dust3d/src/modeloffscreenrender.cpp

196 lines
5.8 KiB
C++

#include <QOpenGLFramebufferObjectFormat>
#include <QThread>
#include <QDebug>
#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;
}