dust3d/src/modelmeshbinder.cpp

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#include <QMutexLocker>
#include <QFile>
#include <QTextStream>
#include <QFileInfo>
#include <map>
#include <QDebug>
#include <QDir>
#include "modelmeshbinder.h"
#include "ds3file.h"
ModelMeshBinder::ModelMeshBinder() :
m_mesh(nullptr),
m_newMesh(nullptr),
m_renderTriangleVertexCount(0),
m_renderEdgeVertexCount(0),
m_newMeshComing(false),
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m_showWireframes(false),
m_hasTexture(false),
m_texture(nullptr),
m_hasNormalMap(false),
m_normalMap(nullptr),
m_hasMetalnessMap(false),
m_hasRoughnessMap(false),
m_hasAmbientOcclusionMap(false),
m_metalnessRoughnessAmbientOcclusionMap(nullptr)
{
}
ModelMeshBinder::~ModelMeshBinder()
{
delete m_mesh;
delete m_newMesh;
delete m_texture;
delete m_normalMap;
delete m_metalnessRoughnessAmbientOcclusionMap;
}
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void ModelMeshBinder::updateMesh(MeshLoader *mesh)
{
QMutexLocker lock(&m_newMeshMutex);
if (mesh != m_mesh) {
delete m_newMesh;
m_newMesh = mesh;
m_newMeshComing = true;
}
}
void ModelMeshBinder::initialize()
{
m_vaoTriangle.create();
m_vaoEdge.create();
}
void ModelMeshBinder::paint(ModelShaderProgram *program)
{
MeshLoader *newMesh = nullptr;
bool hasNewMesh = false;
if (m_newMeshComing) {
QMutexLocker lock(&m_newMeshMutex);
if (m_newMeshComing) {
newMesh = m_newMesh;
m_newMesh = nullptr;
m_newMeshComing = false;
hasNewMesh = true;
}
}
{
QMutexLocker lock(&m_meshMutex);
if (hasNewMesh) {
delete m_mesh;
m_mesh = newMesh;
if (m_mesh) {
m_hasTexture = nullptr != m_mesh->textureImage();
delete m_texture;
m_texture = nullptr;
if (m_hasTexture)
m_texture = new QOpenGLTexture(*m_mesh->textureImage());
m_hasNormalMap = nullptr != m_mesh->normalMapImage();
delete m_normalMap;
m_normalMap = nullptr;
if (m_hasNormalMap)
m_normalMap = new QOpenGLTexture(*m_mesh->normalMapImage());
m_hasMetalnessMap = m_mesh->hasMetalnessInImage();
m_hasRoughnessMap = m_mesh->hasRoughnessInImage();
m_hasAmbientOcclusionMap = m_mesh->hasAmbientOcclusionInImage();
delete m_metalnessRoughnessAmbientOcclusionMap;
m_metalnessRoughnessAmbientOcclusionMap = nullptr;
if (nullptr != m_mesh->metalnessRoughnessAmbientOcclusionImage() &&
(m_hasMetalnessMap || m_hasRoughnessMap || m_hasAmbientOcclusionMap))
m_metalnessRoughnessAmbientOcclusionMap = new QOpenGLTexture(*m_mesh->metalnessRoughnessAmbientOcclusionImage());
{
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoTriangle);
if (m_vboTriangle.isCreated())
m_vboTriangle.destroy();
m_vboTriangle.create();
m_vboTriangle.bind();
m_vboTriangle.allocate(m_mesh->triangleVertices(), m_mesh->triangleVertexCount() * sizeof(ShaderVertex));
m_renderTriangleVertexCount = m_mesh->triangleVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glEnableVertexAttribArray(2);
f->glEnableVertexAttribArray(3);
f->glEnableVertexAttribArray(4);
f->glEnableVertexAttribArray(5);
f->glEnableVertexAttribArray(6);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
f->glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(9 * sizeof(GLfloat)));
f->glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(11 * sizeof(GLfloat)));
f->glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(12 * sizeof(GLfloat)));
f->glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(13 * sizeof(GLfloat)));
m_vboTriangle.release();
}
{
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge);
if (m_vboEdge.isCreated())
m_vboEdge.destroy();
m_vboEdge.create();
m_vboEdge.bind();
m_vboEdge.allocate(m_mesh->edgeVertices(), m_mesh->edgeVertexCount() * sizeof(ShaderVertex));
