Seperate the shader program and mesh binder to seperated source files

master
Jeremy Hu 2018-04-02 14:05:06 +08:00
parent ec154633be
commit b99e0db0b2
7 changed files with 297 additions and 190 deletions

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@ -7,6 +7,12 @@ INCLUDEPATH += src
SOURCES += src/mainwindow.cpp SOURCES += src/mainwindow.cpp
HEADERS += src/mainwindow.h HEADERS += src/mainwindow.h
SOURCES += src/modelshaderprogram.cpp
HEADERS += src/modelshaderprogram.h
SOURCES += src/modelmeshbinder.cpp
HEADERS += src/modelmeshbinder.h
SOURCES += src/modelwidget.cpp SOURCES += src/modelwidget.cpp
HEADERS += src/modelwidget.h HEADERS += src/modelwidget.h

122
src/modelmeshbinder.cpp Normal file
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@ -0,0 +1,122 @@
#include <QMutexLocker>
#include <QFile>
#include <QTextStream>
#include "modelmeshbinder.h"
#include "ds3file.h"
ModelMeshBinder::ModelMeshBinder() :
m_renderTriangleVertexCount(0),
m_renderEdgeVertexCount(0),
m_mesh(NULL),
m_meshUpdated(false)
{
}
ModelMeshBinder::~ModelMeshBinder()
{
delete m_mesh;
}
void ModelMeshBinder::updateMesh(Mesh *mesh)
{
QMutexLocker lock(&m_meshMutex);
if (mesh != m_mesh) {
delete m_mesh;
m_mesh = mesh;
m_meshUpdated = true;
}
}
void ModelMeshBinder::exportMeshAsObj(const QString &filename)
{
QMutexLocker lock(&m_meshMutex);
if (m_mesh) {
QFile file(filename);
if (file.open(QIODevice::WriteOnly)) {
QTextStream stream(&file);
stream << "# " << Ds3FileReader::m_applicationName << endl;
for (std::vector<const QVector3D>::iterator it = m_mesh->vertices().begin() ; it != m_mesh->vertices().end(); ++it) {
stream << "v " << (*it).x() << " " << (*it).y() << " " << (*it).z() << endl;
}
for (std::vector<const std::vector<int>>::iterator it = m_mesh->faces().begin() ; it != m_mesh->faces().end(); ++it) {
stream << "f";
for (std::vector<const int>::iterator subIt = (*it).begin() ; subIt != (*it).end(); ++subIt) {
stream << " " << (1 + *subIt);
}
stream << endl;
}
}
}
}
void ModelMeshBinder::initialize()
{
m_vaoTriangle.create();
m_vaoEdge.create();
}
void ModelMeshBinder::paint()
{
{
QMutexLocker lock(&m_meshMutex);
if (m_meshUpdated) {
if (m_mesh) {
{
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(Vertex));
m_renderTriangleVertexCount = m_mesh->triangleVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glEnableVertexAttribArray(2);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(6 * 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(Vertex));
m_renderEdgeVertexCount = m_mesh->edgeVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glEnableVertexAttribArray(2);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
m_vboEdge.release();
}
} else {
m_renderTriangleVertexCount = 0;
m_renderEdgeVertexCount = 0;
}
m_meshUpdated = false;
}
}
if (m_renderEdgeVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge);
glDrawArrays(GL_LINES, 0, m_renderEdgeVertexCount);
}
if (m_renderTriangleVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoTriangle);
glDrawArrays(GL_TRIANGLES, 0, m_renderTriangleVertexCount);
}
}
void ModelMeshBinder::cleanup()
{
if (m_vboTriangle.isCreated())
m_vboTriangle.destroy();
if (m_vboEdge.isCreated())
m_vboEdge.destroy();
}

31
src/modelmeshbinder.h Normal file
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@ -0,0 +1,31 @@
#ifndef MODEL_MESH_BINDER_H
#define MODEL_MESH_BINDER_H
#include <QOpenGLVertexArrayObject>
#include <QMutex>
#include <QOpenGLBuffer>
#include <QString>
#include "mesh.h"
class ModelMeshBinder
{
public:
ModelMeshBinder();
~ModelMeshBinder();
void updateMesh(Mesh *mesh);
void exportMeshAsObj(const QString &filename);
void initialize();
void paint();
void cleanup();
private:
QOpenGLVertexArrayObject m_vaoTriangle;
QOpenGLBuffer m_vboTriangle;
QOpenGLVertexArrayObject m_vaoEdge;
QOpenGLBuffer m_vboEdge;
Mesh *m_mesh;
QMutex m_meshMutex;
int m_renderTriangleVertexCount;
int m_renderEdgeVertexCount;
bool m_meshUpdated;
};
#endif

