SWBF2-Classic-Msh-Viewer/MeshViewerQt/Source/OpenGlViewer.cpp

250 lines
6.3 KiB
C++

#include "..\Header\OpenGlViewer.h"
#include <iostream>
/////////////////////////////////////////////////////////////////////////
// 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)
{
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setSamples(4);
format.setProfile(QSurfaceFormat::CompatibilityProfile);
format.setVersion(DEFAULT_MAJOR_VERSION, DEFAULT_MINOR_VERSION);
setFormat(format);
//TODO: mouse, move, key, drag/drop, scroll, resize
}
OpenGlViewer::~OpenGlViewer()
{
m_oglTexture->destroy();
m_vertexArray.destroy();
m_vertexBuffer.destroy();
delete m_program;
deleteData();
}
/////////////////////////////////////////////////////////////////////////
// private functions
void OpenGlViewer::initializeGL()
{
initializeOpenGLFunctions();
printContextInformation();
// set Background
glClearColor(DEAFAULT_BACKGROUND);
//TODO: z-order?
// draw vertices only from one side
glEnable(GL_CULL_FACE);
// Create texture
m_oglTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_oglTexture->setWrapMode(QOpenGLTexture::Repeat);
m_oglTexture->setMagnificationFilter(QOpenGLTexture::Linear);
m_oglTexture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
// Create Shader
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();
// get Uniform location
//TODO: faster to give everything to shader and calculate there?
m_uniformMVP = m_program->uniformLocation("MVP");
// Create Vertex Buffer
m_vertexBuffer.create();
m_vertexBuffer.bind();
m_vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
// Create Vertex Array Object
m_vertexArray.create();
m_vertexArray.bind();
m_program->enableAttributeArray(0);
m_program->enableAttributeArray(1);
m_program->setAttributeBuffer(VERTEX_INDEX_XYZ, GL_FLOAT, VERTEX_OFFSET_XYZ, VERTEX_COMPONENTS_XYZ, sizeof(Vertex));
m_program->setAttributeBuffer(VERTEX_INDEX_UV, GL_FLOAT, VERTEX_OFFSET_UV, VERTEX_COMPONENTS_UV, sizeof(Vertex));
// unbind everything
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();
m_oglTexture->bind();
if (m_vModels != nullptr)
{
int tmp_offset(0);
for (unsigned int modelIndex = 0; modelIndex < m_vModels->size(); modelIndex++)
{
// skip null, bones, shadowMesh, hidden things
if (m_vModels->at(modelIndex)->type == null ||
m_vModels->at(modelIndex)->type == bone ||
m_vModels->at(modelIndex)->type == shadowMesh ||
m_vModels->at(modelIndex)->renderFlags == 1)
continue;
for (auto& segmentIterator : m_vModels->at(modelIndex)->segmList)
{
// set the texture
std::uint32_t tmp_textureIndex = segmentIterator->textureIndex >= m_vTextures.size() ? m_vTextures.size() - 1 : segmentIterator->textureIndex;
m_oglTexture->setData(*m_vTextures.at(tmp_textureIndex));
// give the MVP to the shader
m_program->setUniformValue(m_uniformMVP, getMVPMatrix(modelIndex));
// calculate the number of vertex
unsigned int tmp_vertexCount(0);
for (auto&it : segmentIterator->polyIndices)
tmp_vertexCount += (it.size() - 2) * 3;
glDrawArrays(GL_TRIANGLES, tmp_offset, tmp_vertexCount);
// increase the offset
tmp_offset += tmp_vertexCount;
}
}
}
//glDrawArrays(GL_TRIANGLES, 0, sizeof(sg_vertexes) / sizeof(sg_vertexes[0]));
m_oglTexture->release();
m_vertexArray.release();
m_program->release();
}
void OpenGlViewer::printContextInformation()
{
QString glType;
QString glVersion;
QString glProfile;
glType = (context()->isOpenGLES()) ? "OpenGL ES" : "OpenGL";
glVersion = reinterpret_cast<const char*>(glGetString(GL_VERSION));
#define CASE(c) case QSurfaceFormat::c: glProfile = #c; break
switch (format().profile())
{
CASE(NoProfile);
CASE(CoreProfile);
CASE(CompatibilityProfile);
}
#undef CASE
std::cout << glType.toStdString() << " - " << glVersion.toStdString() << " (" << glProfile.toStdString() << ")";
}
QMatrix4x4 OpenGlViewer::getMVPMatrix(unsigned int index) const
{
return QMatrix4x4();
}
void OpenGlViewer::deleteData()
{
if (m_vModels != NULL)
{
while (!m_vModels->empty())
{
// remove the last Model
Model* modelVectorElement = m_vModels->back();
m_vModels->pop_back();
while (!modelVectorElement->segmList.empty())
{
// remove the last Segment
Segment* segmentVectorElement = modelVectorElement->segmList.back();
modelVectorElement->segmList.pop_back();
// delete data from Segment
delete[] segmentVectorElement->uv;
delete[] segmentVectorElement->vertex;
while (!segmentVectorElement->polyIndices.empty())
{
// clear the poly vector and remove it from the list
segmentVectorElement->polyIndices.back().clear();
segmentVectorElement->polyIndices.pop_back();
}
// delete the actual Segment
delete segmentVectorElement;
}
// delete the actual Model
delete modelVectorElement;
}
// delete the Model's Vector
delete m_vModels;
}
while (!m_vTextures.empty())
{
// remove the last texture
QImage* cursor = m_vTextures.back();
m_vTextures.pop_back();
//delete image
delete cursor;
//delete the texture
delete cursor;
}
}
/////////////////////////////////////////////////////////////////////////
// public functions
void OpenGlViewer::setData(std::vector<Model*>* models, std::vector<QImage*> textures)
{
m_vModels = models;
m_vTextures = textures;
}