#include #include #include #include #include "meshloader.h" #include "version.h" #define MAX_VERTICES_PER_FACE 100 float MeshLoader::m_defaultMetalness = 0.0; float MeshLoader::m_defaultRoughness = 1.0; MeshLoader::MeshLoader(const MeshLoader &mesh) : m_triangleVertices(nullptr), m_triangleVertexCount(0), m_edgeVertices(nullptr), m_edgeVertexCount(0), m_textureImage(nullptr) { if (nullptr != mesh.m_triangleVertices && mesh.m_triangleVertexCount > 0) { this->m_triangleVertices = new ShaderVertex[mesh.m_triangleVertexCount]; this->m_triangleVertexCount = mesh.m_triangleVertexCount; for (int i = 0; i < mesh.m_triangleVertexCount; i++) this->m_triangleVertices[i] = mesh.m_triangleVertices[i]; } if (nullptr != mesh.m_edgeVertices && mesh.m_edgeVertexCount > 0) { this->m_edgeVertices = new ShaderVertex[mesh.m_edgeVertexCount]; this->m_edgeVertexCount = mesh.m_edgeVertexCount; for (int i = 0; i < mesh.m_edgeVertexCount; i++) this->m_edgeVertices[i] = mesh.m_edgeVertices[i]; } if (nullptr != mesh.m_toolVertices && mesh.m_toolVertexCount > 0) { this->m_toolVertices = new ShaderVertex[mesh.m_toolVertexCount]; this->m_toolVertexCount = mesh.m_toolVertexCount; for (int i = 0; i < mesh.m_toolVertexCount; i++) this->m_toolVertices[i] = mesh.m_toolVertices[i]; } if (nullptr != mesh.m_textureImage) { this->m_textureImage = new QImage(*mesh.m_textureImage); } if (nullptr != mesh.m_normalMapImage) { this->m_normalMapImage = new QImage(*mesh.m_normalMapImage); } if (nullptr != mesh.m_metalnessRoughnessAmbientOcclusionImage) { this->m_metalnessRoughnessAmbientOcclusionImage = new QImage(*mesh.m_metalnessRoughnessAmbientOcclusionImage); this->m_hasMetalnessInImage = mesh.m_hasMetalnessInImage; this->m_hasRoughnessInImage = mesh.m_hasRoughnessInImage; this->m_hasAmbientOcclusionInImage = mesh.m_hasAmbientOcclusionInImage; } this->m_vertices = mesh.m_vertices; this->m_faces = mesh.m_faces; this->m_triangulatedVertices = mesh.m_triangulatedVertices; this->m_triangulatedFaces = mesh.m_triangulatedFaces; this->m_meshId = mesh.meshId(); } MeshLoader::MeshLoader(ShaderVertex *triangleVertices, int vertexNum, ShaderVertex *edgeVertices, int edgeVertexCount) : m_triangleVertices(triangleVertices), m_triangleVertexCount(vertexNum), m_edgeVertices(edgeVertices), m_edgeVertexCount(edgeVertexCount), m_textureImage(nullptr) { } MeshLoader::MeshLoader(const std::vector &vertices, const std::vector> &triangles, const std::vector> &triangleVertexNormals, const QColor &color) { m_triangleVertexCount = triangles.size() * 3; m_triangleVertices = new ShaderVertex[m_triangleVertexCount]; int destIndex = 0; for (size_t i = 0; i < triangles.size(); ++i) { for (auto j = 0; j < 3; j++) { int vertexIndex = triangles[i][j]; const QVector3D *srcVert = &vertices[vertexIndex]; const QVector3D *srcNormal = &(triangleVertexNormals)[i][j]; ShaderVertex *dest = &m_triangleVertices[destIndex]; dest->colorR = color.redF(); dest->colorG = color.greenF(); dest->colorB = color.blueF(); dest->alpha = color.alphaF(); dest->posX = srcVert->x(); dest->posY = srcVert->y(); dest->posZ = srcVert->z(); dest->texU = 0; dest->texV = 0; dest->normX = srcNormal->x(); dest->normY = srcNormal->y(); dest->normZ = srcNormal->z(); dest->metalness = m_defaultMetalness; dest->roughness = m_defaultRoughness; dest->tangentX = 0; dest->tangentY = 0; dest->tangentZ = 