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authorSean Harmer <sean.harmer@kdab.com>2014-07-27 20:51:09 +0100
committerPaul Lemire <paul.lemire@kdab.com>2014-07-27 22:23:56 +0200
commitf0a1b25e44e7fd3a87cd5eacb84eae9217b5dab5 (patch)
tree1466b4fe5dc7fc5b12fe94f4b3b669aa07a188b2 /src/render/frontend/qcuboidmesh.cpp
parentf023d4dad7c4fd5df26e7b8a5a342f866b20bb66 (diff)
Add QCuboidMesh and use it in rollerball as the walls
Change-Id: If2b83a7f949464760a7e98381eccc5f2f57491a5 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/frontend/qcuboidmesh.cpp')
-rw-r--r--src/render/frontend/qcuboidmesh.cpp501
1 files changed, 501 insertions, 0 deletions
diff --git a/src/render/frontend/qcuboidmesh.cpp b/src/render/frontend/qcuboidmesh.cpp
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+++ b/src/render/frontend/qcuboidmesh.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 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 the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qcuboidmesh.h"
+#include "qcuboidmesh_p.h"
+
+#include <Qt3DRenderer/renderlogging.h>
+#include <Qt3DRenderer/qattribute.h>
+#include <Qt3DRenderer/qbuffer.h>
+#include <Qt3DRenderer/meshdata.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3D {
+
+QCuboidMeshPrivate::QCuboidMeshPrivate(QCuboidMesh *qq)
+ : QAbstractShapeMeshPrivate(qq)
+ , m_xExtent(1.0)
+ , m_yExtent(1.0)
+ , m_zExtent(1.0)
+ , m_yzFaceResolution(2, 2)
+ , m_xzFaceResolution(2, 2)
+ , m_xyFaceResolution(2, 2)
+{
+}
+
+QCuboidMesh::QCuboidMesh(QNode *parent)
+ : QAbstractShapeMesh(*new QCuboidMeshPrivate(this), parent)
+{
+ setDirty(true);
+}
+
+QCuboidMesh::QCuboidMesh(QCuboidMeshPrivate &dd, QNode *parent)
+ : QAbstractShapeMesh(dd, parent)
+{
+ setDirty(true);
+}
+
+void QCuboidMesh::setXExtent(float xExtent)
+{
+ Q_D(QCuboidMesh);
+ if (d->m_xExtent != xExtent) {
+ d->m_xExtent = xExtent;
+ emit xExtentChanged();
+ setDirty(true);
+ }
+}
+
+float QCuboidMesh::xExtent() const
+{
+ Q_D(const QCuboidMesh);
+ return d->m_xExtent;
+}
+
+void QCuboidMesh::setYExtent(float yExtent)
+{
+ Q_D(QCuboidMesh);
+ if (d->m_yExtent != yExtent) {
+ d->m_yExtent = yExtent;
+ emit yExtentChanged();
+ setDirty(true);
+ }
+}
+
+float QCuboidMesh::yExtent() const
+{
+ Q_D(const QCuboidMesh);
+ return d->m_yExtent;
+}
+
+void QCuboidMesh::setZExtent(float zExtent)
+{
+ Q_D(QCuboidMesh);
+ if (d->m_zExtent != zExtent) {
+ d->m_zExtent = zExtent;
+ emit zExtentChanged();
+ setDirty(true);
+ }
+}
+
+float QCuboidMesh::zExtent() const
+{
+ Q_D(const QCuboidMesh);
+ return d->m_zExtent;
+}
+
+void QCuboidMesh::setYZMeshResolution(const QSize &resolution)
+{
+ Q_D(QCuboidMesh);
+ if (d->m_yzFaceResolution != resolution) {
+ d->m_yzFaceResolution = resolution;
+ emit yzMeshResolutionChanged();
+ setDirty(true);
+ }
+}
+
+QSize QCuboidMesh::yzMeshResolution() const
+{
+ Q_D(const QCuboidMesh);
+ return d->m_yzFaceResolution;
+}
+
+void QCuboidMesh::setXZMeshResolution(const QSize &resolution)
+{
+ Q_D(QCuboidMesh);
+ if (d->m_xzFaceResolution != resolution) {
+ d->m_xzFaceResolution = resolution;
+ emit xzMeshResolutionChanged();
+ setDirty(true);
+ }
+}
+
+QSize QCuboidMesh::xzMeshResolution() const
+{
+ Q_D(const QCuboidMesh);
+ return d->m_xzFaceResolution;
+}
+
