dust3d/src/modelmeshbinder.cpp

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#include <QMutexLocker>
#include <QFile>
#include <QTextStream>
#include <QFileInfo>
#include <map>
#include <QDebug>
#include <QDir>
#include <QSurfaceFormat>
#include "modelmeshbinder.h"
#include "ddsfile.h"
#include "preferences.h"
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ModelMeshBinder::ModelMeshBinder(bool toolEnabled) :
m_toolEnabled(toolEnabled)
{
}
ModelMeshBinder::~ModelMeshBinder()
{
delete m_mesh;
delete m_newMesh;
delete m_texture;
delete m_normalMap;
delete m_metalnessRoughnessAmbientOcclusionMap;
delete m_environmentIrradianceMap;
delete m_environmentSpecularMap;
delete m_toonNormalMap;
delete m_toonDepthMap;
delete m_newToonNormalMap;
delete m_newToonDepthMap;
delete m_currentToonNormalMap;
delete m_currentToonDepthMap;
}
void ModelMeshBinder::updateMesh(Model *mesh)
{
QMutexLocker lock(&m_newMeshMutex);
if (mesh != m_mesh) {
delete m_newMesh;
m_newMesh = mesh;
m_newMeshComing = true;
}
}
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void ModelMeshBinder::reloadMesh()
{
Model *mesh = nullptr;
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{
QMutexLocker lock(&m_newMeshMutex);
if (nullptr == m_mesh)
return;
mesh = new Model(*m_mesh);
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}
if (nullptr != mesh)
updateMesh(mesh);
}
void ModelMeshBinder::initialize()
{
m_vaoTriangle.create();
m_vaoEdge.create();
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if (m_toolEnabled)
m_vaoTool.create();
}
void ModelMeshBinder::enableEnvironmentLight()
{
m_environmentLightEnabled = true;
}
Model *ModelMeshBinder::fetchCurrentMesh()
{
QMutexLocker lock(&m_meshMutex);
if (nullptr == m_mesh)
return nullptr;
return new Model(*m_mesh);
}
void ModelMeshBinder::paint(ModelShaderProgram *program)
{
Model *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;
}
}
if (m_newToonMapsComing) {
QMutexLocker lock(&m_toonNormalAndDepthMapMutex);
if (m_newToonMapsComing) {
delete m_toonNormalMap;
m_toonNormalMap = nullptr;
delete m_currentToonNormalMap;
m_currentToonNormalMap = nullptr;
if (nullptr != m_newToonNormalMap) {
m_toonNormalMap = new QOpenGLTexture(*m_newToonNormalMap);
m_currentToonNormalMap = m_newToonNormalMap;
m_newToonNormalMap = nullptr;
}
delete m_toonDepthMap;
m_toonDepthMap = nullptr;
delete m_currentToonDepthMap;
m_currentToonDepthMap = nullptr;
if (nullptr != m_newToonDepthMap) {
m_toonDepthMap = new QOpenGLTexture(*m_newToonDepthMap);
m_currentToonDepthMap = m_newToonDepthMap;
m_newToonDepthMap = nullptr;
}
m_newToonMapsComing = false;
}
}
{
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;
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if (m_hasTexture) {
if (m_checkUvEnabled) {
static QImage *s_checkUv = nullptr;
if (nullptr == s_checkUv)
s_checkUv = new QImage(":/resources/checkuv.png");
m_texture = new QOpenGLTexture(*s_checkUv);
} else {
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());
delete m_environmentIrradianceMap;
m_environmentIrradianceMap = nullptr;
delete m_environmentSpecularMap;
m_environmentSpecularMap = nullptr;
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if (program->isCoreProfile() &&
m_environmentLightEnabled &&
(m_hasMetalnessMap || m_hasRoughnessMap)) {
DdsFileReader irradianceFile(":/resources/cedar_bridge_irradiance.dds");
m_environmentIrradianceMap = irradianceFile.createOpenGLTexture();
DdsFileReader specularFile(":/resources/cedar_bridge_specular.dds");
m_environmentSpecularMap = specularFile.createOpenGLTexture();
}
{
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->glEnableVertexAttribArray(7);
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)));
f->glVertexAttribPointer(7, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(16 * 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->glEnableVertexAttribArray(7);
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)));
f->glVertexAttribPointer(7, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(16 * sizeof(GLfloat)));
m_vboEdge.release();
}
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if (m_toolEnabled) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoTool);
if (m_vboTool.isCreated())
m_vboTool.destroy();
m_vboTool.create();
m_vboTool.bind();
m_vboTool.allocate(m_mesh->toolVertices(), m_mesh->toolVertexCount() * sizeof(ShaderVertex));
m_renderToolVertexCount = m_mesh->toolVertexCount();
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->glEnableVertexAttribArray(7);
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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)));
f->glVertexAttribPointer(7, 1, GL_FLOAT, GL_FALSE, sizeof(ShaderVertex), reinterpret_cast<void *>(16 * sizeof(GLfloat)));
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m_vboTool.release();
} else {
