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authorSamuel Rødal <srodal@gmail.com>2008-11-30 23:45:13 +0100
committerSamuel Rødal <srodal@gmail.com>2008-11-30 23:45:13 +0100
commite6e8c04114373e9ecacfdccd496e7503ed1046a1 (patch)
tree54ba54b39f2ba3339cd0252b9b3aec5e2d529ed3 /model.cpp
parent8b9e2e330c6d5d97b4170703e543adbd555e8be7 (diff)
Add OpenGL model renderer and improve update/visibility handling for increased performance.
Diffstat (limited to 'model.cpp')
-rw-r--r--model.cpp167
1 files changed, 167 insertions, 0 deletions
diff --git a/model.cpp b/model.cpp
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+++ b/model.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2008-2008 Trolltech ASA. All rights reserved.
+**
+** This file is part of the Graphics Dojo project on Trolltech Labs.
+**
+** This file may be used under the terms of the GNU General Public
+** License version 2.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of
+** this file. Please review the following information to ensure GNU
+** General Public Licensing requirements will be met:
+** http://www.trolltech.com/products/qt/opensource.html
+**
+** If you are unsure which license is appropriate for your use, please
+** review the following information:
+** http://www.trolltech.com/products/qt/licensing.html or contact the
+** sales department at sales@trolltech.com.
+**
+** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
+** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
+**
+****************************************************************************/
+#include "model.h"
+
+#include <QFile>
+#include <QTextStream>
+#include <QVarLengthArray>
+
+#include <QtOpenGL>
+
+Model::Model(const QString &filePath)
+ : m_fileName(QFileInfo(filePath).fileName())
+{
+ QFile file(filePath);
+ if (!file.open(QIODevice::ReadOnly))
+ return;
+
+ Point3d boundsMin( 1e9, 1e9, 1e9);
+ Point3d boundsMax(-1e9,-1e9,-1e9);
+
+ QTextStream in(&file);
+ while (!in.atEnd()) {
+ QString input = in.readLine();
+ if (input.isEmpty() || input[0] == '#')
+ continue;
+
+ QTextStream ts(&input);
+ QString id;
+ ts >> id;
+ if (id == "v") {
+ Point3d p;
+ for (int i = 0; i < 3; ++i) {
+ ts >> p[i];
+ boundsMin[i] = qMin(boundsMin[i], p[i]);
+ boundsMax[i] = qMax(boundsMax[i], p[i]);
+ }
+ m_points << p;
+ } else if (id == "f" || id == "fo") {
+ QVarLengthArray<int, 4> p;
+
+ while (!ts.atEnd()) {
+ QString vertex;
+ ts >> vertex;
+ const int vertexIndex = vertex.split('/').value(0).toInt();
+ if (vertexIndex)
+ p.append(vertexIndex > 0 ? vertexIndex - 1 : m_points.size() + vertexIndex);
+ }
+
+ for (int i = 0; i < p.size(); ++i) {
+ const int edgeA = p[i];
+ const int edgeB = p[(i + 1) % p.size()];
+
+ if (edgeA < edgeB)
+ m_edgeIndices << edgeA << edgeB;
+ }
+
+ for (int i = 0; i < 3; ++i)
+ m_pointIndices << p[i];
+
+ if (p.size() == 4)
+ for (int i = 0; i < 3; ++i)
+ m_pointIndices << p[(i + 2) % 4];
+ }
+ }
+
+ const Point3d bounds = boundsMax - boundsMin;
+ const qreal scale = 1 / qMax(bounds.x / 1, qMax(bounds.y, bounds.z / 1));
+ for (int i = 0; i < m_points.size(); ++i)
+ m_points[i] = (m_points[i] - (boundsMin + bounds * 0.5)) * scale;
+
+ m_size = bounds * scale;
+
+ m_normals.resize(m_points.size());
+ for (int i = 0; i < m_pointIndices.size(); i += 3) {
+ const Point3d a = m_points.at(m_pointIndices.at(i));
+ const Point3d b = m_points.at(m_pointIndices.at(i+1));
+ const Point3d c = m_points.at(m_pointIndices.at(i+2));
+
+ const Point3d normal = cross(b - a, c - a).normalize();
+
+ for (int j = 0; j < 3; ++j)
+ m_normals[m_pointIndices.at(i + j)] += normal;
+ }
+
+ for (int i = 0; i < m_normals.size(); ++i)
+ m_normals[i] = m_normals[i].normalize();
+}
+
+Point3d Model::size() const
+{
+ return m_size;
+}
+
+void Model::render(bool wireframe, bool normals) const
+{
+ glEnable(GL_DEPTH_TEST);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glDepthFunc(GL_GEQUAL);
+ glDepthMask(true);
+ glDisable(GL_TEXTURE_1D);
+ glDisable(GL_TEXTURE_2D);
+ if (wireframe) {
+ glVertexPointer(3, GL_FLOAT, 0, (float *)m_points.data());
+ glDrawElements(GL_LINES, m_edgeIndices.size(), GL_UNSIGNED_INT, m_edgeIndices.data());
+ } else {
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_COLOR_MATERIAL);
+ glShadeModel(GL_SMOOTH);
+
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, (float *)m_points.data());
+ glNormalPointer(GL_FLOAT, 0, (float *)m_normals.data());
+ glDrawElements(GL_TRIANGLES, m_pointIndices.size(), GL_UNSIGNED_INT, m_pointIndices.data());
+
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisable(GL_COLOR_MATERIAL);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_LIGHTING);
+ }
+
+ if (normals) {
+ QVector<Point3d> normals;
+ for (int i = 0; i < m_normals.size(); ++i)
+ normals << m_points.at(i) << (m_points.at(i) + m_normals.at(i) * 0.02f);
+ glVertexPointer(3, GL_FLOAT, 0, (float *)normals.data());
+ glDrawArrays(GL_LINES, 0, normals.size());
+ }
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisable(GL_DEPTH_TEST);
+}
+
+void Model::render(QPainter *painter, const Matrix4x4 &matrix, bool normals) const
+{
+ QVector<QLineF> lines;
+ for (int i = 0; i < m_edgeIndices.size(); i += 2)
+ lines << QLineF((matrix * m_points.at(m_edgeIndices.at(i))).toQPoint(),
+ (matrix * m_points.at(m_edgeIndices.at(i+1))).toQPoint());
+
+ if (normals) {
+ for (int i = 0; i < m_normals.size(); ++i)
+ lines << QLineF((matrix * m_points.at(i)).toQPoint(),
+ (matrix * (m_points.at(i) + m_normals.at(i) * 0.02f)).toQPoint());
+ }
+
+ painter->drawLines(lines);
+}