101
src/modelshaderprogram.cpp Normal file
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@ -0,0 +1,101 @@
#include <QSurfaceFormat>
#include "modelshaderprogram.h"
static const char *vertexShaderSourceCore =
"#version 150\n"
"in vec4 vertex;\n"
"in vec3 normal;\n"
"in vec3 color;\n"
"out vec3 vert;\n"
"out vec3 vertNormal;\n"
"out vec3 vertColor;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" vertColor = color;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSourceCore =
"#version 150\n"
"in highp vec3 vert;\n"
"in highp vec3 vertNormal;\n"
"in highp vec3 vertColor;\n"
"out highp vec4 fragColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vertColor;\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" fragColor = vec4(col, 1.0);\n"
"}\n";
static const char *vertexShaderSource =
"attribute vec4 vertex;\n"
"attribute vec3 normal;\n"
"attribute vec3 color;\n"
"varying vec3 vert;\n"
"varying vec3 vertNormal;\n"
"varying vec3 vertColor;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" vertColor = color;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSource =
"varying highp vec3 vert;\n"
"varying highp vec3 vertNormal;\n"
"varying highp vec3 vertColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vertColor;\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" gl_FragColor = vec4(col, 1.0);\n"
"}\n";
ModelShaderProgram::ModelShaderProgram()
{
this->addShaderFromSourceCode(QOpenGLShader::Vertex, QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile ? vertexShaderSourceCore : vertexShaderSource);
this->addShaderFromSourceCode(QOpenGLShader::Fragment, QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile ? fragmentShaderSourceCore : fragmentShaderSource);
this->bindAttributeLocation("vertex", 0);
this->bindAttributeLocation("normal", 1);
this->bindAttributeLocation("color", 2);
this->link();
this->bind();
m_projMatrixLoc = this->uniformLocation("projMatrix");
m_mvMatrixLoc = this->uniformLocation("mvMatrix");
m_normalMatrixLoc = this->uniformLocation("normalMatrix");
m_lightPosLoc = this->uniformLocation("lightPos");
}
int ModelShaderProgram::projMatrixLoc()
{
return m_projMatrixLoc;
}
int ModelShaderProgram::mvMatrixLoc()
{
return m_mvMatrixLoc;
}
int ModelShaderProgram::normalMatrixLoc()
{
return m_normalMatrixLoc;
}
int ModelShaderProgram::lightPosLoc()
{
return m_lightPosLoc;
}

20
src/modelshaderprogram.h Normal file
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@ -0,0 +1,20 @@
#ifndef MODEL_SHADER_PROGRAM_H
#define MODEL_SHADER_PROGRAM_H
#include <QOpenGLShaderProgram>
class ModelShaderProgram : public QOpenGLShaderProgram
{
public:
ModelShaderProgram();
int projMatrixLoc();
int mvMatrixLoc();
int normalMatrixLoc();
int lightPosLoc();
private:
int m_projMatrixLoc;
int m_mvMatrixLoc;
int m_normalMatrixLoc;
int m_lightPosLoc;
};
#endif