m_renderToolVertexCount = 0;
}
} else {
m_renderTriangleVertexCount = 0;
m_renderEdgeVertexCount = 0;
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m_renderToolVertexCount = 0;
}
}
}
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program->setUniformValue(program->textureIdLoc(), 0);
program->setUniformValue(program->normalMapIdLoc(), 1);
program->setUniformValue(program->metalnessRoughnessAmbientOcclusionMapIdLoc(), 2);
program->setUniformValue(program->environmentIrradianceMapIdLoc(), 3);
program->setUniformValue(program->environmentSpecularMapIdLoc(), 4);
program->setUniformValue(program->toonNormalMapIdLoc(), 5);
program->setUniformValue(program->toonDepthMapIdLoc(), 6);
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();
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// glDrawArrays GL_LINES crashs on Mesa GL
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if (program->isCoreProfile()) {
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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);
if (program->isCoreProfile()) {
program->setUniformValue(program->environmentIrradianceMapEnabledLoc(), 0);
program->setUniformValue(program->environmentSpecularMapEnabledLoc(), 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->textureEnabledLoc(), 1);
} else {
program->setUniformValue(program->textureEnabledLoc(), 0);
}
if (m_hasNormalMap) {
if (m_normalMap)
m_normalMap->bind(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);
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}
program->setUniformValue(program->metalnessMapEnabledLoc(), m_hasMetalnessMap ? 1 : 0);
program->setUniformValue(program->roughnessMapEnabledLoc(), m_hasRoughnessMap ? 1 : 0);
program->setUniformValue(program->ambientOcclusionMapEnabledLoc(), m_hasAmbientOcclusionMap ? 1 : 0);
if (program->isCoreProfile()) {
if (nullptr != m_environmentIrradianceMap) {
m_environmentIrradianceMap->bind(3);
program->setUniformValue(program->environmentIrradianceMapEnabledLoc(), 1);
} else {
program->setUniformValue(program->environmentIrradianceMapEnabledLoc(), 0);
}
if (nullptr != m_environmentSpecularMap) {
m_environmentSpecularMap->bind(4);
program->setUniformValue(program->environmentSpecularMapEnabledLoc(), 1);
} else {
program->setUniformValue(program->environmentSpecularMapEnabledLoc(), 0);
}
}
if (nullptr != m_toonNormalMap && nullptr != m_toonDepthMap) {
m_toonNormalMap->bind(5);
m_toonDepthMap->bind(6);
program->setUniformValue(program->toonEdgeEnabledLoc(), (int)Preferences::instance().toonLine());
}
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f->glDrawArrays(GL_TRIANGLES, 0, m_renderTriangleVertexCount);
}
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if (m_toolEnabled) {
if (m_renderToolVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoTool);
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);
if (program->isCoreProfile()) {
program->setUniformValue(program->environmentIrradianceMapEnabledLoc(), 0);
program->setUniformValue(program->environmentSpecularMapEnabledLoc(), 0);
}
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f->glDrawArrays(GL_TRIANGLES, 0, m_renderToolVertexCount);
}
}
}
void ModelMeshBinder::fetchCurrentToonNormalAndDepthMaps(QImage *normalMap, QImage *depthMap)
{
QMutexLocker lock(&m_toonNormalAndDepthMapMutex);
if (nullptr != normalMap && nullptr != m_currentToonNormalMap)
*normalMap = *m_currentToonNormalMap;
if (nullptr != depthMap && nullptr != m_currentToonDepthMap)
*depthMap = *m_currentToonDepthMap;
}
void ModelMeshBinder::updateToonNormalAndDepthMaps(QImage *normalMap, QImage *depthMap)
{
QMutexLocker lock(&m_toonNormalAndDepthMapMutex);
delete m_newToonNormalMap;
m_newToonNormalMap = normalMap;
delete m_newToonDepthMap;
m_newToonDepthMap = depthMap;
m_newToonMapsComing = true;
}
void ModelMeshBinder::cleanup()
{
if (m_vboTriangle.isCreated())
m_vboTriangle.destroy();
if (m_vboEdge.isCreated())
m_vboEdge.destroy();
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if (m_toolEnabled) {
if (m_vboTool.isCreated())
m_vboTool.destroy();
}
delete m_texture;
m_texture = nullptr;
delete m_normalMap;
m_normalMap = nullptr;
delete m_metalnessRoughnessAmbientOcclusionMap;
m_metalnessRoughnessAmbientOcclusionMap = nullptr;
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delete m_environmentIrradianceMap;
m_environmentIrradianceMap = nullptr;
delete m_environmentSpecularMap;
m_environmentSpecularMap = nullptr;
delete m_toonNormalMap;
m_toonNormalMap = nullptr;
delete m_toonDepthMap;
m_toonDepthMap = 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;
}
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void ModelMeshBinder::enableCheckUv()
{
m_checkUvEnabled = true;
}
void ModelMeshBinder::disableCheckUv()
{
m_checkUvEnabled = false;
}
bool ModelMeshBinder::isCheckUvEnabled()
{
return m_checkUvEnabled;
}