draw all models from vector,
window cosmetic, next: texture, calculate modelmatrix from parent
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c96d05decb
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@ -6,6 +6,13 @@
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#include <QOpenGLTexture>
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#include <QVector>
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struct DrawInformation {
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unsigned int offset;
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unsigned int size;
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unsigned int textureIndex;
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QMatrix4x4 modelMatrix;
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};
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class GeometryEngine : protected QOpenGLFunctions
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{
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public:
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@ -16,9 +23,7 @@ private:
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QOpenGLBuffer m_arrayBuf;
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QOpenGLBuffer m_indexBuf;
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QVector<QOpenGLTexture*> m_textures;
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QVector<Model*>* m_models = Q_NULLPTR;
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QVector<std::string>* m_textureNames = Q_NULLPTR; //TODO: remove, use it local and only hold the textures itself
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QVector<DrawInformation> m_drawList;
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void initCubeGeometry();
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void initTexture();
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@ -5,5 +5,6 @@
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</qresource>
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<qresource prefix="/images">
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<file>cube.png</file>
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<file>icon.ico</file>
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</qresource>
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</RCC>
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@ -10,6 +10,6 @@ varying vec2 v_texcoord;
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void main()
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{
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// Set fragment color from texture
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gl_FragColor = texture2D(texture, v_texcoord);
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// Set fragment color from texture
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gl_FragColor = texture2D(texture, v_texcoord);
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}
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Before Width: | Height: | Size: 264 KiB After Width: | Height: | Size: 264 KiB |
@ -4,7 +4,8 @@ precision mediump int;
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precision mediump float;
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#endif
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uniform mat4 mvp_matrix;
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uniform mat4 vp_matrix;
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uniform mat4 m_matrix;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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@ -13,10 +14,10 @@ varying vec2 v_texcoord;
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void main()
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{
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// Calculate vertex position in screen space
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gl_Position = mvp_matrix * a_position;
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// Calculate vertex position in screen space
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gl_Position = vp_matrix * m_matrix * a_position;
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// Pass texture coordinate to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_texcoord = a_texcoord;
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// Pass texture coordinate to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_texcoord = a_texcoord;
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}
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@ -35,11 +35,14 @@ GeometryEngine::~GeometryEngine()
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void GeometryEngine::initCubeGeometry()
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{
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QVector<Model*>* models;
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QVector<VertexData> vertexData;
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QVector<GLuint> indexData;
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try
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{
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MshFile file("..\\Release\\Msh\\cubeTex.msh");
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m_models = file.getModels();
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MshFile file("..\\Release\\Msh\\sphere.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: handle the textures
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@ -50,13 +53,40 @@ 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(m_models->first()->segmList.front()->vertices.data(), m_models->first()->segmList.front()->vertices.size() * sizeof(VertexData));
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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(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLuint));
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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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@ -86,12 +116,12 @@ void GeometryEngine::initTexture()
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void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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{
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// Setup
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// Tell OpenGL which VBOs to use
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m_arrayBuf.bind();
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m_indexBuf.bind();
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m_textures.first()->bind();
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// Use texture unit 0 which contains cube.png
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// Allways use texture unit 0
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program->setUniformValue("texture", 0);
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// Offset for position
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@ -110,6 +140,20 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
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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.last()->bind();
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else
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m_textures.at(it.textureIndex)->bind();
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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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}
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@ -12,9 +12,11 @@ MainWindow::MainWindow(QWidget *parent)
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format.setDepthBufferSize(24);
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QSurfaceFormat::setDefaultFormat(format);
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this->setCentralWidget(new OglViewerWidget(this));
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setCentralWidget(new OglViewerWidget(this));
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ui->statusBar->showMessage("haha vbgf");
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setWindowIcon(QIcon(":/images/icon.ico"));
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setWindowTitle("Mesh Viewer");
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ui->statusBar->showMessage("pre-alpha");
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}
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@ -142,8 +142,8 @@ void OglViewerWidget::paintGL()
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view.translate(m_translation);
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view.rotate(m_rotation);
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// Set modelview-projection matrix
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m_program.setUniformValue("mvp_matrix", m_projection * view);
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// Set view-projection matrix
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m_program.setUniformValue("vp_matrix", m_projection * view);
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// Draw cube geometry
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m_dataEngine->drawGeometry(&m_program);
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