Commit 1cc4f1ca authored by Anakin's avatar Anakin

removed vertex class (i have my own data structure)

implemented the glInit and glPaint function
parent 53ac8c3e
......@@ -4,6 +4,8 @@
#include <QOpenGLBuffer>
#include <QOPenGLVertexArrayObject>
#include <QOpenGlShaderProgram>
#include <QOpenGlTexture>
#include <QImage>
#include "..\Header\MshFile.h"
struct Vertex {
......@@ -11,13 +13,6 @@ struct Vertex {
GLfloat uv[2];
};
struct textureData {
bool alpha;
std::uint32_t width;
std::uint32_t height;
std::vector<std::uint8_t>* data;
};
class OpenGlViewer : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
......@@ -28,13 +23,15 @@ public:
private:
// OpenGL ======================================
int m_uniformMVP;
QOpenGLTexture* m_oglTexture;
QOpenGLBuffer m_vertexBuffer;
QOpenGLVertexArrayObject m_vertexArray;
QOpenGLShaderProgram* m_program = nullptr;
// Data ========================================
std::vector<Model*>* m_vModels = nullptr;
std::vector<textureData*> m_vTextures;
std::vector<QImage*> m_vTextures;
BoundingBox m_sceneBoundings;
// Transformation ==============================
......@@ -56,8 +53,9 @@ private:
virtual void paintGL() override final;
void printContextInformation();
QMatrix4x4 getMVPMatrix(unsigned int index) const;
void deleteData();
public:
void setData(std::vector<Model*>* models, std::vector<textureData*> textures);
void setData(std::vector<Model*>* models, std::vector<QImage*> textures);
};
#pragma once
#include <QVector3D>
class Vertex
{
public:
// Constructors
Q_DECL_CONSTEXPR Vertex();
Q_DECL_CONSTEXPR explicit Vertex(const QVector3D &position);
Q_DECL_CONSTEXPR Vertex(const QVector3D &position, const QVector3D &color);
// Accessors / Mutators
Q_DECL_CONSTEXPR const QVector3D& position() const;
Q_DECL_CONSTEXPR const QVector3D& color() const;
void setPosition(const QVector3D& position);
void setColor(const QVector3D& color);
// OpenGL Helpers
static const int PositionTupleSize = 3;
static const int ColorTupleSize = 3;
static Q_DECL_CONSTEXPR int positionOffset();
static Q_DECL_CONSTEXPR int colorOffset();
static Q_DECL_CONSTEXPR int stride();
private:
QVector3D m_position;
QVector3D m_color;
};
/*******************************************************************************
* Inline Implementation
******************************************************************************/
// Note: Q_MOVABLE_TYPE means it can be memcpy'd.
Q_DECLARE_TYPEINFO(Vertex, Q_MOVABLE_TYPE);
// Constructors
Q_DECL_CONSTEXPR inline Vertex::Vertex() {}
Q_DECL_CONSTEXPR inline Vertex::Vertex(const QVector3D &position) : m_position(position) {}
Q_DECL_CONSTEXPR inline Vertex::Vertex(const QVector3D &position, const QVector3D &color) : m_position(position), m_color(color) {}
// Accessors / Mutators
Q_DECL_CONSTEXPR inline const QVector3D& Vertex::position() const { return m_position; }
Q_DECL_CONSTEXPR inline const QVector3D& Vertex::color() const { return m_color; }
void inline Vertex::setPosition(const QVector3D& position) { m_position = position; }
void inline Vertex::setColor(const QVector3D& color) { m_color = color; }
// OpenGL Helpers
Q_DECL_CONSTEXPR inline int Vertex::positionOffset() { return offsetof(Vertex, m_position); }
Q_DECL_CONSTEXPR inline int Vertex::colorOffset() { return offsetof(Vertex, m_color); }
Q_DECL_CONSTEXPR inline int Vertex::stride() { return sizeof(Vertex); }
#include "..\Header\OpenGlViewer.h"
#include "..\Header\defines.h"
#include <iostream>
......@@ -33,14 +32,17 @@ OpenGlViewer::OpenGlViewer(QWidget *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;
......@@ -57,26 +59,45 @@ void OpenGlViewer::initializeGL()
initializeOpenGLFunctions();
printContextInformation();
//glEnable(GL_DEPTH_TEST);
// 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(0, GL_FLOAT, Vertex::positionOffset(), Vertex::PositionTupleSize, Vertex::stride());
//m_program->setAttributeBuffer(1, GL_FLOAT, Vertex::colorOffset(), Vertex::ColorTupleSize, Vertex::stride());
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();
......@@ -95,7 +116,44 @@ void OpenGlViewer::paintGL()
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();
}
......@@ -121,6 +179,11 @@ void OpenGlViewer::printContextInformation()
std::cout << glType.toStdString() << " - " << glVersion.toStdString() << " (" << glProfile.toStdString() << ")";
}
QMatrix4x4 OpenGlViewer::getMVPMatrix(unsigned int index) const
{
return QMatrix4x4();
}
void OpenGlViewer::deleteData()
{
if (m_vModels != NULL)
......@@ -163,14 +226,11 @@ void OpenGlViewer::deleteData()
while (!m_vTextures.empty())
{
// remove the last texture
textureData* cursor = m_vTextures.back();
QImage* cursor = m_vTextures.back();
m_vTextures.pop_back();
// delete the texture's data
cursor->data->clear();
//delete the texture's data vector
delete cursor->data;
//delete image
delete cursor;
//delete the texture
delete cursor;
......@@ -181,7 +241,7 @@ void OpenGlViewer::deleteData()
/////////////////////////////////////////////////////////////////////////
// public functions
void OpenGlViewer::setData(std::vector<Model*>* models, std::vector<textureData*> textures)
void OpenGlViewer::setData(std::vector<Model*>* models, std::vector<QImage*> textures)
{
m_vModels = models;
m_vTextures = textures;
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment