copied from the old Ppoject:
shaders, object class Modified to use better names and use Qt things
This commit is contained in:
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5faf584d84
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75
MeshViewerQt/Header/MshFile.h
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75
MeshViewerQt/Header/MshFile.h
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@ -0,0 +1,75 @@
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#pragma once
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#include <fstream>
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#include <vector>
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#include <QMatrix4x4>
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enum ModelTyp {
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null,
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dynamicMesh,
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cloth,
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bone,
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staticMesh,
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shadowMesh = 6
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};
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struct BoundingBox {
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float quaternion[4];
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float center[3];
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float extents[3];
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};
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struct ChunkHeader {
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char name[5];
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std::uint32_t size;
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std::streampos position;
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};
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struct Segment {
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std::uint32_t textureIndex = 0;
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float* vertex = nullptr;
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float* uv = nullptr;
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std::vector<std::vector<std::uint32_t>> polyIndices; // indices into vertex array
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};
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struct Model {
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std::string name = "";
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std::string parent = "";
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ModelTyp type = null;
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std::int32_t renderFlags = -1;
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QMatrix4x4 m4x4Translation;
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std::vector<Segment*> segmList;
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};
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class MshFile
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{
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public:
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MshFile(const char* path);
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~MshFile();
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private:
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std::vector<Model*>* m_vModels;
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std::fstream m_fsMesh;
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std::vector<std::string> m_vTextureNames;
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BoundingBox m_sceneBbox;
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private:
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void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t length);
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void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
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void analyseModlChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseGeomChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseSegmChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseClthChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
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void readVertex(Segment* dataDestination, std::streampos position);
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void readUV(Segment* dataDestination, std::streampos position);
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public:
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std::vector<Model*>* getModels() const;
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std::vector<std::string> getTextureNames() const;
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BoundingBox getBoundingBox() const;
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};
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@ -1,10 +1,22 @@
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#pragma once
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#include <QOpenGLWidget>
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#include <QOpenGLFunctions>
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#include <QOpenGLBuffer>
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#include <QOPenGLVertexArrayObject>
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#include <QOpenGlShaderProgram>
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#include "..\Header\MshFile.h"
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struct Vertex {
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GLfloat position[3];
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GLfloat uv[2];
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};
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struct textureData {
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bool alpha;
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std::uint32_t width;
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std::uint32_t height;
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std::vector<std::uint8_t>* data;
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};
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class OpenGlViewer : public QOpenGLWidget, protected QOpenGLFunctions
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{
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@ -15,17 +27,37 @@ public:
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~OpenGlViewer();
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private:
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QOpenGLBuffer mVertexBuffer;
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QOpenGLVertexArrayObject mVertexArray;
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QOpenGLShaderProgram* mProgram = nullptr;
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// OpenGL ======================================
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QOpenGLBuffer m_vertexBuffer;
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QOpenGLVertexArrayObject m_vertexArray;
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QOpenGLShaderProgram* m_program = nullptr;
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// Data ========================================
