#include #include #include #include "modeloffscreenrender.h" ModelOffscreenRender::ModelOffscreenRender(const QSurfaceFormat &format, QScreen *targetScreen) : QOffscreenSurface(targetScreen), m_context(nullptr), m_mesh(nullptr) { setFormat(format); create(); if (!isValid()) qDebug() << "ModelOffscreenRender is invalid"; } ModelOffscreenRender::~ModelOffscreenRender() { // FIXME: If delete m_renderFbo inside toImage, // sometimes, the application will freeze, maybe there are dead locks inside the desctruction call // move it here can make sure it will be deleted on the main GUI thread to avoid dead locks delete m_renderFbo; destroy(); delete m_mesh; delete m_normalMap; delete m_depthMap; } void ModelOffscreenRender::updateMesh(Model *mesh) { delete m_mesh; m_mesh = mesh; } void ModelOffscreenRender::setRenderThread(QThread *thread) { this->moveToThread(thread); } void ModelOffscreenRender::setXRotation(int angle) { m_xRot = angle; } void ModelOffscreenRender::setYRotation(int angle) { m_yRot = angle; } void ModelOffscreenRender::setZRotation(int angle) { m_zRot = angle; } void ModelOffscreenRender::setEyePosition(const QVector3D &eyePosition) { m_eyePosition = eyePosition; } void ModelOffscreenRender::setRenderPurpose(int purpose) { m_renderPurpose = purpose; } void ModelOffscreenRender::setToonShading(bool toonShading) { m_toonShading = toonShading; } void ModelOffscreenRender::updateToonNormalAndDepthMaps(QImage *normalMap, QImage *depthMap) { delete m_normalMap; m_normalMap = normalMap; delete m_depthMap; m_depthMap = depthMap; } QImage ModelOffscreenRender::toImage(const QSize &size) { QImage image; m_context = new QOpenGLContext(); m_context->setFormat(format()); if (!m_context->create()) { delete m_context; m_context = nullptr; qDebug() << "QOpenGLContext create failed"; return image; } if (!m_context->makeCurrent(this)) { delete m_context; m_context = nullptr; qDebug() << "QOpenGLContext makeCurrent failed"; return image; } QOpenGLFramebufferObjectFormat format; format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); format.setSamples(4); format.setTextureTarget(GL_TEXTURE_2D); format.setInternalTextureFormat(GL_RGBA32F_ARB); m_renderFbo = new QOpenGLFramebufferObject(size, format); m_renderFbo->bind(); m_context->functions()->glViewport(0, 0, size.width(), size.height()); if (nullptr != m_mesh) { QMatrix4x4 projection; QMatrix4x4 world; QMatrix4x4 camera; bool isCoreProfile = false; const char *versionString = (const char *)m_context->functions()->glGetString(GL_VERSION); if (nullptr != versionString && '\0' != versionString[0] && 0 == strstr(versionString, "Mesa")) { isCoreProfile = m_context->format().profile() == QSurfaceFormat::CoreProfile; } ModelShaderProgram *program = new ModelShaderProgram(isCoreProfile); ModelMeshBinder meshBinder; meshBinder.initialize(); meshBinder.hideWireframes(); if (nullptr != m_normalMap && nullptr != m_depthMap) { meshBinder.updateToonNormalAndDepthMaps(m_normalMap, m_depthMap); m_normalMap = nullptr; m_depthMap = nullptr; } m_context->functions()->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_context->functions()->glEnable(GL_BLEND); m_context->functions()->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); m_context->functions()->glEnable(GL_DEPTH_TEST); m_context->functions()->glEnable(GL_CULL_FACE); #ifdef GL_LINE_SMOOTH m_context->functions()->glEnable(GL_LINE_SMOOTH); #endif world.setToIdentity(); world.rotate(m_xRot / 16.0f, 1, 0, 0); world.rotate(m_yRot / 16.0f, 0, 1, 0); world.rotate(m_zRot / 16.0f, 0, 0, 1); projection.setToIdentity(); projection.perspective(45.0f, GLfloat(size.width()) / size.height(), 0.01f, 100.0f); camera.setToIdentity(); camera.translate(m_eyePosition); program->bind(); program->setUniformValue(program->eyePosLoc(), m_eyePosition); program->setUniformValue(program->toonShadingEnabledLoc(), m_toonShading ? 1 : 0); program->setUniformValue(program->projectionMatrixLoc(), projection); program->setUniformValue(program->modelMatrixLoc(), world); QMatrix3x3 normalMatrix = world.normalMatrix(); program->setUniformValue(program->normalMatrixLoc(), normalMatrix); program->setUniformValue(program->viewMatrixLoc(), camera); program->setUniformValue(program->textureEnabledLoc(), 0); program->setUniformValue(program->normalMapEnabledLoc(), 0); program->setUniformValue(program->mousePickEnabledLoc(), 0); program->setUniformValue(program->renderPurposeLoc(), m_renderPurpose); program->setUniformValue(program->toonEdgeEnabledLoc(), 0); program->setUniformValue(program->screenWidthLoc(), (GLfloat)size.width()); program->setUniformValue(program->screenHeightLoc(), (GLfloat)size.height()); program->setUniformValue(program->toonNormalMapIdLoc(), 0); program->setUniformValue(program->toonDepthMapIdLoc(), 0); meshBinder.updateMesh(m_mesh); meshBinder.paint(program); meshBinder.cleanup(); program->release(); delete program; m_mesh = nullptr; } m_context->functions()->glFlush(); image = m_renderFbo->toImage(); m_renderFbo->release(); m_context->doneCurrent(); delete m_context; m_context = nullptr; return image; }