Commit 53ac8c3e authored by Anakin's avatar Anakin

copied from the old Ppoject:

shaders,
object class
Modified to use better names and use Qt things
parent 5faf584d
#pragma once
#include <fstream>
#include <vector>
#include <QMatrix4x4>
enum ModelTyp {
null,
dynamicMesh,
cloth,
bone,
staticMesh,
shadowMesh = 6
};
struct BoundingBox {
float quaternion[4];
float center[3];
float extents[3];
};
struct ChunkHeader {
char name[5];
std::uint32_t size;
std::streampos position;
};
struct Segment {
std::uint32_t textureIndex = 0;
float* vertex = nullptr;
float* uv = nullptr;
std::vector<std::vector<std::uint32_t>> polyIndices; // indices into vertex array
};
struct Model {
std::string name = "";
std::string parent = "";
ModelTyp type = null;
std::int32_t renderFlags = -1;
QMatrix4x4 m4x4Translation;
std::vector<Segment*> segmList;
};
class MshFile
{
public:
MshFile(const char* path);
~MshFile();
private:
std::vector<Model*>* m_vModels;
std::fstream m_fsMesh;
std::vector<std::string> m_vTextureNames;
BoundingBox m_sceneBbox;
private:
void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t length);
void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
void analyseModlChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseGeomChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseSegmChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseClthChunks(Model* dataDestination, std::list<ChunkHeader*> &chunkList);
void readVertex(Segment* dataDestination, std::streampos position);
void readUV(Segment* dataDestination, std::streampos position);
public:
std::vector<Model*>* getModels() const;
std::vector<std::string> getTextureNames() const;
BoundingBox getBoundingBox() const;
};
\ No newline at end of file
#pragma once
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLBuffer>
#include <QOPenGLVertexArrayObject>
#include <QOpenGlShaderProgram>
#include "..\Header\MshFile.h"
struct Vertex {
GLfloat position[3];
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
{
......@@ -15,17 +27,37 @@ public:
~OpenGlViewer();
private:
QOpenGLBuffer mVertexBuffer;
QOpenGLVertexArrayObject mVertexArray;
QOpenGLShaderProgram* mProgram = nullptr;
// OpenGL ======================================
QOpenGLBuffer m_vertexBuffer;
QOpenGLVertexArrayObject m_vertexArray;
QOpenGLShaderProgram* m_program = nullptr;
private:
void printContextInformation();
// Data ========================================
std::vector<Model*>* m_vModels = nullptr;
std::vector<textureData*> m_vTextures;
BoundingBox m_sceneBoundings;
// Transformation ==============================
float m_fRotX = 0;
float m_fRotY = 0;
float m_fRotZ = 0;
float m_fTranX = 0;
float m_fTranY = 0;
float m_fTranZ = 0;
// Camera ======================================
float m_fFOV = 45.0f;
float m_fMinView = 0.1f;
float m_fMaxView = 100.0f;
protected:
private:
virtual void initializeGL() override final;
virtual void resizeGL(int w, int h) override final;
virtual void paintGL() override final;
void printContextInformation();
void deleteData();
public:
void setData(std::vector<Model*>* models, std::vector<textureData*> textures);
};
#ifndef VERTEX_H
#define VERTEX_H
#pragma once
#include <QVector3D>
......@@ -51,5 +50,3 @@ void inline Vertex::setColor(const QVector3D& color) { m_color = color; }
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); }
#endif // VERTEX_H
\ No newline at end of file
......@@ -5,6 +5,4 @@
#define WINDOW_HEIGHT 480
#define DEFAULT_STATUS_MESSAGE "Mesh Viewer pre alpha by Anakin"
#define DEFAULT_MAJOR_VERSION 4