0; destIndex++; } } } MeshLoader::MeshLoader(Outcome &outcome) : m_triangleVertices(nullptr), m_triangleVertexCount(0), m_edgeVertices(nullptr), m_edgeVertexCount(0), m_textureImage(nullptr) { m_meshId = outcome.meshId; m_vertices = outcome.vertices; m_faces = outcome.triangleAndQuads; m_triangleVertexCount = outcome.triangles.size() * 3; m_triangleVertices = new ShaderVertex[m_triangleVertexCount]; int destIndex = 0; const auto triangleVertexNormals = outcome.triangleVertexNormals(); const auto triangleVertexUvs = outcome.triangleVertexUvs(); const auto triangleTangents = outcome.triangleTangents(); const QVector3D defaultNormal = QVector3D(0, 0, 0); const QVector2D defaultUv = QVector2D(0, 0); const QVector3D defaultTangent = QVector3D(0, 0, 0); for (size_t i = 0; i < outcome.triangles.size(); ++i) { const auto &triangleColor = &outcome.triangleColors[i]; for (auto j = 0; j < 3; j++) { int vertexIndex = outcome.triangles[i][j]; const QVector3D *srcVert = &outcome.vertices[vertexIndex]; const QVector3D *srcNormal = &defaultNormal; if (triangleVertexNormals) srcNormal = &(*triangleVertexNormals)[i][j]; const QVector2D *srcUv = &defaultUv; if (triangleVertexUvs) srcUv = &(*triangleVertexUvs)[i][j]; const QVector3D *srcTangent = &defaultTangent; if (triangleTangents) srcTangent = &(*triangleTangents)[i]; ShaderVertex *dest = &m_triangleVertices[destIndex]; dest->colorR = triangleColor->redF(); dest->colorG = triangleColor->greenF(); dest->colorB = triangleColor->blueF(); dest->alpha = triangleColor->alphaF(); dest->posX = srcVert->x(); dest->posY = srcVert->y(); dest->posZ = srcVert->z(); dest->texU = srcUv->x(); dest->texV = srcUv->y(); dest->normX = srcNormal->x(); dest->normY = srcNormal->y(); dest->normZ = srcNormal->z(); dest->metalness = m_defaultMetalness; dest->roughness = m_defaultRoughness; dest->tangentX = srcTangent->x(); dest->tangentY = srcTangent->y(); dest->tangentZ = srcTangent->z(); destIndex++; } } size_t edgeCount = 0; for (const auto &face: outcome.triangleAndQuads) { edgeCount += face.size(); } m_edgeVertexCount = edgeCount * 2; m_edgeVertices = new ShaderVertex[m_edgeVertexCount]; size_t edgeVertexIndex = 0; for (size_t faceIndex = 0; faceIndex < outcome.triangleAndQuads.size(); ++faceIndex) { const auto &face = outcome.triangleAndQuads[faceIndex]; for (size_t i = 0; i < face.size(); ++i) { for (size_t x = 0; x < 2; ++x) { size_t sourceIndex = face[(i + x) % face.size()]; const QVector3D *srcVert = &outcome.vertices[sourceIndex]; ShaderVertex *dest = &m_edgeVertices[edgeVertexIndex]; memset(dest, 0, sizeof(ShaderVertex)); dest->colorR = 0.0; dest->colorG = 0.0; dest->colorB = 0.0; dest->alpha = 1.0; dest->posX = srcVert->x(); dest->posY = srcVert->y(); dest->posZ = srcVert->z(); dest->metalness = m_defaultMetalness; dest->roughness = m_defaultRoughness; edgeVertexIndex++; } } } } MeshLoader::MeshLoader() : m_triangleVertices(nullptr), m_triangleVertexCount(0), m_edgeVertices(nullptr), m_edgeVertexCount(0), m_textureImage(nullptr) { } MeshLoader::~MeshLoader() { delete[] m_triangleVertices; m_triangleVertexCount = 0; delete[] m_edgeVertices; m_edgeVertexCount = 0; delete[] m_toolVertices; m_toolVertexCount = 0; delete m_textureImage; delete m_normalMapImage; delete m_metalnessRoughnessAmbientOcclusionImage; } const std::vector &MeshLoader::vertices() { return m_vertices; } const