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std::vector<Model*>* m_vModels = nullptr;
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std::vector<textureData*> m_vTextures;
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BoundingBox m_sceneBoundings;
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// Transformation ==============================
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float m_fRotX = 0;
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float m_fRotY = 0;
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float m_fRotZ = 0;
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float m_fTranX = 0;
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float m_fTranY = 0;
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float m_fTranZ = 0;
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// Camera ======================================
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float m_fFOV = 45.0f;
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float m_fMinView = 0.1f;
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float m_fMaxView = 100.0f;
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private:
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void printContextInformation();
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protected:
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virtual void initializeGL() override final;
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virtual void resizeGL(int w, int h) override final;
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virtual void paintGL() override final;
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void printContextInformation();
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void deleteData();
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public:
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void setData(std::vector<Model*>* models, std::vector<textureData*> textures);
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};
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@ -1,5 +1,4 @@
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#ifndef VERTEX_H
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#define VERTEX_H
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#pragma once
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#include <QVector3D>
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@ -51,5 +50,3 @@ void inline Vertex::setColor(const QVector3D& color) { m_color = color; }
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Q_DECL_CONSTEXPR inline int Vertex::positionOffset() { return offsetof(Vertex, m_position); }
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Q_DECL_CONSTEXPR inline int Vertex::colorOffset() { return offsetof(Vertex, m_color); }
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Q_DECL_CONSTEXPR inline int Vertex::stride() { return sizeof(Vertex); }
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#endif // VERTEX_H
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@ -5,6 +5,4 @@
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#define WINDOW_HEIGHT 480
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#define DEFAULT_STATUS_MESSAGE "Mesh Viewer pre alpha by Anakin"
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#define DEFAULT_MAJOR_VERSION 4
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#define DEFAULT_MINOR_VERSION 5
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#define DEAFAULT_BACKGROUND 0.5000f, 0.8000f, 1.0000f, 0.0000f
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@ -5,5 +5,7 @@
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<qresource prefix="/shaders">
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<file>simple.frag</file>
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<file>simple.vert</file>
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<file>TextureShader.frag</file>
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<file>TextureShader.vert</file>
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</qresource>
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</RCC>
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12
MeshViewerQt/Resources/TextureShader.frag
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12
MeshViewerQt/Resources/TextureShader.frag
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#version 450
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// Input
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in vec2 UV;
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// Output
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out vec4 color;
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void main()
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{
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color = texture(textureSampler, UV).rgb;
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}
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17
MeshViewerQt/Resources/TextureShader.vert
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17
MeshViewerQt/Resources/TextureShader.vert
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#version 450
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// Input vertex data, different for all executions of this shader
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexUV;
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// Input that stay constant fpr the whole mesh
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uniform mat4 MVP;
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// Output
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out vec2 UV;
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void main()
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{
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gl_Position = MVP * vec4(vertexPosition, 1);
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UV = vertexUV;
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}
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#include "MainWindow.h"
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#include "OpenGlViewer.h"
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#include "defines.h"
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#include "..\Header\MainWindow.h"
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#include "..\Header\OpenGlViewer.h"
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#include "..\Header\defines.h"
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#include <QKeyEvent>
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#include <QMessageBox>
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593
MeshViewerQt/Source/MshFile.cpp
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593
MeshViewerQt/Source/MshFile.cpp
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#include "..\Header\MshFile.h"
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#include <iostream>
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// helper function to save data from file to any variable type
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#define F2V(variableName) reinterpret_cast<char*>(&variableName)
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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MshFile::MshFile(const char * path)
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: m_vModels(new std::vector<Model*>)
