This repository has been archived on 2020-04-08. You can view files and clone it, but cannot push or open issues or pull requests.
Files
YASMIN/ui/map/3D/gl/GLTriangles.h
2016-09-28 12:16:45 +02:00

224 lines
5.4 KiB
C++

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