#include "model_offscreen_render.h" #include "model_opengl_object.h" #include "model_opengl_program.h" ModelOffscreenRender::ModelOffscreenRender(const QSurfaceFormat &format, QScreen *targetScreen): QOffscreenSurface(targetScreen), m_context(nullptr), m_mesh(nullptr) { setFormat(format); create(); } ModelOffscreenRender::~ModelOffscreenRender() { // FIXME: If delete m_renderFbo inside toImage, // sometimes, the application will freeze, maybe there are dead locks inside the destruction 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; } 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::setMoveToPosition(const QVector3D &moveToPosition) { m_moveToPosition = moveToPosition; } void ModelOffscreenRender::setRenderThread(QThread *thread) { moveToThread(thread); } void ModelOffscreenRender::updateMesh(ModelMesh *mesh) { delete m_mesh; m_mesh = mesh; } QImage ModelOffscreenRender::toImage(const QSize &size) { QImage image; if (nullptr == m_mesh) return image; QMatrix4x4 projection; QMatrix4x4 world; QMatrix4x4 camera; 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.translate(m_moveToPosition.x(), m_moveToPosition.y(), m_moveToPosition.z()); projection.perspective(45.0f, GLfloat(size.width()) / size.height(), 0.01f, 100.0f); camera.setToIdentity(); camera.translate(m_eyePosition); 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(); QOpenGLFunctions *f = m_context->functions(); f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f->glEnable(GL_BLEND); f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f->glEnable(GL_DEPTH_TEST); f->glEnable(GL_CULL_FACE); f->glViewport(0, 0, size.width(), size.height()); auto object = std::make_unique(); object->update(std::unique_ptr(m_mesh)); m_mesh = nullptr; auto program = std::make_unique(); program->load(m_context->format().profile() == QSurfaceFormat::CoreProfile); program->bind(); program->bindMaps(); program->setUniformValue(program->getUniformLocationByName("eyePosition"), m_eyePosition); program->setUniformValue(program->getUniformLocationByName("projectionMatrix"), projection); program->setUniformValue(program->getUniformLocationByName("modelMatrix"), world); program->setUniformValue(program->getUniformLocationByName("normalMatrix"), world.normalMatrix()); program->setUniformValue(program->getUniformLocationByName("viewMatrix"), camera); object->draw(); program->releaseMaps(); program->release(); f->glFlush(); image = m_renderFbo->toImage(); program.reset(); object.reset(); m_renderFbo->release(); m_context->doneCurrent(); delete m_context; m_context = nullptr; return image; }