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