m_renderEdgeVertexCount = m_mesh->edgeVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glEnableVertexAttribArray(2);
f->glEnableVertexAttribArray(3);
f->glEnableVertexAttribArray(4);
f->glEnableVertexAttribArray(5);
f->glEnableVertexAttribArray(6);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
f->glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(9 * sizeof(GLfloat)));
f->glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(11 * sizeof(GLfloat)));
f->glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(12 * sizeof(GLfloat)));
f->glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(13 * sizeof(GLfloat)));
m_vboEdge.release();
}
} else {
m_renderTriangleVertexCount = 0;
m_renderEdgeVertexCount = 0;
}
}
}
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if (m_showWireframes) {
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if (m_renderEdgeVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge);
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
program->setUniformValue(program->textureEnabledLoc(), 0);
program->setUniformValue(program->normalMapEnabledLoc(), 0);
program->setUniformValue(program->metalnessMapEnabledLoc(), 0);
program->setUniformValue(program->roughnessMapEnabledLoc(), 0);
program->setUniformValue(program->ambientOcclusionMapEnabledLoc(), 0);
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f->glDrawArrays(GL_LINES, 0, m_renderEdgeVertexCount);
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}
}
if (m_renderTriangleVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoTriangle);
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
if (m_hasTexture) {
if (m_texture)
m_texture->bind(0);
program->setUniformValue(program->textureIdLoc(), 0);
program->setUniformValue(program->textureEnabledLoc(), 1);
} else {
program->setUniformValue(program->textureEnabledLoc(), 0);
}
if (m_hasNormalMap) {
if (m_normalMap)
m_normalMap->bind(1);
program->setUniformValue(program->normalMapIdLoc(), 1);
program->setUniformValue(program->normalMapEnabledLoc(), 1);
} else {
program->setUniformValue(program->normalMapEnabledLoc(), 0);
}
if (m_hasMetalnessMap || m_hasRoughnessMap || m_hasAmbientOcclusionMap) {
if (m_metalnessRoughnessAmbientOcclusionMap)
m_metalnessRoughnessAmbientOcclusionMap->bind(2);
program->setUniformValue(program->metalnessRoughnessAmbientOcclusionMapIdLoc(), 2);
}
program->setUniformValue(program->metalnessMapEnabledLoc(), m_hasMetalnessMap ? 1 : 0);
program->setUniformValue(program->roughnessMapEnabledLoc(), m_hasRoughnessMap ? 1 : 0);
program->setUniformValue(program->ambientOcclusionMapEnabledLoc(), m_hasAmbientOcclusionMap ? 1 : 0);
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f->glDrawArrays(GL_TRIANGLES, 0, m_renderTriangleVertexCount);
}
}
void ModelMeshBinder::cleanup()
{
if (m_vboTriangle.isCreated())
m_vboTriangle.destroy();
if (m_vboEdge.isCreated())
m_vboEdge.destroy();
delete m_texture;
m_texture = nullptr;
delete m_normalMap;
m_normalMap = nullptr;
delete m_metalnessRoughnessAmbientOcclusionMap;
m_metalnessRoughnessAmbientOcclusionMap = nullptr;
}
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void ModelMeshBinder::showWireframes()
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{
m_showWireframes = true;
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}
void ModelMeshBinder::hideWireframes()
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{
m_showWireframes = false;
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}
bool ModelMeshBinder::isWireframesVisible()
{
return m_showWireframes;
}