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{
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//open file
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m_fsMesh.open(path, std::ios::in | std::ios::binary);
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if (!m_fsMesh.is_open())
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throw std::invalid_argument(std::string("file not found: ") += path);
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// go to file size information
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m_fsMesh.seekg(4);
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std::uint32_t tmp_fileSize;
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std::list<ChunkHeader*> tmp_mainChunks;
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// get all chunks under HEDR
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m_fsMesh.read(F2V(tmp_fileSize), sizeof(tmp_fileSize));
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loadChunks(tmp_mainChunks, m_fsMesh.tellg(), tmp_fileSize);
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// evaulate HEDR subchunks (= find MSH2)
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for (ChunkHeader* it : tmp_mainChunks)
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{
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if (!strcmp("MSH2", it->name))
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{
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// get all subchunks
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std::list<ChunkHeader*> tmp_msh2Chunks;
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loadChunks(tmp_msh2Chunks, it->position, it->size);
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// evaluate MSH2 subchunks
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analyseMsh2Chunks(tmp_msh2Chunks);
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// clean up
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while (!tmp_msh2Chunks.empty())
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{
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ChunkHeader* curs = tmp_msh2Chunks.front();
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tmp_msh2Chunks.pop_front();
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delete curs;
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}
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}
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}
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// clean up
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while (!tmp_mainChunks.empty())
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{
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ChunkHeader* cur = tmp_mainChunks.front();
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tmp_mainChunks.pop_front();
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delete cur;
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}
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// close file
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m_fsMesh.close();
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}
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MshFile::~MshFile()
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{
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m_vTextureNames.clear();
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}
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void MshFile::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t length)
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{
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// jump to first chunk
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m_fsMesh.seekg(start);
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do
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{
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ChunkHeader* tmp_header = new ChunkHeader();
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// get information
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m_fsMesh.read(F2V(tmp_header->name[0]), sizeof(tmp_header->name) - 1);
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m_fsMesh.read(F2V(tmp_header->size), sizeof(tmp_header->size));
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tmp_header->position = m_fsMesh.tellg();
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// store information
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destination.push_back(tmp_header);
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// jump to next header
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m_fsMesh.seekg(tmp_header->size, std::ios_base::cur);
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// out of file. Maybe a size information is corrupted
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if (!m_fsMesh.good())
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{
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//TODO: different way for output
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std::cout << "WARNING: corrupted file. Trying to continue" << std::endl;
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m_fsMesh.clear();
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break;
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}
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} while (m_fsMesh.tellg() - start != length);
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}
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void MshFile::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
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{
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for (auto& it : chunkList)
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{
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// scene information
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if (!strcmp("SINF", it->name))
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{
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// get SINF subchunks
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std::list<ChunkHeader*> tmp_sinfChunks;
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loadChunks(tmp_sinfChunks, it->position, it->size);
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// evaluate SINF subchunks
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for (auto& it : tmp_sinfChunks)
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{
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if (!strcmp("BBOX", it->name))
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{
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m_fsMesh.seekg(it->position);
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// read in the quaternion
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for (int i = 0; i < 4; i++)
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m_fsMesh.read(F2V(m_sceneBbox.quaternion[i]), sizeof(float));
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//read in the center
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for (int i = 0; i < 3; i++)
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m_fsMesh.read(F2V(m_sceneBbox.center[i]), sizeof(float));
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//read in the extents
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for (int i = 0; i < 3; i++)
