SWBF2-Classic-Msh-Viewer/QtMeshViewer/Source/GeometryEngine.cpp

228 lines
6.4 KiB
C++

#include "..\Header\GeometryEngine.h"
#include "..\Header\MshFile.h"
#include "..\Header\OglViewerWidget.h"
#include "..\Header\MainWindow.h"
#include <cmath>
#include <QRegExp>
/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
GeometryEngine::GeometryEngine(QObject *parent)
: QObject(parent)
, m_indexBuf(QOpenGLBuffer::IndexBuffer)
{
initializeOpenGLFunctions();
m_defaultMaterial = FileInterface::getDefaultMaterial();
}
GeometryEngine::~GeometryEngine()
{
clearData();
delete m_defaultMaterial->texture0;
delete m_defaultMaterial;
}
/////////////////////////////////////////////////////////////////////////
// private functions
void GeometryEngine::clearData()
{
if (m_arrayBuf.isCreated())
m_arrayBuf.destroy();
if (m_indexBuf.isCreated())
m_indexBuf.destroy();
if (m_materials != Q_NULLPTR)
{
for (auto it : *m_materials)
{
if (it.texture0 != Q_NULLPTR)
delete it.texture0;
if (it.texture1 != Q_NULLPTR)
delete it.texture1;
}
m_materials->clear();
delete m_materials;
}
m_drawList.clear();
}
/////////////////////////////////////////////////////////////////////////
// public slots
void GeometryEngine::loadFile(QString filePath)
{
// cleanup old stuff and recreate buffers
clearData();
m_arrayBuf.create();
m_indexBuf.create();
//reset view
emit requestResetView();
emit sendMessage("loading file..", 0);
try
{
QVector<Model*>* models;
QVector<VertexData> vertexData;
QVector<GLuint> indexData;
// open file and get the information
MshFile file(filePath, this);
models = file.getModels();
m_materials = file.getMaterials();
m_boundings = file.getBoundingBox();
// collect data
unsigned int indexOffset(0);
unsigned int vertexOffset(0);
for (auto& modelIterator : *models)
{
for (auto& segmentIterator : modelIterator->segmList)
{
// get draw information
DrawInformation new_info;
new_info.offset = indexOffset;
new_info.size = segmentIterator->indices.size();
new_info.textureIndex = segmentIterator->textureIndex;
new_info.modelMatrix = modelIterator->m4x4Translation;
new_info.modelMatrix.rotate(modelIterator->quadRotation);
// add offset to indices, no need to do it for the first one (maybe it's very big)
if (vertexOffset != 0)
for (auto& it : segmentIterator->indices)
it += vertexOffset;
// save data
vertexData += segmentIterator->vertices;
indexData += segmentIterator->indices;
if (segmentIterator->textureIndex < (unsigned) m_materials->size() && m_materials->at(segmentIterator->textureIndex).transparent)
m_drawList.push_back(new_info);
else
m_drawList.push_front(new_info);
// update offset
indexOffset += new_info.size;
vertexOffset += segmentIterator->vertices.size();
}
}
// 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));
emit requestUpdate();
emit sendMessage("done..", 0);
emit sendFileInfo(filePath.right(filePath.size() - filePath.lastIndexOf(QRegExp("/|\\\\")) - 1), m_materials, vertexData.size(), indexData.size() / 3);
}
catch (std::invalid_argument e)
{
clearData();
emit sendMessage(QString(e.what()), 2);
}
}
void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
{
if (!m_arrayBuf.isCreated() || !m_indexBuf.isCreated())
return;
// Setup
// Tell OpenGL which VBOs to use
m_arrayBuf.bind();
m_indexBuf.bind();
// Allways normalize by this
QMatrix4x4 normMatrix;
float maxExtent = std::max(std::max(m_boundings.extents[0], m_boundings.extents[1]), m_boundings.extents[2]);
normMatrix.scale(1 / maxExtent);
normMatrix.translate(-m_boundings.center[0], -m_boundings.center[1], -m_boundings.center[2]);
program->setUniformValue("norm_matrix", normMatrix);
// Allways use texture unit 0
program->setUniformValue("texture", 0);
// Offset for position
quintptr offset = 0;
// 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));
// Offset for texture coordinate
offset += sizeof(QVector3D);
// 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));
//Offset for normal
offset += sizeof(QVector2D);
// Tell OpenGL programmable pipeline how to locate vertex normal data
int normLocation = program->attributeLocation("a_normal");
program->enableAttributeArray(normLocation);
program->setAttributeBuffer(normLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
// Paint
for (auto& it : m_drawList)
{
bool tmp_transparent(false);
bool tmp_specular(false);
float shininess(0.0);
QVector3D specularColor;
// bind the correct texture
if (it.textureIndex < (unsigned) m_materials->size() && m_materials->at(it.textureIndex).texture0 != Q_NULLPTR)
{
m_materials->at(it.textureIndex).texture0->bind();
tmp_transparent = m_materials->at(it.textureIndex).transparent;
tmp_specular = m_materials->at(it.textureIndex).flags[7];
shininess = m_materials->at(it.textureIndex).shininess;
specularColor = m_materials->at(it.textureIndex).specularColor.toVector3D();
}
else
{
m_defaultMaterial->texture0->bind();
tmp_transparent = m_defaultMaterial->transparent;
}
// Set model matrix
program->setUniformValue("m_matrix", it.modelMatrix);
// Set normal matrix
program->setUniformValue("n_matrix", (normMatrix * it.modelMatrix).normalMatrix());
// set some more values
program->setUniformValue("b_transparent", tmp_transparent);
program->setUniformValue("b_specular", tmp_specular);
// set some material attributes
program->setUniformValue("materialShininess", shininess);
program->setUniformValue("materialSpecularColor", specularColor);
// Draw cube geometry using indices from VBO 1
if(wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}