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// Tell OpenGL programmable pipeline how to locate vertex position data
int vertexLocation = program->attributeLocation("a_position");
program->enableAttributeArray(vertexLocation);
program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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// Offset for texture coordinate
offset += sizeof(QVector3D);
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
int texcoordLocation = program->attributeLocation("a_texcoord");
program->enableAttributeArray(texcoordLocation);
program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
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// Draw cube geometry using indices from VBO 1
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);
}