GeometryEngine.cpp 4.05 KB
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#include "..\Header\GeometryEngine.h"
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#include "..\Header\MshFile.h"
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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();
	m_indexBuf.create();
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	// Initializes cube geometry and transfers it to VBOs
	initCubeGeometry();
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}

GeometryEngine::~GeometryEngine()
{
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	m_arrayBuf.destroy();
	m_indexBuf.destroy();

	for (auto it : m_textures)
		delete it;
	m_textures.clear();
	m_textures.squeeze();
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}

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/////////////////////////////////////////////////////////////////////////
// private functions

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void GeometryEngine::initCubeGeometry()
{
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	QVector<Model*>* models;
	QVector<VertexData> vertexData;
	QVector<GLuint> indexData;
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	try
	{
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		MshFile file("..\\Release\\Msh\\sphere.msh");
		 models = file.getModels();
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		//TODO use models local, apply MVP directly to the vertex, save size and tex index info

		//TODO: handle the textures
	}
	catch (std::invalid_argument e)
	{
		//TODO: make a cool message box
		auto msg = e.what();
	}
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	// collect data
	unsigned int offsetCount(0);
	for (auto& modelIterator : *models)
	{
		for (auto& segmentIterator : modelIterator->segmList)
		{
			// get draw information
			DrawInformation new_info;
			new_info.offset = offsetCount;
			new_info.size = segmentIterator->indices.size();
			new_info.textureIndex = segmentIterator->textureIndex;
			new_info.modelMatrix = modelIterator->m4x4Translation;

			// add offset to indices
			for (auto& it : segmentIterator->indices)
				it += new_info.offset;

			// save data
			vertexData += segmentIterator->vertices;
			indexData += segmentIterator->indices;
			m_drawList.push_back(new_info);

			// update offset
			offsetCount += new_info.size;
		}
	}

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	// Transfer vertex data to VBO 0
	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
	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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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
	// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
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	new_texture->setWrapMode(QOpenGLTexture::Repeat);

	m_textures.push_back(new_texture);
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}

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/////////////////////////////////////////////////////////////////////////
// public functions

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void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
{
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// Setup
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	// Tell OpenGL which VBOs to use
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	m_arrayBuf.bind();
	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
	quintptr offset = 0;
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	// 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));
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	// Offset for texture coordinate
	offset += sizeof(QVector3D);
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	// 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));
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// Paint

	for (auto& it : m_drawList)
	{
		// bind the correct texture
		if (it.textureIndex < m_textures.size())
			m_textures.last()->bind();
		else
			m_textures.at(it.textureIndex)->bind();

		// Set model matrix
		program->setUniformValue("m_matrix", it.modelMatrix);

		// Draw cube geometry using indices from VBO 1
		glDrawElements(GL_TRIANGLES, it.size, GL_UNSIGNED_INT, (void*)(it.offset * sizeof(GLuint)));
	}
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}