162 lines
4.0 KiB
C++
162 lines
4.0 KiB
C++
#include "..\Header\GeometryEngine.h"
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#include "..\Header\MshFile.h"
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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GeometryEngine::GeometryEngine()
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: m_indexBuf(QOpenGLBuffer::IndexBuffer)
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{
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initializeOpenGLFunctions();
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// Generate 2 VBOs
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m_arrayBuf.create();
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m_indexBuf.create();
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// Initializes cube geometry and transfers it to VBOs
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initCubeGeometry();
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}
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GeometryEngine::~GeometryEngine()
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{
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m_arrayBuf.destroy();
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m_indexBuf.destroy();
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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_drawList.clear();
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}
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/////////////////////////////////////////////////////////////////////////
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// private functions
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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\\triClothMan.msh");
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models = file.getModels();
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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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//TODO: make a cool message box
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auto msg = e.what();
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}
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}
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void GeometryEngine::initTexture()
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{
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// Load cube.png image
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QOpenGLTexture* new_texture = new QOpenGLTexture(QImage(":images/cube.png").mirrored());
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// Set nearest filtering mode for texture minification
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new_texture->setMinificationFilter(QOpenGLTexture::Nearest);
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// Set bilinear filtering mode for texture magnification
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new_texture->setMagnificationFilter(QOpenGLTexture::Linear);
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// Wrap texture coordinates by repeating
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// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
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new_texture->setWrapMode(QOpenGLTexture::Repeat);
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m_textures.push_back(new_texture);
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}
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/////////////////////////////////////////////////////////////////////////
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// public functions
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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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// Allways use texture unit 0
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program->setUniformValue("texture", 0);
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// Offset for position
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quintptr offset = 0;
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// Tell OpenGL programmable pipeline how to locate vertex position data
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int vertexLocation = program->attributeLocation("a_position");
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program->enableAttributeArray(vertexLocation);
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program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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// Offset for texture coordinate
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offset += sizeof(QVector3D);
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
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int texcoordLocation = program->attributeLocation("a_texcoord");
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
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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.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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// 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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