2016-12-24 15:03:37 +00:00
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#include "..\Header\GeometryEngine.h"
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2016-12-30 11:36:05 +00:00
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#include "..\Header\MshFile.h"
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2017-01-04 13:35:27 +00:00
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#include "..\Header\OglViewerWidget.h"
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#include "..\Header\MainWindow.h"
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2017-01-05 10:31:36 +00:00
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#include "..\Header\tga.h"
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2017-01-02 16:03:23 +00:00
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#include <cmath>
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2016-12-24 15:03:37 +00:00
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2016-12-29 13:06:25 +00:00
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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2017-01-04 13:35:27 +00:00
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GeometryEngine::GeometryEngine(QObject *parent)
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: QObject(parent)
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, m_indexBuf(QOpenGLBuffer::IndexBuffer)
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2016-12-24 15:03:37 +00:00
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{
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2016-12-29 12:37:15 +00:00
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initializeOpenGLFunctions();
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2016-12-24 15:03:37 +00:00
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}
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GeometryEngine::~GeometryEngine()
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{
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add exe icon,
signal-slot for openFile,
resetView on openFile,
cleanup when open a new file,
triangulate quad poly now correctly, more not working, bug from previous version,
next:
fix 5,6,.. triangulation,
triClothMan, IC Helmet, still buggy,
2017-01-02 11:21:32 +00:00
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clearData();
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2016-12-24 15:03:37 +00:00
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}
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2016-12-29 13:06:25 +00:00
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/////////////////////////////////////////////////////////////////////////
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// private functions
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2016-12-31 13:40:05 +00:00
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void GeometryEngine::loadFile(const char* filePath)
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2016-12-24 15:03:37 +00:00
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{
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add exe icon,
signal-slot for openFile,
resetView on openFile,
cleanup when open a new file,
triangulate quad poly now correctly, more not working, bug from previous version,
next:
fix 5,6,.. triangulation,
triClothMan, IC Helmet, still buggy,
2017-01-02 11:21:32 +00:00
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// cleanup old stuff and recreate buffers
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clearData();
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m_arrayBuf.create();
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m_indexBuf.create();
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//reset view
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emit requestResetView();
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2017-01-04 13:35:27 +00:00
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emit sendMessage("loading file..", 0);
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add exe icon,
signal-slot for openFile,
resetView on openFile,
cleanup when open a new file,
triangulate quad poly now correctly, more not working, bug from previous version,
next:
fix 5,6,.. triangulation,
triClothMan, IC Helmet, still buggy,
2017-01-02 11:21:32 +00:00
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2016-12-30 11:36:05 +00:00
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try
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{
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2016-12-31 13:40:05 +00:00
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QVector<Model*>* models;
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QVector<std::string>* textureNames;
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QVector<VertexData> vertexData;
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QVector<GLuint> indexData;
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// open file and get the information
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2017-01-04 13:35:27 +00:00
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MshFile file(filePath, this);
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2016-12-31 13:40:05 +00:00
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models = file.getModels();
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textureNames = file.getTextureNames();
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2017-01-02 16:03:23 +00:00
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m_boundings = file.getBoundingBox();
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2016-12-31 12:04:03 +00:00
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// collect data
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2016-12-31 15:18:35 +00:00
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unsigned int indexOffset(0);
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unsigned int vertexOffset(0);
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2016-12-31 12:04:03 +00:00
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for (auto& modelIterator : *models)
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{
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for (auto& segmentIterator : modelIterator->segmList)
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{
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// get draw information
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DrawInformation new_info;
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2016-12-31 15:18:35 +00:00
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new_info.offset = indexOffset;
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2016-12-31 12:04:03 +00:00
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new_info.size = segmentIterator->indices.size();
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new_info.textureIndex = segmentIterator->textureIndex;
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new_info.modelMatrix = modelIterator->m4x4Translation;
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2017-01-02 15:43:38 +00:00
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new_info.modelMatrix.rotate(modelIterator->quadRotation);
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2016-12-31 12:04:03 +00:00
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2017-01-03 13:18:46 +00:00
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// add offset to indices, no need to do it for the first one (maybe it's very big)
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if(vertexOffset != 0)
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for (auto& it : segmentIterator->indices)
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it += vertexOffset;
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2016-12-31 12:04:03 +00:00
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// save data
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vertexData += segmentIterator->vertices;
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indexData += segmentIterator->indices;
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m_drawList.push_back(new_info);
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// update offset
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2016-12-31 15:18:35 +00:00
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indexOffset += new_info.size;
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vertexOffset += segmentIterator->vertices.size();
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2016-12-31 12:04:03 +00:00
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}
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}
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// Transfer vertex data to VBO 0
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m_arrayBuf.bind();
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m_arrayBuf.allocate(vertexData.data(), vertexData.size() * sizeof(VertexData));
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// Transfer index data to VBO 1
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m_indexBuf.bind();
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m_indexBuf.allocate(indexData.data(), indexData.size() * sizeof(GLuint));
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2016-12-31 13:40:05 +00:00
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// get textures path
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std::string path = filePath;
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while (path.back() != '/' && path.back() != '\\')
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path.pop_back();
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2017-01-04 13:35:27 +00:00
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emit sendMessage("loading textures..", 0);
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2016-12-31 13:40:05 +00:00
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// load the textures
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for(auto& it : *textureNames)
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loadTexture(path.c_str(), it.c_str());
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2016-12-31 12:04:03 +00:00
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2017-01-05 13:46:01 +00:00
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loadTexture("", "");
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2017-01-04 13:35:27 +00:00
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emit requestUpdate();
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emit sendMessage("done..", 0);
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2016-12-30 11:36:05 +00:00
