archivage initial

This commit is contained in:
2021-09-20 20:36:29 +02:00
commit e4d3eb1ad3
101 changed files with 22596 additions and 0 deletions

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#include "main_window.h"
#include <iostream>
#include <QApplication>
int main(int argc, char *argv[]) {
using namespace std;
QApplication app(argc, argv);
if (argc > 2) {
cerr << "Utilisation: " << argv[0] << " [fichier OBJ]" << endl;
return 1;
}
MainWindow mw;
mw.show();
return app.exec();
}

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#include "main_window.h"
#include <QApplication>
#include <QFileDialog>
MainWindow::MainWindow(QWidget *parent)
:QMainWindow(parent),
mesh_viewer(this),
toolbar(this) {
connect(&mesh_viewer, &MeshViewer::initialized, this, &MainWindow::meshViewerInitialized);
setCentralWidget(&mesh_viewer);
addToolBar(Qt::RightToolBarArea, &toolbar);
open_action = toolbar.addAction("Ouvrir…", [&](){
open(QFileDialog::getOpenFileName(this, "Ouvrir un fichier OBJ"));
});
// toolbar_actions.append(toolbar.addAction("Fractionner", [&](){
// QVector<QPair<MyMesh::Point, MyMesh>> fragments = shatter(mesh);
// mesh_viewer.removeOpenGLMesh(glm);
// for (auto &[pos, fragment] : fragments) {
// fragment.triangulate();
// QMatrix4x4 mat;
// float scale = 1.2;
// mat.translate(pos[0] * scale, pos[1] * scale, pos[2] * scale);
// mesh_viewer.addOpenGLMeshFromOpenMesh(&fragment, mat);
// }
// }));
open_action->setEnabled(false);
for (QAction *a : toolbar_actions) {
a->setEnabled(false);
}
}
void MainWindow::open(const QString &path) {
if (!OpenMesh::IO::read_mesh(mesh, path.toUtf8().constData())) {
qWarning() << "Failed to read" << path;
return;
}
for (const VertexHandle &vh : mesh.vertices()) {
mesh.set_color(vh, MyMesh::Color(.5, .5, .5));
}
if (glm != nullptr) mesh_viewer.removeOpenGLMesh(glm);
glm = mesh_viewer.addOpenGLMeshFromOpenMesh(&mesh);
for (QAction *a : toolbar_actions) {
a->setEnabled(true);
}
}
void MainWindow::meshViewerInitialized() {
if (qApp->arguments().size() == 2) {
open(qApp->arguments().at(1));
}
open_action->setEnabled(true);
}

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#ifndef MAIN_WINDOW_H
#define MAIN_WINDOW_H
#include <QMainWindow>
#include <QToolBar>
#include "mesh_viewer.h"
#include "my_mesh.h"
class MainWindow : public QMainWindow {
Q_OBJECT
public:
MainWindow(QWidget *parent=nullptr);
void open(const QString &path);
private slots:
void meshViewerInitialized();
private:
MyMesh mesh;
MeshViewer mesh_viewer;
OpenGLMesh *glm = nullptr;
QToolBar toolbar;
QAction *open_action;
QList<QAction *> toolbar_actions;
};
#endif