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m_fsMesh.read(F2V(m_sceneBbox.extents[i]), sizeof(float));
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}
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}
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// clean up SINF subchunks
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for (ChunkHeader* it : tmp_sinfChunks)
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delete it;
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}
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// material list
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else if (!strcmp("MATL", it->name))
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{
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// "useless" information how many MATD follow, jump over it
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m_fsMesh.seekg(it->position);
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m_fsMesh.seekg(sizeof(std::uint32_t), std::ios_base::cur);
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// get all MATL subchunk
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std::list<ChunkHeader*> tmp_matlChunks;
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loadChunks(tmp_matlChunks, m_fsMesh.tellg(), it->size - 4);
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// evaluate MATL subchunks
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for (auto& it : tmp_matlChunks)
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{
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// This shouldn't be anything else than MATD
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if (!strcmp("MATD", it->name))
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{
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// get all subchunks from MATD
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std::list<ChunkHeader*> tmp_matdChunks;
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loadChunks(tmp_matdChunks, it->position, it->size);
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m_vTextureNames.push_back("");
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// analyse MATD subchunks
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analyseMatdChunks(tmp_matdChunks);
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// clean up MATD subchunks
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while (!tmp_matdChunks.empty())
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{
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ChunkHeader* cur = tmp_matdChunks.front();
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tmp_matdChunks.pop_front();
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delete cur;
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}
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}
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}
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// clean up MATL subchunks
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while (!tmp_matlChunks.empty())
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{
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ChunkHeader* cur = tmp_matlChunks.front();
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tmp_matlChunks.pop_front();
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delete cur;
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}
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}
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// model
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else if (!strcmp("MODL", it->name))
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{
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Model* new_model = new Model;
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// get all MODL subchunks
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std::list<ChunkHeader*> tmp_chunks;
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loadChunks(tmp_chunks, it->position, it->size);
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// evaluate MODL subchunks
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analyseModlChunks(new_model, tmp_chunks);
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//clean up MODL subchunks
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while (!tmp_chunks.empty())
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{
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ChunkHeader* cur = tmp_chunks.front();
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tmp_chunks.pop_front();
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delete cur;
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}
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// save Model data
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m_vModels->push_back(new_model);
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}
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}
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}
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void MshFile::analyseMatdChunks(std::list<ChunkHeader*>& chunkList)
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{
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for (auto& it : chunkList)
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{
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if (!strcmp("TX0D", it->name))
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{
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m_fsMesh.seekg(it->position);
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char* buffer = new char[it->size + 1];
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*buffer = { 0 };
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m_fsMesh.read(buffer, it->size);
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m_vTextureNames.back() = buffer;
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delete[] buffer;
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}
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}
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}
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void MshFile::analyseModlChunks(Model * dataDestination, std::list<ChunkHeader*>& chunkList)
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{
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for (auto& it : chunkList)
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{
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// model type
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if (!strcmp("MTYP", it->name))
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{
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m_fsMesh.seekg(it->position);
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std::uint32_t tmp_type;
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m_fsMesh.read(F2V(tmp_type), sizeof(tmp_type));
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dataDestination->type = (ModelTyp)tmp_type;
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}
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// parent name
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else if (!strcmp("PRNT", it->name))
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{
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m_fsMesh.seekg(it->position);
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char* buffer = new char[it->size + 1];
