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