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}
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catch (std::invalid_argument e)
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{
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2017-01-05 15:18:01 +00:00
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clearData();
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emit sendMessage(QString(e.what()), 2);
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2016-12-30 11:36:05 +00:00
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}
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2016-12-24 15:03:37 +00:00
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}
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2017-01-05 12:44:53 +00:00
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void GeometryEngine::loadTexture(const char* filePath, const char* fileName)
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{
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bool loadSuccess(false);
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QImage img;
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2017-01-05 13:46:01 +00:00
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if (!strcmp(fileName, ""))
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{
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loadSuccess = true;
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img = QImage(1, 1, QImage::Format_RGB32);
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img.fill(Qt::red);
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}
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else
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2017-01-05 12:44:53 +00:00
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img = loadTga((std::string(filePath) + std::string(fileName)).c_str(), loadSuccess);
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2017-01-05 15:18:01 +00:00
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if (!loadSuccess)
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2017-01-07 11:46:06 +00:00
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emit sendMessage("WARNING: texture not found or corrupted: " + QString(fileName), 1);
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2016-12-31 13:40:05 +00:00
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// Load image to OglTexture
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QOpenGLTexture* new_texture = new QOpenGLTexture(img.mirrored());
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2016-12-29 12:37:15 +00:00
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// Set nearest filtering mode for texture minification
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2016-12-29 13:06:25 +00:00
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new_texture->setMinificationFilter(QOpenGLTexture::Nearest);
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2016-12-29 12:37:15 +00:00
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// Set bilinear filtering mode for texture magnification
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2016-12-29 13:06:25 +00:00
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new_texture->setMagnificationFilter(QOpenGLTexture::Linear);
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2016-12-29 12:37:15 +00:00
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// Wrap texture coordinates by repeating
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// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
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2016-12-29 13:06:25 +00:00
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new_texture->setWrapMode(QOpenGLTexture::Repeat);
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m_textures.push_back(new_texture);
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2016-12-29 12:37:15 +00:00
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}
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add exe icon,
signal-slot for openFile,
resetView on openFile,
cleanup when open a new file,
triangulate quad poly now correctly, more not working, bug from previous version,
next:
fix 5,6,.. triangulation,
triClothMan, IC Helmet, still buggy,
2017-01-02 11:21:32 +00:00
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void GeometryEngine::clearData()
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{
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if (m_arrayBuf.isCreated())
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m_arrayBuf.destroy();
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if (m_indexBuf.isCreated())
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m_indexBuf.destroy();
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for (auto it : m_textures)
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delete it;
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m_textures.clear();
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m_drawList.clear();
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}
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2016-12-29 13:06:25 +00:00
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/////////////////////////////////////////////////////////////////////////
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// public functions
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2016-12-29 12:37:15 +00:00
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void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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{
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add exe icon,
signal-slot for openFile,
resetView on openFile,
cleanup when open a new file,
triangulate quad poly now correctly, more not working, bug from previous version,
next:
fix 5,6,.. triangulation,
triClothMan, IC Helmet, still buggy,
2017-01-02 11:21:32 +00:00
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if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
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return;
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2016-12-31 11:31:38 +00:00
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// Setup
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2016-12-29 12:37:15 +00:00
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// Tell OpenGL which VBOs to use
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2016-12-29 13:06:25 +00:00
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m_arrayBuf.bind();
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m_indexBuf.bind();
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2016-12-29 12:37:15 +00:00
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2017-01-02 16:03:23 +00:00
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// Allways normalize by this
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QMatrix4x4 normMatrix;
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float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
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normMatrix.scale(1 / maxExtent);
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normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
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program->setUniformValue("norm_matrix", normMatrix);
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2016-12-31 11:31:38 +00:00
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// Allways use texture unit 0
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2016-12-29 12:37:15 +00:00
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program->setUniformValue("texture", 0);
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2016-12-24 15:03:37 +00:00
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2016-12-29 12:37:15 +00:00
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// Offset for position
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quintptr offset = 0;
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2016-12-24 15:03:37 +00:00
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2016-12-29 12:37:15 +00:00
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// Tell OpenGL programmable pipeline how to locate vertex position data
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int vertexLocation = program->attributeLocation("a_position");
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program->enableAttributeArray(vertexLocation);
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program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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2016-12-24 15:03:37 +00:00
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2016-12-29 12:37:15 +00:00
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// Offset for texture coordinate
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offset += sizeof(QVector3D);
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2016-12-24 15:03:37 +00:00
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2016-12-29 12:37:15 +00:00
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
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int texcoordLocation = program->attributeLocation("a_texcoord");
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
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2016-12-24 15:03:37 +00:00
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2016-12-31 11:31:38 +00:00
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// Paint
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for (auto& it : m_drawList)
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{
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// bind the correct texture
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if (it.textureIndex < m_textures.size())
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m_textures.at(it.textureIndex)->bind();
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2016-12-31 12:04:03 +00:00
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else
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m_textures.last()->bind();
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2016-12-31 11:31:38 +00:00
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// Set model matrix
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program->setUniformValue("m_matrix", it.modelMatrix);
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
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}
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2016-12-24 15:03:37 +00:00
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}
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2017-01-04 13:35:27 +00:00
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