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*buffer = { 0 };
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m_fsMesh.read(buffer, it->size);
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dataDestination->parent = buffer;
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delete[] buffer;
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}
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// model name
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else if (!strcmp("NAME", it->name))
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{
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m_fsMesh.seekg(it->position);
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char* buffer = new char[it->size + 1];
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*buffer = { 0 };
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m_fsMesh.read(buffer, it->size);
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dataDestination->name = buffer;
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delete[] buffer;
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}
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// render flags
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else if (!strcmp("FLGS", it->name))
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{
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m_fsMesh.seekg(it->position);
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m_fsMesh.read(F2V(dataDestination->renderFlags), sizeof(dataDestination->renderFlags));
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}
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// translation
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else if (!strcmp("TRAN", it->name))
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{
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float tmp_scale[3];
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float tmp_rotation[4];
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float tmp_trans[3];
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m_fsMesh.seekg(it->position);
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// read in the data
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for (int i = 0; i < 3; i++)
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m_fsMesh.read(F2V(tmp_scale[i]), sizeof(float));
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for (int i = 0; i < 4; i++)
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m_fsMesh.read(F2V(tmp_rotation[i]), sizeof(float));
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for (int i = 0; i < 3; i++)
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m_fsMesh.read(F2V(tmp_trans[i]), sizeof(float));
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// modify the matrix
|
||||
dataDestination->m4x4Translation.scale(tmp_scale[0], tmp_scale[1], tmp_scale[2]);
|
||||
dataDestination->m4x4Translation.rotate(QQuaternion(tmp_rotation[3], tmp_rotation[0], tmp_rotation[1], tmp_rotation[2]));
|
||||
dataDestination->m4x4Translation.translate(tmp_trans[0], tmp_trans[1], tmp_trans[2]);
|
||||
|
||||
}
|
||||
|
||||
// geometry data
|
||||
else if (!strcmp("GEOM", it->name))
|
||||
{
|
||||
// get all GEOM subchunks
|
||||
std::list<ChunkHeader*> tmp_geomChunks;
|
||||
loadChunks(tmp_geomChunks, it->position, it->size);
|
||||
|
||||
// evaluate GEOM subchunks
|
||||
analyseGeomChunks(dataDestination, tmp_geomChunks);
|
||||
|
||||
// clean up GEOM subchunks
|
||||
while (!tmp_geomChunks.empty())
|
||||
{
|
||||
ChunkHeader* cur = tmp_geomChunks.front();
|
||||
tmp_geomChunks.pop_front();
|
||||
delete cur;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MshFile::analyseGeomChunks(Model * dataDestination, std::list<ChunkHeader*>& chunkList)
|
||||
{
|
||||
for (auto& it : chunkList)
|
||||
{
|
||||
// segment
|
||||
if (!strcmp("SEGM", it->name))
|
||||
{
|
||||
// get all SEGM subchunks
|
||||
std::list<ChunkHeader*> tmp_segmChunks;
|
||||
loadChunks(tmp_segmChunks, it->position, it->size);
|
||||
|
||||
// evaluate SEGM subchunks
|
||||
analyseSegmChunks(dataDestination, tmp_segmChunks);
|
||||
|
||||
// clean up SEGM subchunk
|
||||
while (!tmp_segmChunks.empty())
|
||||
{
|
||||
ChunkHeader* cur = tmp_segmChunks.front();
|
||||
tmp_segmChunks.pop_front();
|
||||
delete cur;
|
||||
}
|
||||
}
|
||||
|
||||
// cloth
|
||||
else if (!strcmp("CLTH", it->name))
|
||||
{
|
||||
// get all CLTH subchunks
|
||||
std::list<ChunkHeader*> tmp_clthChunks;
|
||||
loadChunks(tmp_clthChunks, it->position, it->size);
|
||||
|
||||
// evaluate CLTH subchunks
|
||||
analyseClthChunks(dataDestination, tmp_clthChunks);
|
||||
|
||||
// clean up CLTH subchunks
|
||||
while (!tmp_clthChunks.empty())
|
||||
{
|
||||
ChunkHeader* cur = tmp_clthChunks.front();
|
||||
tmp_clthChunks.pop_front();
|
||||
delete cur;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MshFile::analyseSegmChunks(Model * dataDestination, std::list<ChunkHeader*>& chunkList)
|
||||
{
|
||||
Segment* new_segment = new Segment;
|
||||
|
||||
for (auto& it : chunkList)
|
||||
{
|
||||
// material index
|
||||
if (!strcmp("MATI", it->name))
|
||||
{
|
||||
m_fsMesh.seekg(it->position);
|
||||
m_fsMesh.read(F2V(new_segment->textureIndex), sizeof(new_segment->textureIndex));
|
||||
}
|
||||
|
||||
// position list (vertex)
|
||||
else if (!strcmp("POSL", it->name))
|
||||
{
|
||||
readVertex(new_segment, it->position);
|
||||
}
|
||||
|
||||
// normals
|
||||
/*else if (!strcmp("NRML", it->name))
|
||||
{
|
||||
fsMesh.seekg(it->position);
|
||||
std::uint32_t tempSize;
|
||||
fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
|
||||
// List of normals
|
||||
// long int - 4 - number of normal vectores stored in this list
|
||||
// float[3][] - 12 each - UVW vector for each vertex
|
||||
}*/
|
||||
|
||||
// uv
|
||||
else if (!strcmp("UV0L", it->name))
|
||||
{
|
||||
readUV(new_segment, it->position);
|
||||
}
|
||||
|
||||
// polygons (indices into vertex/uv list)
|
||||
else if (!strcmp("STRP", it->name))
|
||||
{
|
||||
// don't get null, bone, shadowMesh and hidden mesh indices
|
||||
if (dataDestination->type == null ||
|
||||
dataDestination->type == bone ||
|
||||
dataDestination->type == shadowMesh ||
|
||||
dataDestination->renderFlags == 1)
|
||||
continue;
|
||||
|
||||
// jump to the data section and read the size;
|
||||
std::uint32_t tmp_size;
|
||||
m_fsMesh.seekg(it->position);
|
||||
m_fsMesh.read(F2V(tmp_size), sizeof(tmp_size));
|
||||
|
||||
int highBitCount(0);
|
||||
std::vector<uint32_t> new_poly;
|
||||
|
||||
for (unsigned int i = 0; i < tmp_size; i++)
|
||||
{
|
||||
// ReadData
|
||||
std::uint16_t tmp_value;
|
||||
m_fsMesh.read(F2V(tmp_value), sizeof(tmp_value));
|
||||
|
||||
// Check if highbit is set
|
||||
if (tmp_value >> 15)
|
||||
{
|
||||
highBitCount++;
|
||||
// remove the high bit, to get the actually value
|
||||
tmp_value = (std::uint16_t(tmp_value << 1) >> 1);
|
||||
}
|
||||
|
||||
// save data
|
||||
new_poly.push_back((std::uint32_t)tmp_value);
|
||||
|
||||
// if the last 2 highBits are set, it was a new poly
|
||||
if (highBitCount == 2)
|
||||
{
|
||||
// reset highBitCount
|
||||
highBitCount = 0;
|
||||
|
||||
// remove the last two values..
|
||||
std::uint32_t temp[2];
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
temp[i] = new_poly.back();
|
||||
new_poly.pop_back();
|
||||
}
|
||||
|
||||
// ..save the old polygon..
