fixed crash
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ee8705f9e4
commit
9a5d09b80c
@ -31,4 +31,6 @@ private:
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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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QMatrix4x4 getParentMatrix(std::string parent) const;
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};
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@ -26,7 +26,7 @@ GeometryEngine::~GeometryEngine()
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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_textures.squeeze();
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m_drawList.clear();
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}
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@ -41,11 +41,49 @@ void GeometryEngine::initCubeGeometry()
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try
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{
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MshFile file("..\\Release\\Msh\\sphere.msh");
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MshFile file("..\\Release\\Msh\\triClothMan.msh");
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models = file.getModels();
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//TODO use models local, apply MVP directly to the vertex, save size and tex index info
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//TODO normalize
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//TODO: handle the textures
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// collect data
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unsigned int offsetCount(0);
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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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new_info.offset = offsetCount;
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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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// add offset to indices
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for (auto& it : segmentIterator->indices)
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it += new_info.offset;
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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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offsetCount += new_info.size;
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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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// load the texture
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initTexture();
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}
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catch (std::invalid_argument e)
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{
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@ -53,43 +91,7 @@ void GeometryEngine::initCubeGeometry()
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auto msg = e.what();
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}
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// collect data
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unsigned int offsetCount(0);
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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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new_info.offset = offsetCount;
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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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// add offset to indices
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for (auto& it : segmentIterator->indices)
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it += new_info.offset;
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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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offsetCount += new_info.size;
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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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// load the texture
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initTexture();
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}
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void GeometryEngine::initTexture()
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@ -146,9 +148,9 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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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.last()->bind();
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else
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m_textures.at(it.textureIndex)->bind();
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else
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m_textures.last()->bind();
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// Set model matrix
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program->setUniformValue("m_matrix", it.modelMatrix);
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@ -17,6 +17,7 @@ MshFile::MshFile(const char * path)
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MshFile::~MshFile()
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{
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//TODO: clean up
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}
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@ -294,6 +295,8 @@ void MshFile::analyseModlChunks(Model * dataDestination, std::list<ChunkHeader*>
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dataDestination->m4x4Translation.rotate(QQuaternion(tmp_rotation[3], tmp_rotation[0], tmp_rotation[1], tmp_rotation[2]));
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dataDestination->m4x4Translation.translate(tmp_trans[0], tmp_trans[1], tmp_trans[2]);
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dataDestination->m4x4Translation = getParentMatrix(dataDestination->parent) * dataDestination->m4x4Translation;
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}
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// geometry data
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@ -604,4 +607,21 @@ void MshFile::readUV(Segment * dataDestination, std::streampos position)
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for (unsigned int j = 0; j < 2; j++)
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m_file.read(F2V(dataDestination->vertices[i].texCoord[j]), sizeof(float));
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}
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}
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}
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QMatrix4x4 MshFile::getParentMatrix(std::string parent) const
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{
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QMatrix4x4 matrix;
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for (auto& it : *m_models)
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{
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if (!strcmp(parent.c_str(), it->name.c_str()))
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{
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//TODO: the other way around??
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matrix = getParentMatrix(it->parent) * it->m4x4Translation;
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break;
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}
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}
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return matrix;
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}
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