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223
ui/map/3D/gl/GLTriangles.h
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223
ui/map/3D/gl/GLTriangles.h
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#ifndef GLTRIANGLES_H
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#define GLTRIANGLES_H
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#include <QOpenGLFunctions>
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#include "GL.h"
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#include "GLHelper.h"
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#include <type_traits>
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#include <Indoor/geo/Point3.h>
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template <typename T> class GLTriangles : protected QOpenGLFunctions {
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private:
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QOpenGLBuffer arrayBuf;
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QOpenGLBuffer indexBuf;
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QOpenGLTexture* textures[4];
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std::vector<T> vertices;
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std::vector<GLuint> indices;
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public:
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/** ctor */
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GLTriangles() : arrayBuf(QOpenGLBuffer::VertexBuffer), indexBuf(QOpenGLBuffer::IndexBuffer), textures() {
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;
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}
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/** dtor */
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~GLTriangles() {
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arrayBuf.destroy();
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indexBuf.destroy();
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for (int i = 0; i < 4; ++i) {delete textures[i];}
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}
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/** set the to-be-used texture */
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void setTexture(const int slot, const QString& textureFile) {
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const QImage img(textureFile);
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if (img.width() <= 0) {throw "error";}
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QOpenGLTexture* texture = new QOpenGLTexture(img);
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texture->setMinificationFilter(QOpenGLTexture::Linear);
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texture->setMagnificationFilter(QOpenGLTexture::Linear);
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texture->setWrapMode(QOpenGLTexture::Repeat);
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texture->generateMipMaps();
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textures[slot] = texture;
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}
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void setDiffuse(const QString& textureFile) {
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setTexture(0, textureFile);
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}
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void setNormalMap(const QString& textureFile) {
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setTexture(1, textureFile);
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}
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/** add a new face to this element */
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void addFace(const T& vnt1, const T& vnt2, const T& vnt3) {
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addFace(vnt1, vnt2, vnt3, 0);
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}
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/** add a new face to this element */
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void addFaceCCW(const T& vnt1, const T& vnt2, const T& vnt3) {
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addFace(vnt1, vnt2, vnt3, 1);
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}
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/** add a new face to this element */
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void addFaceCW(const T& vnt1, const T& vnt2, const T& vnt3) {
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addFace(vnt1, vnt2, vnt3, 2);
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}
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/** add a new quad to this element */
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void addQuadCCW(const T& vnt1, const T& vnt2, const T& vnt3, const T& vnt4) {
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addFace(vnt1, vnt2, vnt3, 1);
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addFace(vnt3, vnt4, vnt1, 1);
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}
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/** add a new quad to this element */
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void addQuadCW(const T& vnt1, const T& vnt2, const T& vnt3, const T& vnt4) {
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addFace(vnt1, vnt2, vnt3, 2);
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addFace(vnt3, vnt4, vnt1, 2);
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}
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/** add a new quad to this element */
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void addQuad(const T& vnt1, const T& vnt2, const T& vnt3, const T& vnt4) {
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addFace(vnt1, vnt2, vnt3, 0);
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addFace(vnt3, vnt4, vnt1, 0);
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}
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/** build the underlying buffers */
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void build() {
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initializeOpenGLFunctions();
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// Transfer vertex data to VBO 0
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arrayBuf.create();
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arrayBuf.bind();
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arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(vertices[0]));
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// Transfer index data to VBO 1
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indexBuf.create();
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indexBuf.bind();
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indexBuf.allocate(indices.data(), indices.size() * sizeof(indices[0]));
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}
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void rebuild() {
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if (indexBuf.isCreated()) {indexBuf.destroy();}
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if (arrayBuf.isCreated()) {arrayBuf.destroy();}
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build();
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}
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void clear() {
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indices.clear();
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vertices.clear();
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}
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/** render the element */
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void render(QOpenGLShaderProgram* program) {
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// nothing to-do?
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if (indices.empty()) {return;}
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// Tell OpenGL which VBOs to use
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arrayBuf.bind();
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indexBuf.bind();
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for (int i = 0; i < 4; ++i) {
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if (textures[i]) { textures[i]->bind(i); }
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}
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// vertices
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int vertLoc = program->attributeLocation("a_position");
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program->enableAttributeArray(vertLoc);
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program->setAttributeBuffer(vertLoc, GL_FLOAT, vertices[0].getVertOffset(), 3, sizeof(vertices[0]));
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
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if (T::hasNormal()) {
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int normLoc = program->attributeLocation("a_normal");
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program->enableAttributeArray(normLoc);
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program->setAttributeBuffer(normLoc, GL_FLOAT, vertices[0].getNormOffset(), 3, sizeof(vertices[0]));
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}
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if (T::hasTexCoord()) {
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int texcoordLocation = program->attributeLocation("a_texcoord");
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, vertices[0].getTexOffset(), 2, sizeof(vertices[0]));
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}
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// bind tangent data?
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if (T::hasTangent()) {
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int tanLocation = program->attributeLocation("a_tangent");
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program->enableAttributeArray(tanLocation);
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program->setAttributeBuffer(tanLocation, GL_FLOAT, vertices[0].getTanOffset(), 3, sizeof(vertices[0]));
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}
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// bind color data?
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if (T::hasColor()) {
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int colorLoc = program->attributeLocation("a_color");
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program->enableAttributeArray(colorLoc);
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program->setAttributeBuffer(colorLoc, GL_FLOAT, vertices[0].getColorOffset(), 3, sizeof(vertices[0]));
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}
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// texture
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program->setUniformValue("texture", 0);
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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}
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private:
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void addFace(const T& vnt1, const T& vnt2, const T& vnt3, const int mode) {
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// add vertices (remove duplicates!)
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const int i1 = addOnce(vnt1);
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const int i2 = addOnce(vnt2);
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const int i3 = addOnce(vnt3);
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// get current orientation
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const bool ccw = GLHelper::isCCW(vnt1.vert, vnt2.vert, vnt3.vert);
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// create indices
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if (mode == 0 || (mode == 1 && ccw) || (mode == 2 && !ccw) ) {
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indices.push_back(i1);
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indices.push_back(i2);
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indices.push_back(i3);
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} else {
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indices.push_back(i3);
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indices.push_back(i2);
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indices.push_back(i1);
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}
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}
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/** to conserve memory, avoid duplicate VNTs! */
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int addOnce(const T& vnt) {
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const auto it = std::find(vertices.begin(), vertices.end(), vnt);
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if (it == vertices.end()) {
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const int idx = vertices.size();
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vertices.push_back(vnt);
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return idx;
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} else {
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const int idx = it - vertices.begin();
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return idx;
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}
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}
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};
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#endif // GLTRIANGLES_H
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