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