dust3d/application/sources/model_opengl_object.cc

65 lines
2.8 KiB
C++

#include <dust3d/base/debug.h>
#include <QOpenGLFunctions>
#include <QOpenGLContext>
#include "model_opengl_object.h"
void ModelOpenGLObject::update(std::unique_ptr<Model> mesh)
{
QMutexLocker lock(&m_meshMutex);
m_mesh = std::move(mesh);
m_meshIsDirty = true;
}
void ModelOpenGLObject::draw()
{
copyMeshToOpenGL();
if (0 == m_meshTriangleVertexCount)
return;
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
QOpenGLVertexArrayObject::Binder binder(&m_vertexArrayObject);
f->glDrawArrays(GL_TRIANGLES, 0, m_meshTriangleVertexCount);
}
void ModelOpenGLObject::copyMeshToOpenGL()
{
std::unique_ptr<Model> mesh;
bool meshChanged = false;
if (m_meshIsDirty) {
QMutexLocker lock(&m_meshMutex);
if (m_meshIsDirty) {
m_meshIsDirty = false;
meshChanged = true;
mesh = std::move(m_mesh);
}
}
if (!meshChanged)
return;
m_meshTriangleVertexCount = 0;
if (mesh) {
QOpenGLVertexArrayObject::Binder binder(&m_vertexArrayObject);
if (m_buffer.isCreated())
m_buffer.destroy();
m_buffer.create();
m_buffer.bind();
m_buffer.allocate(mesh->triangleVertices(), mesh->triangleVertexCount() * sizeof(ModelShaderVertex));
m_meshTriangleVertexCount = mesh->triangleVertexCount();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glEnableVertexAttribArray(2);
f->glEnableVertexAttribArray(3);
f->glEnableVertexAttribArray(4);
f->glEnableVertexAttribArray(5);
f->glEnableVertexAttribArray(6);
f->glEnableVertexAttribArray(7);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
f->glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
f->glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), reinterpret_cast<void *>(9 * sizeof(GLfloat)));
f->glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), reinterpret_cast<void *>(11 * sizeof(GLfloat)));
f->glVertexAttribPointer(5, 1, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), reinterpret_cast<void *>(12 * sizeof(GLfloat)));
f->glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), reinterpret_cast<void *>(13 * sizeof(GLfloat)));
f->glVertexAttribPointer(7, 1, GL_FLOAT, GL_FALSE, sizeof(ModelShaderVertex), reinterpret_cast<void *>(16 * sizeof(GLfloat)));
m_buffer.release();
}
}