+void QCuboidMesh::setXYMeshResolution(const QSize &resolution)
+{
+ Q_D(QCuboidMesh);
+ if (d->m_xyFaceResolution != resolution) {
+ d->m_xyFaceResolution = resolution;
+ emit xyMeshResolutionChanged();
+ setDirty(true);
+ }
+}
+
+QSize QCuboidMesh::xyMeshResolution() const
+{
+ Q_D(const QCuboidMesh);
+ return d->m_xyFaceResolution;
+}
+
+MeshDataPtr createCuboidMesh(float xExtent,
+ float yExtent,
+ float zExtent,
+ const QSize &yzResolution,
+ const QSize &xzResolution,
+ const QSize &xyResolution);
+
+class CuboidMeshFunctor : public QAbstractMeshFunctor
+{
+public:
+ CuboidMeshFunctor(const QCuboidMesh &c)
+ : QAbstractMeshFunctor()
+ , m_xExtent(c.xExtent())
+ , m_yExtent(c.yExtent())
+ , m_zExtent(c.zExtent())
+ , m_yzFaceResolution(c.yzMeshResolution())
+ , m_xzFaceResolution(c.xzMeshResolution())
+ , m_xyFaceResolution(c.xyMeshResolution())
+ {
+ }
+
+ QAbstractMeshDataPtr operator ()() Q_DECL_OVERRIDE
+ {
+ return createCuboidMesh(m_xExtent, m_yExtent, m_zExtent,
+ m_yzFaceResolution,
+ m_xzFaceResolution,
+ m_xyFaceResolution);
+ }
+
+private:
+ // Dimensions
+ float m_xExtent;
+ float m_yExtent;
+ float m_zExtent;
+
+ // Resolutions of faces with normal x, y, and z
+ QSize m_yzFaceResolution;
+ QSize m_xzFaceResolution;
+ QSize m_xyFaceResolution;
+};
+
+QAbstractMeshFunctorPtr QCuboidMesh::meshFunctor() const
+{
+ return QAbstractMeshFunctorPtr(new CuboidMeshFunctor(*this));
+}
+
+enum PlaneNormal {
+ PositiveX,
+ NegativeX,
+ PositiveY,
+ NegativeY,
+ PositiveZ,
+ NegativeZ
+};
+
+void generatePlaneData(float w, float h, const QSize &resolution,
+ PlaneNormal normal, float planeDistance,
+ float *vertices, quint16 *indices,
+ quint16 &baseVertex)
+{
+ const float a0 = -w / 2.0f;
+ const float b0 = -h / 2.0f;
+ const float da = w / (resolution.width() - 1);
+ const float db = h / (resolution.height() - 1);
+ const float du = 1.0 / (resolution.width() - 1);
+ const float dv = 1.0 / (resolution.height() - 1);
+ float n = 1.0f;
+
+ switch (normal) {
+ case NegativeX:
+ n = -1.0f; // fall through
+ case PositiveX: {
+ // Iterate over z
+ for (int j = 0; j < resolution.height(); ++j) {
+ const float b = b0 + static_cast<float>(j) * db;
+ const float v = static_cast<float>(j) * dv;
+
+ // Iterate over y
+ for (int i = 0; i < resolution.width(); ++i) {
+ const float a = a0 + static_cast<float>(i) * da;
+ const float u = static_cast<float>(i) * du;
+
+ // position
+ *vertices++ = planeDistance;
+ *vertices++ = a;
+ *vertices++ = b;
+
+ // texture coordinates
+ *vertices++ = u;
+ *vertices++ = v;
+
+ // normal
+ *vertices++ = n;
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+
+ // tangent
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 1.0f;
+ *vertices++ = 1.0f;
+ }
+ }
+ break;
+ }
+
+ case NegativeY:
+ n = -1.0f;
+ case PositiveY: {
+ // Iterate over z
+ for (int j = 0; j < resolution.height(); ++j) {
+ const float b = b0 + static_cast<float>(j) * db;
+ const float v = static_cast<float>(j) * dv;
+
+ // Iterate over x
+ // This iterates in the opposite sense to the other directions
+ // so that the winding order is correct
+ for (int i = resolution.width() - 1; i >= 0; --i) {
+ const float a = a0 + static_cast<float>(i) * da;
+ const float u = static_cast<float>(i) * du;
+
+ // position
+ *vertices++ = a;
+ *vertices++ = planeDistance;