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#include "mesh_viewer.h"
#include <tgmath.h>
#include <utility>
const GLchar *vertex_shader_source = R"glsl(
#version 150 core
in vec3 pos;
in vec3 col;
out vec3 frag_col;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
void main() {
gl_Position = proj * view * model * vec4(pos, 1.0);
frag_col = col;
}
)glsl";
const GLchar *fragment_shader_source = R"glsl(
#version 150 core
in vec3 frag_col;
out vec4 final_col;
uniform vec3 wf_col;
uniform bool wireframe;
uniform float alpha;
void main() {
if (wireframe)
final_col = vec4(wf_col, alpha);
else
final_col = vec4(frag_col, alpha);
}
)glsl";
MeshViewer::MeshViewer(QWidget *parent) : QOpenGLWidget(parent) {
setMouseTracking(true);
setFocus();
}
void GLAPIENTRY
opengl_debug_cb(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam) {
(void) source;
(void) type;
(void) id;
(void) severity;
(void) length;
(void) userParam;
qDebug() << "OpenGL debug output:" << message;
}
void MeshViewer::initializeGL() {
// initializeOpenGLFunctions();
GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
qDebug("OpenGL version %d.%d", major, minor);
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(opengl_debug_cb, 0);
/* Compile the vertex shader. */
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
GLint status;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
char log[1024];
glGetShaderInfoLog(vertex_shader, sizeof log, NULL, log);
fprintf(stderr, "Failed to compile the vertex shader: %s\n", log);
exit(1);
}
/* Compile the fragment shader. */
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
char log[1024];
glGetShaderInfoLog(fragment_shader, sizeof log, NULL, log);
fprintf(stderr, "Failed to compile the fragment shader: %s\n", log);
exit(1);
}
/* Link the shader program. */
GLuint shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glBindFragDataLocation(shader_program, 0, "out_color");
glLinkProgram(shader_program);
glGetProgramiv(shader_program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
char log[1024];
glGetProgramInfoLog(shader_program, sizeof log, NULL, log);
fprintf(stderr, "Failed to link the shader program: %s\n", log);
exit(1);
}
/* Use it. */
glUseProgram(shader_program);
/* Get the position attribute. */
pos_attr = glGetAttribLocation(shader_program, "pos");
col_attr = glGetAttribLocation(shader_program, "col");
proj_attr = glGetUniformLocation(shader_program, "proj");
view_attr = glGetUniformLocation(shader_program, "view");
model_attr = glGetUniformLocation(shader_program, "model");
wf_col_attr = glGetUniformLocation(shader_program, "wf_col");
wireframe_attr = glGetUniformLocation(shader_program, "wireframe");
alpha_attr = glGetUniformLocation(shader_program, "alpha");
glUniform1f(alpha_attr, 1);
glUniform3f(wf_col_attr, WIREFRAME_COLOR);
glClearColor(1, 1, 1, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
emit initialized();
}
void MeshViewer::resizeGL(int w, int h) {
QMatrix4x4 projection;
projection.perspective(FOV, (float) w/h, .01, 100);
glUniformMatrix4fv(proj_attr, 1, GL_FALSE, projection.data());
}
void MeshViewer::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 trans;
trans.translate(0, 0, -cam_dist);
QMatrix4x4 view = trans * rot;
glUniformMatrix4fv(view_attr, 1, GL_FALSE, view.data());
for (const OpenGLMesh m : meshes) {
glUniformMatrix4fv(model_attr, 1, GL_FALSE, m.mat.data());
/* Mesh */
glBindVertexArray(m.vao);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0, 2);
glDrawArrays(GL_TRIANGLES, 0, m.nverts);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_POLYGON_OFFSET_FILL);
/* Wireframe */
glUniform1f(wireframe_attr, 1);
glDrawArrays(GL_TRIANGLES, 0, m.nverts);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glLineWidth(1);
glUniform1f(wireframe_attr, 0);
}
}
OpenGLMesh *MeshViewer::addOpenGLMesh(size_t nverts, const GLfloat *verts, QMatrix4x4 mat, QColor col) {
makeCurrent();
GLuint vao, vbo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, nverts * 6 * sizeof (GLfloat), verts, GL_DYNAMIC_DRAW);
glVertexAttribPointer(pos_attr, 3, GL_FLOAT, GL_FALSE, 6 * sizeof (GLfloat), 0);
glEnableVertexAttribArray(pos_attr);
glVertexAttribPointer(col_attr, 3, GL_FLOAT, GL_FALSE, 6 * sizeof (GLfloat),
(const void *) (3 * sizeof (GLfloat)));
glEnableVertexAttribArray(col_attr);
glBindVertexArray(0);
meshes.append({vao, vbo, nverts, mat, col});
doneCurrent();
update();
return &meshes.last();
}
OpenGLMesh *MeshViewer::addOpenGLMeshFromOpenMesh(MyMesh* mesh, QMatrix4x4 mat, QColor col) {
GLfloat *verts = new GLfloat[mesh->n_faces() * 3 * 6];
size_t i = 0;
for (MyMesh::FaceHandle face : mesh->faces()) {
for (MyMesh::VertexHandle vec : mesh->fv_range(face)) {
verts[6*i + 0] = mesh->point(vec)[0];
verts[6*i + 1] = mesh->point(vec)[1];
verts[6*i + 2] = mesh->point(vec)[2];
verts[6*i + 3] = mesh->color(vec)[0];
verts[6*i + 4] = mesh->color(vec)[1];
verts[6*i + 5] = mesh->color(vec)[2];
i++;
}
}
OpenGLMesh *ret = addOpenGLMesh(i, verts, mat, col);
delete[] verts;
return ret;
}
void MeshViewer::removeOpenGLMesh(OpenGLMesh *mesh) {
glDeleteVertexArrays(1, &mesh->vao);
glDeleteBuffers(1, &mesh->vbo);
for (int i = 0; i < meshes.size(); i++) {
if (&meshes[i] == mesh) meshes.removeAt(i);
}
}
void MeshViewer::mousePressEvent(QMouseEvent *e) {
if (e->button() == Qt::LeftButton) {
mouse_pos = e->pos();
}
}
void MeshViewer::mouseReleaseEvent(QMouseEvent *e) {
(void) e;
rot_start = rot;
}
void MeshViewer::mouseMoveEvent(QMouseEvent *e) {
if (e->buttons() & Qt::LeftButton) {
QPoint delta = e->pos() - mouse_pos;
rot = rot_start;
rot.rotate(delta.x() / 5., 0, 1, 0);
rot.rotate(delta.y() / 5., QVector3D(1, 0, 0) * rot);
update();
}
}
void MeshViewer::wheelEvent(QWheelEvent *e) {
cam_dist -= e->angleDelta().y() / 1000. * cam_dist;
update();
}

