117 lines
3.7 KiB
C++
117 lines
3.7 KiB
C++
#include "mesh_view.h"
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#include "util.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions_2_1>
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MeshView::MeshView(const MyMesh &mesh, QOpenGLShaderProgram &program)
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:vertex_buffer(QOpenGLBuffer::VertexBuffer),
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index_buffer(QOpenGLBuffer::IndexBuffer),
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holes_index_buffer(QOpenGLBuffer::IndexBuffer),
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n_faces(mesh.n_faces()),
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n_vertices(mesh.n_vertices()),
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mesh(mesh) {
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QVector<GLfloat> vertices(n_vertices * 6);
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size_t i = 0;
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for (const VertexHandle it : mesh.vertices()) {
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vertices[6*i + 0] = mesh.point(it)[0];
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vertices[6*i + 1] = mesh.point(it)[1];
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vertices[6*i + 2] = mesh.point(it)[2];
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vertices[6*i + 3] = mesh.color(it)[0];
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vertices[6*i + 4] = mesh.color(it)[1];
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vertices[6*i + 5] = mesh.color(it)[2];
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i++;
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}
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QVector<GLuint> indices(n_faces * 3);
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i = 0;
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for (const FaceHandle it : mesh.faces()) {
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MyMesh::ConstFaceVertexIter it2 = mesh.cfv_begin(it);
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indices[3 * i + 0] = it2->idx();
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++it2;
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indices[3 * i + 1] = it2->idx();
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++it2;
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indices[3 * i + 2] = it2->idx();
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i++;
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}
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QVector<GLuint> holes_indices;
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n_boundary_halfedges = 0;
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for (std::vector<HalfedgeHandle> hole : mesh.holes) {
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for (HalfedgeHandle it : hole) {
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holes_indices.push_back(mesh.from_vertex_handle(it).idx());
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holes_indices.push_back(mesh.to_vertex_handle(it).idx());
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n_boundary_halfedges++;
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}
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}
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vao.create();
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{QOpenGLVertexArrayObject::Binder binder(&vao);
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vertex_buffer.create();
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vertex_buffer.bind();
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vertex_buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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vertex_buffer.allocate(vertices.constData(), n_vertices * 6 * sizeof (GLfloat));
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index_buffer.create();
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index_buffer.bind();
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index_buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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index_buffer.allocate(indices.constData(), n_faces * 3 * sizeof (GLuint));
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holes_index_buffer.create();
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holes_index_buffer.bind();
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holes_index_buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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holes_index_buffer.allocate(holes_indices.constData(), n_boundary_halfedges * 2 * sizeof (GLuint));
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vertex_buffer.bind();
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program.setAttributeBuffer("pos", GL_FLOAT, 0,
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3, 6 * sizeof (GLfloat));
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program.enableAttributeArray("pos");
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program.setAttributeBuffer("col", GL_FLOAT, 3 * sizeof (GLfloat),
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3, 6 * sizeof (GLfloat));
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program.enableAttributeArray("col");
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}
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}
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MeshView::~MeshView() {
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vertex_buffer.destroy();
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index_buffer.destroy();
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vao.destroy();
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}
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void MeshView::paint(QOpenGLShaderProgram &program) {
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QOpenGLContext *ctx = QOpenGLContext::currentContext();
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QOpenGLExtraFunctions *glf = ctx->extraFunctions();
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QOpenGLFunctions_2_1 *glf21 = nullptr;
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glf21 = ctx->versionFunctions<QOpenGLFunctions_2_1>();
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if (!glf21)
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qFatal("Failed to get OpenGL 2.1 functions");
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program.setUniformValue("model", mesh.transform);
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// program.setUniformValue("col", mesh.color.redF(), mesh.color.greenF(), mesh.color.blueF());
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{QOpenGLVertexArrayObject::Binder binder(&vao);
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/* Mesh */
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glf->glEnable(GL_POLYGON_OFFSET_FILL);
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glf->glPolygonOffset(1.0, 2);
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glf->glDrawElements(GL_TRIANGLES, n_faces * 3, GL_UNSIGNED_INT, 0);
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glf->glDisable(GL_POLYGON_OFFSET_FILL);
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program.setUniformValue("wireframe", 1);
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/* Wireframe */
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glf21->glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glf->glDepthMask(GL_FALSE);
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glf->glDrawElements(GL_TRIANGLES, n_faces * 3, GL_UNSIGNED_INT, 0);
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glf->glDepthMask(GL_TRUE);
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glf21->glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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/* Holes */
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program.setUniformValue("wf_col", QVector3D(1, 0, 1));
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holes_index_buffer.bind();
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glf->glDrawElements(GL_LINES, n_boundary_halfedges * 2, GL_UNSIGNED_INT, 0);
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index_buffer.bind();
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program.setUniformValue("wf_col", QVector3D(0, 0, 0));
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program.setUniformValue("wireframe", 0);
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}
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}
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