|
||||
new_segment->polyIndices.push_back(new_poly);
|
||||
|
||||
// ..and move the values to a new polygon
|
||||
new_poly.clear();
|
||||
for (int i = 1; i >= 0; i--)
|
||||
new_poly.push_back(temp[i]);
|
||||
|
||||
} // if high bit set
|
||||
|
||||
} // for all values
|
||||
|
||||
// save the last polygon (no 2 high bit followed)
|
||||
new_segment->polyIndices.push_back(new_poly);
|
||||
|
||||
// kick the first element, it's empty as a reason of the algo above;
|
||||
new_segment->polyIndices.erase(new_segment->polyIndices.begin());
|
||||
}
|
||||
}
|
||||
|
||||
dataDestination->segmList.push_back(new_segment);
|
||||
}
|
||||
|
||||
void MshFile::analyseClthChunks(Model * dataDestination, std::list<ChunkHeader*>& chunkList)
|
||||
{
|
||||
Segment* new_segment = new Segment;
|
||||
|
||||
for (auto& it : chunkList)
|
||||
{
|
||||
// texture name
|
||||
if (!strcmp("CTEX", it->name))
|
||||
{
|
||||
// read the texture name
|
||||
m_fsMesh.seekg(it->position);
|
||||
char* buffer = new char[it->size + 1];
|
||||
*buffer = { 0 };
|
||||
m_fsMesh.read(buffer, it->size);
|
||||
|
||||
// search if it is already known
|
||||
bool tmp_found(false);
|
||||
for (unsigned int i = 0; i < m_vTextureNames.size(); i++)
|
||||
{
|
||||
if (!strcmp(buffer, m_vTextureNames[i].c_str()))
|
||||
{
|
||||
// if found, save the index and stop searching
|
||||
new_segment->textureIndex = i;
|
||||
tmp_found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// if it was not found add the texturename to the list
|
||||
if (!tmp_found)
|
||||
{
|
||||
m_vTextureNames.push_back(std::string(buffer));
|
||||
new_segment->textureIndex = m_vTextureNames.size() - 1;
|
||||
}
|
||||
|
||||
delete[] buffer;
|
||||
}
|
||||
|
||||
// position list (vertex)
|
||||
else if (!strcmp("CPOS", it->name))
|
||||
{
|
||||
readVertex(new_segment, it->position);
|
||||
}
|
||||
|
||||
// uv
|
||||
else if (!strcmp("CUV0", it->name))
|
||||
{
|
||||
readUV(new_segment, it->position);
|
||||
}
|
||||
|
||||
// triangles (indices into vertex/uv list)
|
||||
else if (!strcmp("CMSH", it->name))
|
||||
{
|
||||
// jump to the data section and read the size;
|
||||
std::uint32_t tmp_size;
|
||||
m_fsMesh.seekg(it->position);
|
||||
m_fsMesh.read(F2V(tmp_size), sizeof(tmp_size));
|
||||
|
||||
std::vector<uint32_t> new_poly;
|
||||
|
||||
// for every triangle..
|
||||
for (unsigned int i = 0; i < tmp_size * 3; i += 3)
|
||||
{
|
||||
new_poly.clear();
|
||||
|
||||
// ..get the 3 indices and save them
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
std::uint32_t tmp_value;
|
||||
m_fsMesh.read(F2V(tmp_value), sizeof(std::uint32_t));
|
||||
new_poly.push_back(tmp_value);
|
||||
}
|
||||
|
||||
new_segment->polyIndices.push_back(new_poly);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dataDestination->segmList.push_back(new_segment);
|
||||
}
|
||||
|
||||
void MshFile::readVertex(Segment * dataDestination, std::streampos position)
|
||||
{
|
||||
std::uint32_t tmp_size;
|
||||
m_fsMesh.seekg(position);
|
||||
m_fsMesh.read(F2V(tmp_size), sizeof(tmp_size));
|
||||
|
||||
dataDestination->vertex = new float[tmp_size * 3];
|
||||
|
||||
for (unsigned int i = 0; i < tmp_size * 3; i++)
|
||||
m_fsMesh.read(F2V(dataDestination->vertex[i]), sizeof(float));
|
||||
}
|
||||
|
||||
void MshFile::readUV(Segment * dataDestination, std::streampos position)
|
||||
{
|
||||
std::uint32_t tmp_size;
|
||||
m_fsMesh.seekg(position);
|
||||
m_fsMesh.read(F2V(tmp_size), sizeof(tmp_size));
|
||||
|
||||
dataDestination->uv = new float[tmp_size * 2];
|
||||
|
||||
for (unsigned int i = 0; i < tmp_size * 2; i++)
|
||||
m_fsMesh.read(F2V(dataDestination->uv[i]), sizeof(float));