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#ifndef MESH_VIEWER_H
#define MESH_VIEWER_H
#define GL_GLEXT_PROTOTYPES
#include "my_mesh.h"
#include <QMatrix4x4>
#include <QColor>
#include <QDebug>
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QMouseEvent>
#define WIREFRAME_COLOR 0, 0, 0
#define FOV 70
using namespace OpenMesh;
struct OpenGLMesh {
GLuint vao;
GLuint vbo;
size_t nverts;
QMatrix4x4 mat;
QColor col;
};
class MeshViewer : public QOpenGLWidget {
Q_OBJECT
public:
MeshViewer(QWidget *parent=nullptr);
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
OpenGLMesh *addOpenGLMesh(size_t nverts, const GLfloat *verts, QMatrix4x4 mat=QMatrix4x4(), QColor col={153, 153, 153});
OpenGLMesh *addOpenGLMeshFromOpenMesh(MyMesh* _mesh, QMatrix4x4 mat=QMatrix4x4(), QColor col={153, 153, 153});
void removeOpenGLMesh(OpenGLMesh *mesh);
void setOpenGLMeshMatrix(OpenGLMesh *mv, QMatrix4x4 mat);
private:
QList<OpenGLMesh> meshes;
GLint pos_attr, col_attr, proj_attr, view_attr, model_attr;
GLint wf_col_attr, wireframe_attr, alpha_attr;
QMatrix4x4 proj;
QMatrix4x4 rot, rot_start;
GLfloat cam_dist = 1;
QPoint mouse_pos;
protected:
virtual void mousePressEvent(QMouseEvent *e);
virtual void mouseReleaseEvent(QMouseEvent *e);
virtual void mouseMoveEvent(QMouseEvent *e);
virtual void wheelEvent(QWheelEvent *e);
signals:
void initialized();
};
#endif

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#ifndef MY_MESH_H
#define MY_MESH_H
#include <OpenMesh/Core/IO/MeshIO.hh>
#include <OpenMesh/Core/Mesh/PolyMesh_ArrayKernelT.hh>
#include <OpenMesh/Core/Geometry/VectorT.hh>
struct MyTraits : public OpenMesh::DefaultTraits {
VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Color);
HalfedgeAttributes(OpenMesh::Attributes::PrevHalfedge);
FaceAttributes(OpenMesh::Attributes::Normal);
EdgeAttributes(OpenMesh::Attributes::Color);
typedef OpenMesh::Vec3f Color;
};
typedef OpenMesh::PolyMesh_ArrayKernelT<MyTraits> MyMesh;
#endif