+ *vertices++ = b;
+
+ // texture coordinates
+ *vertices++ = u;
+ *vertices++ = v;
+
+ // normal
+ *vertices++ = 0.0f;
+ *vertices++ = n;
+ *vertices++ = 0.0f;
+
+ // tangent
+ *vertices++ = 1.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 1.0f;
+ }
+ }
+ break;
+ }
+
+ case NegativeZ:
+ n = -1.0f;
+ case PositiveZ: {
+ // Iterate over y
+ for (int j = 0; j < resolution.height(); ++j) {
+ const float b = b0 + static_cast<float>(j) * db;
+ const float v = static_cast<float>(j) * dv;
+
+ // Iterate over x
+ for (int i = 0; i < resolution.width(); ++i) {
+ const float a = a0 + static_cast<float>(i) * da;
+ const float u = static_cast<float>(i) * du;
+
+ // position
+ *vertices++ = a;
+ *vertices++ = b;
+ *vertices++ = planeDistance;
+
+ // texture coordinates
+ *vertices++ = u;
+ *vertices++ = v;
+
+ // normal
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = n;
+
+ // tangent
+ *vertices++ = 1.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 1.0f;
+ }
+ }
+ break;
+ }
+ } // switch (normal)
+
+ // Populate indices taking care to get correct CCW winding on all faces
+ if (n > 0.0) {
+ for (int j = 0; j < resolution.height() - 1; ++j) {
+ const int rowStartIndex = j * resolution.width() + baseVertex;
+ const int nextRowStartIndex = (j + 1) * resolution.width() + baseVertex;
+
+ // Iterate over x
+ for (int i = 0; i < resolution.width() - 1; ++i) {
+ // Split quad into two triangles
+ *indices++ = rowStartIndex + i;
+ *indices++ = rowStartIndex + i + 1;
+ *indices++ = nextRowStartIndex + i;
+
+ *indices++ = nextRowStartIndex + i;
+ *indices++ = rowStartIndex + i + 1;
+ *indices++ = nextRowStartIndex + i + 1;
+ }
+ }
+ } else {
+ for (int j = 0; j < resolution.height() - 1; ++j) {
+ const int rowStartIndex = j * resolution.width() + baseVertex;
+ const int nextRowStartIndex = (j + 1) * resolution.width() + baseVertex;
+
+ // Iterate over x
+ for (int i = 0; i < resolution.width() - 1; ++i) {
+ // Split quad into two triangles
+ *indices++ = rowStartIndex + i;
+ *indices++ = nextRowStartIndex + i;
+ *indices++ = rowStartIndex + i + 1;
+
+ *indices++ = nextRowStartIndex + i;
+ *indices++ = nextRowStartIndex + i + 1;
+ *indices++ = rowStartIndex + i + 1;
+ }
+ }
+ }
+
+ baseVertex += resolution.width() * resolution.height();
+}
+
+MeshDataPtr createCuboidMesh(float xExtent,
+ float yExtent,
+ float zExtent,
+ const QSize &yzResolution,
+ const QSize &xzResolution,
+ const QSize &xyResolution)
+{
+ Q_ASSERT(xExtent > 0.0f && yExtent > 0.0f && zExtent > 0.0);
+ Q_ASSERT(yzResolution.width() >= 2 && yzResolution.height() >=2);
+ Q_ASSERT(xzResolution.width() >= 2 && xzResolution.height() >=2);
+ Q_ASSERT(xyResolution.width() >= 2 && xyResolution.height() >=2);
+
+ const int yzVerts = yzResolution.width() * yzResolution.height();
+ const int xzVerts = xzResolution.width() * xzResolution.height();
+ const int xyVerts = xyResolution.width() * xyResolution.height();
+ const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
+
+ // Allocate a buffer with the interleaved per-vertex data with
+ // vec3 pos, vec2 texCoord, vec3 normal, vec4 tangent
+ const quint32 elementSize = 3 + 2 + 3 + 4;
+ const quint32 stride = elementSize * sizeof(float);
+ QByteArray vertexBytes;
+ vertexBytes.resize(stride * nVerts);