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@ -16,15 +16,10 @@ ModelWidget::ModelWidget(QWidget *parent)
m_xRot(0), m_xRot(0),
m_yRot(0), m_yRot(0),
m_zRot(0), m_zRot(0),
m_program(0), m_program(NULL),
m_renderTriangleVertexCount(0),
m_renderEdgeVertexCount(0),
m_mesh(NULL),
m_meshUpdated(false),
m_moveStarted(false), m_moveStarted(false),
m_graphicsView(NULL) m_graphicsView(NULL)
{ {
m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
// --transparent causes the clear color to be transparent. Therefore, on systems that // --transparent causes the clear color to be transparent. Therefore, on systems that
// support it, the widget will become transparent apart from the logo. // support it, the widget will become transparent apart from the logo.
if (m_transparent) { if (m_transparent) {
@ -49,7 +44,6 @@ void ModelWidget::setGraphicsView(SkeletonEditGraphicsView *view)
ModelWidget::~ModelWidget() ModelWidget::~ModelWidget()
{ {
cleanup(); cleanup();
delete m_mesh;
} }
static void qNormalizeAngle(int &angle) static void qNormalizeAngle(int &angle)
@ -95,76 +89,12 @@ void ModelWidget::cleanup()
if (m_program == nullptr) if (m_program == nullptr)
return; return;
makeCurrent(); makeCurrent();
if (m_vboTriangle.isCreated()) m_meshBinder.cleanup();
m_vboTriangle.destroy();
delete m_program; delete m_program;
m_program = 0; m_program = 0;
doneCurrent(); doneCurrent();
} }
static const char *vertexShaderSourceCore =
"#version 150\n"
"in vec4 vertex;\n"
"in vec3 normal;\n"
"in vec3 color;\n"
"out vec3 vert;\n"
"out vec3 vertNormal;\n"
"out vec3 vertColor;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" vertColor = color;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSourceCore =
"#version 150\n"
"in highp vec3 vert;\n"
"in highp vec3 vertNormal;\n"
"in highp vec3 vertColor;\n"
"out highp vec4 fragColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vertColor;\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" fragColor = vec4(col, 1.0);\n"
"}\n";
static const char *vertexShaderSource =
"attribute vec4 vertex;\n"
"attribute vec3 normal;\n"
"attribute vec3 color;\n"
"varying vec3 vert;\n"
"varying vec3 vertNormal;\n"
"varying vec3 vertColor;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" vertColor = color;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSource =
"varying highp vec3 vert;\n"
"varying highp vec3 vertNormal;\n"
"varying highp vec3 vertColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vertColor;\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" gl_FragColor = vec4(col, 1.0);\n"
"}\n";
void ModelWidget::initializeGL() void ModelWidget::initializeGL()
{ {
// In this example the widget's corresponding top-level window can change // In this example the widget's corresponding top-level window can change
@ -184,33 +114,20 @@ void ModelWidget::initializeGL()
glClearColor(bgcolor.redF(), bgcolor.greenF(), bgcolor.blueF(), 1); glClearColor(bgcolor.redF(), bgcolor.greenF(), bgcolor.blueF(), 1);
} }
m_program = new QOpenGLShaderProgram; m_program = new ModelShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("normal", 1);
m_program->bindAttributeLocation("color", 2);
m_program->link();
m_program->bind();
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x // Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
// implementations this is optional and support may not be present // implementations this is optional and support may not be present
// at all. Nonetheless the below code works in all cases and makes // at all. Nonetheless the below code works in all cases and makes
// sure there is a VAO when one is needed. // sure there is a VAO when one is needed.
m_vaoTriangle.create(); m_meshBinder.initialize();
m_vaoEdge.create();
// Our camera never changes in this example. // Our camera never changes in this example.
m_camera.setToIdentity(); m_camera.setToIdentity();
m_camera.translate(0, 0, -2.5); m_camera.translate(0, 0, -2.5);
// Light position is fixed. // Light position is fixed.
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70)); m_program->setUniformValue(m_program->lightPosLoc(), QVector3D(0, 0, 70));
m_program->release(); m_program->release();
} }
@ -227,66 +144,14 @@ void ModelWidget::paintGL()
m_world.rotate(m_yRot / 16.0f, 0, 1, 0); m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
m_world.rotate(m_zRot / 16.0f, 0, 0, 1); m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
{
QMutexLocker lock(&m_meshMutex);
if (m_meshUpdated) {
if (m_mesh) {
{
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(Vertex));
m_renderTriangleVertexCount = m_mesh->triangleVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glEnableVertexAttribArray(2);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(6 * 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(Vertex));
m_renderEdgeVertexCount = m_mesh->edgeVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glEnableVertexAttribArray(2);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(GLfloat), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
m_vboEdge.release();
}
} else {
m_renderTriangleVertexCount = 0;
m_renderEdgeVertexCount = 0;
}
m_meshUpdated = false;
}
}
m_program->bind(); m_program->bind();
m_program->setUniformValue(m_projMatrixLoc, m_proj); m_program->setUniformValue(m_program->projMatrixLoc(), m_proj);
m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world); m_program->setUniformValue(m_program->mvMatrixLoc(), m_camera * m_world);
QMatrix3x3 normalMatrix = m_world.normalMatrix(); QMatrix3x3 normalMatrix = m_world.normalMatrix();
m_program->setUniformValue(m_normalMatrixLoc, normalMatrix); m_program->setUniformValue(m_program->normalMatrixLoc(), normalMatrix);
if (m_renderEdgeVertexCount > 0) { m_meshBinder.paint();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge);
glDrawArrays(GL_LINES, 0, m_renderEdgeVertexCount);
}
if (m_renderTriangleVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoTriangle);
glDrawArrays(GL_TRIANGLES, 0, m_renderTriangleVertexCount);
}
m_program->release(); m_program->release();
} }
@ -365,33 +230,11 @@ void ModelWidget::wheelEvent(QWheelEvent *event)
void ModelWidget::updateMesh(Mesh *mesh) void ModelWidget::updateMesh(Mesh *mesh)
{ {
QMutexLocker lock(&m_meshMutex); m_meshBinder.updateMesh(mesh);
if (mesh != m_mesh) { update();
delete m_mesh;
m_mesh = mesh;
m_meshUpdated = true;
update();
}
} }
void ModelWidget::exportMeshAsObj(const QString &filename) void ModelWidget::exportMeshAsObj(const QString &filename)
{ {
QMutexLocker lock(&m_meshMutex); m_meshBinder.exportMeshAsObj(filename);
if (m_mesh) {
QFile file(filename);
if (file.open(QIODevice::WriteOnly)) {
QTextStream stream(&file);
stream << "# " << Ds3FileReader::m_applicationName << endl;
for (std::vector<const QVector3D>::iterator it = m_mesh->vertices().begin() ; it != m_mesh->vertices().end(); ++it) {
stream << "v " << (*it).x() << " " << (*it).y() << " " << (*it).z() << endl;
}
for (std::vector<const std::vector<int>>::iterator it = m_mesh->faces().begin() ; it != m_mesh->faces().end(); ++it) {
stream << "f";
for (std::vector<const int>::iterator subIt = (*it).begin() ; subIt != (*it).end(); ++subIt) {
stream << " " << (1 + *subIt);
}
stream << endl;
}
}
}
} }

