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
loadFile("..\\Release\\Msh\\triClothMan.msh");
}
GeometryEngine::~GeometryEngine()
{
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m_arrayBuf.destroy();
m_indexBuf.destroy();
for (auto it : m_textures)
delete it;
m_textures.clear();
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m_drawList.clear();
}
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/////////////////////////////////////////////////////////////////////////
// private functions
void GeometryEngine::loadFile(const char* filePath)
{
try
{
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//TODO normalize
QVector<Model*>* models;
QVector<std::string>* textureNames;
QVector<VertexData> vertexData;
QVector<GLuint> indexData;
// open file and get the information
MshFile file(filePath);
models = file.getModels();
textureNames = file.getTextureNames();
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// collect data
unsigned int offsetCount(0);
for (auto& modelIterator : *models)
{
for (auto& segmentIterator : modelIterator->segmList)
{
// get draw information
DrawInformation new_info;
new_info.offset = offsetCount;
new_info.size = segmentIterator->indices.size();
new_info.textureIndex = segmentIterator->textureIndex;
new_info.modelMatrix = modelIterator->m4x4Translation;
// add offset to indices
for (auto& it : segmentIterator->indices)
it += new_info.offset;
// save data
vertexData += segmentIterator->vertices;
indexData += segmentIterator->indices;
m_drawList.push_back(new_info);
// update offset
offsetCount += new_info.size;
}
}
//TODO: cleanup old stuff
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// Transfer vertex data to VBO 0
m_arrayBuf.bind();
m_arrayBuf.allocate(vertexData.data(), vertexData.size() * sizeof(VertexData));
// Transfer index data to VBO 1
m_indexBuf.bind();
m_indexBuf.allocate(indexData.data(), indexData.size() * sizeof(GLuint));
// get textures path
std::string path = filePath;
while (path.back() != '/' && path.back() != '\\')
path.pop_back();
// load the textures
for(auto& it : *textureNames)
loadTexture(std::string(path + it).c_str());
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}
catch (std::invalid_argument e)
{
//TODO: make a cool message box
auto msg = e.what();
}
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}
void GeometryEngine::loadTexture(const char* filePath)
{
QImage img;
if (!img.load(filePath))
{
img = QImage(1, 1, QImage::Format_RGB32);
img.fill(Qt::red);
}
// Load image to OglTexture
QOpenGLTexture* new_texture = new QOpenGLTexture(img.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)
{
// Setup
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// Tell OpenGL which VBOs to use
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m_arrayBuf.bind();
m_indexBuf.bind();
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// Allways use texture unit 0
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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));
// Paint
for (auto& it : m_drawList)
{
// bind the correct texture
if (it.textureIndex < m_textures.size())
m_textures.at(it.textureIndex)->bind();
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else
m_textures.last()->bind();
// Set model matrix
program->setUniformValue("m_matrix", it.modelMatrix);
// Draw cube geometry using indices from VBO 1
glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
}
}