+ float* vertices = reinterpret_cast<float*>(vertexBytes.data());
+
+ // Allocate a buffer for the index data
+ const int yzIndices = 2 * 3 * (yzResolution.width() - 1) * (yzResolution.height() - 1);
+ const int xzIndices = 2 * 3 * (xzResolution.width() - 1) * (xzResolution.height() - 1);
+ const int xyIndices = 2 * 3 * (xyResolution.width() - 1) * (xyResolution.height() - 1);
+ const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
+ Q_ASSERT(indexCount < std::numeric_limits<quint16>::max());
+ QByteArray indexBytes;
+ indexBytes.resize(indexCount * sizeof(quint16));
+ quint16* indices = reinterpret_cast<quint16*>(indexBytes.data());
+
+ // Populate vertex and index buffers
+ quint16 baseVertex = 0;
+ generatePlaneData(yExtent, zExtent, yzResolution,
+ PositiveX, xExtent / 2.0f,
+ vertices, indices, baseVertex);
+
+ vertices += yzVerts * elementSize;
+ indices += yzIndices;
+ generatePlaneData(yExtent, zExtent, yzResolution,
+ NegativeX, -xExtent / 2.0f,
+ vertices, indices, baseVertex);
+ vertices += yzVerts * elementSize;
+ indices += yzIndices;
+
+ generatePlaneData(xExtent, zExtent, xzResolution,
+ PositiveY, yExtent / 2.0f,
+ vertices, indices, baseVertex);
+ vertices += xzVerts * elementSize;
+ indices += xzIndices;
+ generatePlaneData(xExtent, zExtent, xzResolution,
+ NegativeY, -yExtent / 2.0f,
+ vertices, indices, baseVertex);
+ vertices += xzVerts * elementSize;
+ indices += xzIndices;
+
+ generatePlaneData(xExtent, yExtent, xyResolution,
+ PositiveZ, zExtent / 2.0f,
+ vertices, indices, baseVertex);
+ vertices += xyVerts * elementSize;
+ indices += xyIndices;
+ generatePlaneData(xExtent, yExtent, xyResolution,
+ NegativeZ, -zExtent / 2.0f,
+ vertices, indices, baseVertex);
+
+ // Wrap the raw bytes in buffers and set attributes/indices on the mesh
+ BufferPtr vertexBuffer(new Buffer(QOpenGLBuffer::VertexBuffer));
+ vertexBuffer->setUsage(QOpenGLBuffer::StaticDraw);
+ vertexBuffer->setData(vertexBytes);
+
+ BufferPtr indexBuffer(new Buffer(QOpenGLBuffer::IndexBuffer));
+ indexBuffer->setUsage(QOpenGLBuffer::StaticDraw);
+ indexBuffer->setData(indexBytes);
+
+ MeshDataPtr mesh(new MeshData(GL_TRIANGLES));
+ quint32 offset = 0;
+ mesh->addAttribute(QAbstractMeshData::defaultPositionAttributeName(),
+ AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC3, nVerts, offset, stride)));
+ offset += 3 * sizeof(float);
+
+ mesh->addAttribute(QAbstractMeshData::defaultTextureCoordinateAttributeName(),
+ AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC2, nVerts, offset, stride)));
+ offset += 2 * sizeof(float);
+
+ mesh->addAttribute(QAbstractMeshData::defaultNormalAttributeName(),
+ AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC3, nVerts, offset, stride)));
+ offset += 3 * sizeof(float);
+
+ mesh->addAttribute(QAbstractMeshData::defaultTangentAttributeName(),
+ AttributePtr(new Attribute(vertexBuffer, GL_FLOAT_VEC4, nVerts, offset, stride)));
+
+ mesh->setIndexAttribute(AttributePtr(new Attribute(indexBuffer, GL_UNSIGNED_SHORT, indexCount, 0, 0)));
+
+ mesh->computeBoundsFromAttribute(QAbstractMeshData::defaultPositionAttributeName());
+ qCDebug(Render::Frontend) << "computed axis-aligned bounding box is:" << mesh->boundingBox();
+
+ return mesh;
+}
+
+} // namespace Qt3D
+
+QT_END_NAMESPACE