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public getter
|
||||
|
||||
std::vector<Model*>* MshFile::getModels() const
|
||||
{
|
||||
return m_vModels;
|
||||
}
|
||||
|
||||
std::vector<std::string> MshFile::getTextureNames() const
|
||||
{
|
||||
return m_vTextureNames;
|
||||
}
|
||||
|
||||
BoundingBox MshFile::getBoundingBox() const
|
||||
{
|
||||
return m_sceneBbox;
|
||||
}
|
@ -1,14 +1,32 @@
|
||||
#include "OpenGlViewer.h"
|
||||
#include "defines.h"
|
||||
#include "Vertex.h"
|
||||
|
||||
#include "..\Header\OpenGlViewer.h"
|
||||
#include "..\Header\defines.h"
|
||||
#include <iostream>
|
||||
|
||||
static const Vertex sg_vertexes[] = {
|
||||
Vertex(QVector3D(0.00f, 0.75f, 1.0f), QVector3D(1.0f, 0.0f, 0.0f)),
|
||||
Vertex(QVector3D(0.75f, -0.75f, 1.0f), QVector3D(0.0f, 1.0f, 0.0f)),
|
||||
Vertex(QVector3D(-0.75f, -0.75f, 1.0f), QVector3D(0.0f, 0.0f, 1.0f))
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// Defined values
|
||||
|
||||
//opengl
|
||||
#define DEFAULT_MAJOR_VERSION 4
|
||||
#define DEFAULT_MINOR_VERSION 5
|
||||
#define DEAFAULT_BACKGROUND 0.5000f, 0.8000f, 1.0000f, 0.0000f
|
||||
|
||||
//piplines
|
||||
#define VERTEX_INDEX_XYZ 0
|
||||
#define VERTEX_INDEX_UV 1
|
||||
|
||||
#define VERTEX_COMPONENTS_XYZ 3
|
||||
#define VERTEX_COMPONENTS_UV 2
|
||||
|
||||
#define VERTEX_SIZE_XYZ (sizeof(float) * VERTEX_COMPONENTS_XYZ)
|
||||
#define VERTEX_SIZE_UV (sizeof(float) * VERTEX_COMPONENTS_UV)
|
||||
|
||||
#define VERTEX_OFFSET_XYZ 0
|
||||
#define VERTEX_OFFSET_UV (VERTEX_SIZE_XYZ)
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public constructor/destructor
|
||||
|
||||
OpenGlViewer::OpenGlViewer(QWidget *parent)
|
||||
: QOpenGLWidget(parent)
|
||||
@ -23,9 +41,63 @@ OpenGlViewer::OpenGlViewer(QWidget *parent)
|
||||
|
||||
OpenGlViewer::~OpenGlViewer()
|
||||
{
|
||||
mVertexArray.destroy();
|
||||
mVertexBuffer.destroy();
|
||||
delete mProgram;
|
||||
m_vertexArray.destroy();
|
||||
m_vertexBuffer.destroy();
|
||||
delete m_program;
|
||||
|
||||
deleteData();
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// private functions
|
||||
|
||||
void OpenGlViewer::initializeGL()
|
||||
{
|
||||
initializeOpenGLFunctions();
|
||||
printContextInformation();
|
||||
|
||||
//glEnable(GL_DEPTH_TEST);
|
||||
glClearColor(DEAFAULT_BACKGROUND);
|
||||
|
||||
m_program = new QOpenGLShaderProgram();
|
||||
m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/simple.vert");
|
||||
m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/simple.frag");
|
||||
m_program->link();
|
||||
m_program->bind();
|
||||
|
||||
m_vertexBuffer.create();
|
||||
m_vertexBuffer.bind();
|
||||
m_vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
||||
|
||||
m_vertexArray.create();
|
||||
m_vertexArray.bind();
|
||||
m_program->enableAttributeArray(0);
|
||||
m_program->enableAttributeArray(1);
|
||||
//m_program->setAttributeBuffer(0, GL_FLOAT, Vertex::positionOffset(), Vertex::PositionTupleSize, Vertex::stride());
|
||||
//m_program->setAttributeBuffer(1, GL_FLOAT, Vertex::colorOffset(), Vertex::ColorTupleSize, Vertex::stride());
|
||||
|
||||
m_vertexArray.release();
|
||||
m_vertexBuffer.release();
|
||||
m_program->release();
|
||||
|
||||
}
|
||||
|
||||
void OpenGlViewer::resizeGL(int w, int h)
|
||||
{
|
||||
//TODO: change perspective
|
||||
}
|
||||
|
||||
void OpenGlViewer::paintGL()
|
||||
{
|
||||
//TODO: paint here
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
m_program->bind();
|
||||
m_vertexArray.bind();
|
||||
//glDrawArrays(GL_TRIANGLES, 0, sizeof(sg_vertexes) / sizeof(sg_vertexes[0]));
|
||||
m_vertexArray.release();
|
||||
m_program->release();
|
||||
}
|
||||
|
||||
void OpenGlViewer::printContextInformation()
|
||||