View File

@ -1,6 +1,5 @@
#ifndef MODEL_WIDGET_H #ifndef MODEL_WIDGET_H
#define MODEL_WIDGET_H #define MODEL_WIDGET_H
#include <QOpenGLWidget> #include <QOpenGLWidget>
#include <QOpenGLFunctions> #include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject> #include <QOpenGLVertexArrayObject>
@ -9,8 +8,8 @@
#include <QMutex> #include <QMutex>
#include <QRubberBand> #include <QRubberBand>
#include "mesh.h" #include "mesh.h"
#include "modelshaderprogram.h"
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram) #include "modelmeshbinder.h"
class SkeletonEditGraphicsView; class SkeletonEditGraphicsView;
@ -49,34 +48,19 @@ protected:
void wheelEvent(QWheelEvent *event) override; void wheelEvent(QWheelEvent *event) override;
void mouseReleaseEvent(QMouseEvent *event) override; void mouseReleaseEvent(QMouseEvent *event) override;
private: private:
bool m_core;
int m_xRot; int m_xRot;
int m_yRot; int m_yRot;
int m_zRot; int m_zRot;
QPoint m_lastPos; QPoint m_lastPos;
QOpenGLVertexArrayObject m_vaoTriangle; ModelMeshBinder m_meshBinder;
QOpenGLBuffer m_vboTriangle; ModelShaderProgram *m_program;
QOpenGLVertexArrayObject m_vaoEdge;
QOpenGLBuffer m_vboEdge;
QOpenGLShaderProgram *m_program;
int m_renderTriangleVertexCount;
int m_renderEdgeVertexCount;
int m_projMatrixLoc;
int m_mvMatrixLoc;
int m_normalMatrixLoc;
int m_lightPosLoc;
QMatrix4x4 m_proj; QMatrix4x4 m_proj;
QMatrix4x4 m_camera; QMatrix4x4 m_camera;
QMatrix4x4 m_world; QMatrix4x4 m_world;
static bool m_transparent; static bool m_transparent;
Mesh *m_mesh;
QMutex m_meshMutex;
bool m_meshUpdated;
bool m_moveStarted; bool m_moveStarted;
QPoint m_moveStartPos; QPoint m_moveStartPos;
QRect m_moveStartGeometry; QRect m_moveStartGeometry;
SkeletonEditGraphicsView *m_graphicsView; SkeletonEditGraphicsView *m_graphicsView;
}; };