qtk/src/meshrenderer.cpp

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/*##############################################################################
## Author: Shaun Reed ##
2022-03-06 16:54:05 +00:00
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QImageReader>
#include <scene.h>
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#include <texture.h>
#include <meshrenderer.h>
// Static QHash that holds all MeshRenderer instances using their mName as keys
MeshRenderer::MeshManager MeshRenderer::sInstances;
MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape)
: Object(name, shape), mVertexShader(":/multi-color.vert"),
mFragmentShader(":/multi-color.frag"), mDrawType(GL_TRIANGLES),
mHasTexture(false)
{
mShape = Shape(shape);
init();
sInstances.insert(name, this);
}
MeshRenderer::~MeshRenderer()
{
if (mHasTexture) {
mTexture->destroy();
}
sInstances.remove(mName);
}
// Static member function to retrieve instances of MeshRenderers
MeshRenderer * MeshRenderer::getInstance(const QString & name)
{ return sInstances[name];}
/*******************************************************************************
* Public Member Functions
******************************************************************************/
void MeshRenderer::init()
{
if (mVAO.isCreated()) mVAO.destroy();
if (mProgram.isLinked()) mProgram.removeAllShaders();
if (mVBO.isCreated()) mVBO.destroy();
mVAO.create();
mVAO.bind();
mProgram.create();
mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,
mVertexShader.c_str());
mProgram.addShaderFromSourceFile(QOpenGLShader::Fragment,
mFragmentShader.c_str());
mProgram.link();
mProgram.bind();
mVBO.create();
mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mVBO.bind();
// Combine position and color data into one vector, allowing us to use one VBO
Vertices combined;
combined.reserve(vertices().size() + colors().size());
combined.insert(combined.end(), vertices().begin(), vertices().end());
combined.insert(combined.end(), colors().begin(), colors().end());
mVBO.allocate(combined.data(),
combined.size() * sizeof(combined[0]));
// Enable position attribute
mProgram.enableAttributeArray(0);
mProgram.setAttributeBuffer(0, GL_FLOAT, 0,
3, sizeof(QVector3D));
// Enable color attribute, setting offset to total size of vertices()
mProgram.enableAttributeArray(1);
mProgram.setAttributeBuffer(1, GL_FLOAT,
vertices().size() * sizeof(vertices()[0]),
3, sizeof(QVector3D));
mVBO.release();
mProgram.release();
mVAO.release();
}
void MeshRenderer::draw()
{
mProgram.bind();
mVAO.bind();
if(mHasTexture) {
mTexture->bind();
}
// TODO: Automate uniforms some other way
setUniformMVP();
if (mShape.mDrawMode == QTK_DRAW_ARRAYS) {
glDrawArrays(mDrawType, 0, vertices().size());
}
else if (mShape.mDrawMode == QTK_DRAW_ELEMENTS
|| mShape.mDrawMode == QTK_DRAW_ELEMENTS_NORMALS) {
glDrawElements(mDrawType, mShape.mIndices.size(),
GL_UNSIGNED_INT, mShape.mIndices.data());
}
if(mHasTexture) {
mTexture->release();
}
mVAO.release();
mProgram.release();
}
void MeshRenderer::setShaders(const std::string & vert, const std::string & frag)
{
mVertexShader = vert;
mFragmentShader = frag;
}
void MeshRenderer::setUniformMVP(const char * model, const char * view,
const char * projection)
{
mProgram.setUniformValue(projection, Scene::Projection());
mProgram.setUniformValue(view, Scene::View());
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mProgram.setUniformValue(model, mTransform.toMatrix());
}
void MeshRenderer::setColor(const QVector3D & color)
{
if (mShape.mColors.empty()) {
for (const auto & vertex : mShape.vertices()) {
mShape.mColors.push_back(color);
}
}
else {
for (int i = 0; i < mShape.colors().size(); i++) {
mShape.mColors[i] = color;
}
}
}
void MeshRenderer::setTexture(const char * path)
{
mTexture = new QOpenGLTexture(*Texture::initImage(path));
mHasTexture = true;
}
void MeshRenderer::setTexture(QOpenGLTexture * texture)
{
mTexture = texture;
mHasTexture = true;
}
/*******************************************************************************
* Inherited Virtual Member Functions
******************************************************************************/
void MeshRenderer::setShape(const Shape & value)
{
Object::setShape(value);
init();
}