@ -49,52 +121,69 @@ void OpenGlViewer::printContextInformation()
|
||||
std::cout << glType.toStdString() << " - " << glVersion.toStdString() << " (" << glProfile.toStdString() << ")";
|
||||
}
|
||||
|
||||
void OpenGlViewer::initializeGL()
|
||||
void OpenGlViewer::deleteData()
|
||||
{
|
||||
initializeOpenGLFunctions();
|
||||
printContextInformation();
|
||||
if (m_vModels != NULL)
|
||||
{
|
||||
while (!m_vModels->empty())
|
||||
{
|
||||
// remove the last Model
|
||||
Model* modelVectorElement = m_vModels->back();
|
||||
m_vModels->pop_back();
|
||||
|
||||
//glEnable(GL_DEPTH_TEST);
|
||||
glClearColor(DEAFAULT_BACKGROUND);
|
||||
while (!modelVectorElement->segmList.empty())
|
||||
{
|
||||
// remove the last Segment
|
||||
Segment* segmentVectorElement = modelVectorElement->segmList.back();
|
||||
modelVectorElement->segmList.pop_back();
|
||||
|
||||
mProgram = new QOpenGLShaderProgram();
|
||||
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/simple.vert");
|
||||
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/simple.frag");
|
||||
mProgram->link();
|
||||
mProgram->bind();
|
||||
// delete data from Segment
|
||||
delete[] segmentVectorElement->uv;
|
||||
delete[] segmentVectorElement->vertex;
|
||||
|
||||
mVertexBuffer.create();
|
||||
mVertexBuffer.bind();
|
||||
mVertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
|
||||
mVertexBuffer.allocate(sg_vertexes, sizeof(sg_vertexes));
|
||||
while (!segmentVectorElement->polyIndices.empty())
|
||||
{
|
||||
// clear the poly vector and remove it from the list
|
||||
segmentVectorElement->polyIndices.back().clear();
|
||||
segmentVectorElement->polyIndices.pop_back();
|
||||
}
|
||||
|
||||
mVertexArray.create();
|
||||
mVertexArray.bind();
|
||||
mProgram->enableAttributeArray(0);
|
||||
mProgram->enableAttributeArray(1);
|
||||
mProgram->setAttributeBuffer(0, GL_FLOAT, Vertex::positionOffset(), Vertex::PositionTupleSize, Vertex::stride());
|
||||
mProgram->setAttributeBuffer(1, GL_FLOAT, Vertex::colorOffset(), Vertex::ColorTupleSize, Vertex::stride());
|
||||
// delete the actual Segment
|
||||
delete segmentVectorElement;
|
||||
}
|
||||
|
||||
mVertexArray.release();
|
||||
mVertexBuffer.release();
|
||||
mProgram->release();
|
||||
// delete the actual Model
|
||||
delete modelVectorElement;
|
||||
}
|
||||
|
||||
// delete the Model's Vector
|
||||
delete m_vModels;
|
||||
}
|
||||
|
||||
while (!m_vTextures.empty())
|
||||
{
|
||||
// remove the last texture
|
||||
textureData* cursor = m_vTextures.back();
|
||||
m_vTextures.pop_back();
|
||||
|
||||
// delete the texture's data
|
||||
cursor->data->clear();
|
||||
|
||||
//delete the texture's data vector
|
||||
delete cursor->data;
|
||||
|
||||
//delete the texture
|
||||
delete cursor;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGlViewer::resizeGL(int w, int h)
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public functions
|
||||
|
||||
void OpenGlViewer::setData(std::vector<Model*>* models, std::vector<textureData*> textures)
|
||||
{
|
||||
//TODO: change perspective
|
||||
}
|
||||
|
||||
void OpenGlViewer::paintGL()
|
||||
{
|
||||
//TODO: paint here
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
mProgram->bind();
|
||||
mVertexArray.bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, sizeof(sg_vertexes) / sizeof(sg_vertexes[0]));
|
||||
mVertexArray.release();
|
||||
mProgram->release();
|
||||
m_vModels = models;
|
||||
m_vTextures = textures;
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "MainWindow.h"
|
||||
#include "Header\MainWindow.h"
|
||||
#include <QtWidgets/QApplication>
|
||||
|
||||
int startGUI(int argc, char* argv[])
|
||||
|
Loading…
Reference in New Issue
Block a user