std::vector> &MeshLoader::faces() { return m_faces; } const std::vector &MeshLoader::triangulatedVertices() { return m_triangulatedVertices; } const std::vector &MeshLoader::triangulatedFaces() { return m_triangulatedFaces; } ShaderVertex *MeshLoader::triangleVertices() { return m_triangleVertices; } int MeshLoader::triangleVertexCount() { return m_triangleVertexCount; } ShaderVertex *MeshLoader::edgeVertices() { return m_edgeVertices; } int MeshLoader::edgeVertexCount() { return m_edgeVertexCount; } ShaderVertex *MeshLoader::toolVertices() { return m_toolVertices; } int MeshLoader::toolVertexCount() { return m_toolVertexCount; } void MeshLoader::setTextureImage(QImage *textureImage) { m_textureImage = textureImage; } const QImage *MeshLoader::textureImage() { return m_textureImage; } void MeshLoader::setNormalMapImage(QImage *normalMapImage) { m_normalMapImage = normalMapImage; } const QImage *MeshLoader::normalMapImage() { return m_normalMapImage; } const QImage *MeshLoader::metalnessRoughnessAmbientOcclusionImage() { return m_metalnessRoughnessAmbientOcclusionImage; } void MeshLoader::setMetalnessRoughnessAmbientOcclusionImage(QImage *image) { m_metalnessRoughnessAmbientOcclusionImage = image; } bool MeshLoader::hasMetalnessInImage() { return m_hasMetalnessInImage; } void MeshLoader::setHasMetalnessInImage(bool hasInImage) { m_hasMetalnessInImage = hasInImage; } bool MeshLoader::hasRoughnessInImage() { return m_hasRoughnessInImage; } void MeshLoader::setHasRoughnessInImage(bool hasInImage) { m_hasRoughnessInImage = hasInImage; } bool MeshLoader::hasAmbientOcclusionInImage() { return m_hasAmbientOcclusionInImage; } void MeshLoader::setHasAmbientOcclusionInImage(bool hasInImage) { m_hasAmbientOcclusionInImage = hasInImage; } void MeshLoader::exportAsObj(QTextStream *textStream) { auto &stream = *textStream; stream << "# " << APP_NAME << " " << APP_HUMAN_VER << endl; stream << "# " << APP_HOMEPAGE_URL << endl; for (std::vector::const_iterator it = vertices().begin() ; it != vertices().end(); ++it) { stream << "v " << (*it).x() << " " << (*it).y() << " " << (*it).z() << endl; } for (std::vector>::const_iterator it = faces().begin() ; it != faces().end(); ++it) { stream << "f"; for (std::vector::const_iterator subIt = (*it).begin() ; subIt != (*it).end(); ++subIt) { stream << " " << (1 + *subIt); } stream << endl; } } void MeshLoader::exportAsObj(const QString &filename) { QFile file(filename); if (file.open(QIODevice::WriteOnly)) { QTextStream stream(&file); exportAsObj(&stream); } } void MeshLoader::updateTool(ShaderVertex *toolVertices, int vertexNum) { delete[] m_toolVertices; m_toolVertices = nullptr; m_toolVertexCount = 0; m_toolVertices = toolVertices; m_toolVertexCount = vertexNum; } void MeshLoader::updateEdges(ShaderVertex *edgeVertices, int edgeVertexCount) { delete[] m_edgeVertices; m_edgeVertices = nullptr; m_edgeVertexCount = 0; m_edgeVertices = edgeVertices; m_edgeVertexCount = edgeVertexCount; } void MeshLoader::updateTriangleVertices(ShaderVertex *triangleVertices, int triangleVertexCount) { delete[] m_triangleVertices; m_triangleVertices = 0; m_triangleVertexCount = 0; m_triangleVertices = triangleVertices; m_triangleVertexCount = triangleVertexCount; } quint64 MeshLoader::meshId() const { return m_meshId; } void MeshLoader::setMeshId(quint64 id) { m_meshId = id; }