/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/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 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later 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 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qplanemesh.h" #include "qplanemesh_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3D { QPlaneMeshPrivate::QPlaneMeshPrivate(QPlaneMesh *qq) : QAbstractMeshPrivate(qq) , m_width(1.0f) , m_height(1.0f) , m_meshResolution(2, 2) { } QPlaneMesh::QPlaneMesh(QNode *parent) : QAbstractMesh(*new QPlaneMeshPrivate(this), parent) { update(); } void QPlaneMesh::copy(const QNode *ref) { QAbstractMesh::copy(ref); const QPlaneMesh *mesh = static_cast(ref); d_func()->m_width = mesh->d_func()->m_width; d_func()->m_height = mesh->d_func()->m_height; d_func()->m_meshResolution = mesh->d_func()->m_meshResolution; } QPlaneMesh::QPlaneMesh(QPlaneMeshPrivate &dd, QNode *parent) : QAbstractMesh(dd, parent) { update(); } void QPlaneMesh::setWidth(float width) { Q_D(QPlaneMesh); if (width != d->m_width) { d->m_width = width; emit widthChanged(); update(); } } float QPlaneMesh::width() const { Q_D(const QPlaneMesh); return d->m_width; } void QPlaneMesh::setHeight(float height) { Q_D(QPlaneMesh); if (height != d->m_height) { d->m_height = height; emit heightChanged(); update(); } } float QPlaneMesh::height() const { Q_D(const QPlaneMesh); return d->m_height; } void QPlaneMesh::setMeshResolution(const QSize &resolution) { Q_D(QPlaneMesh); if (resolution != d->m_meshResolution) { d->m_meshResolution = resolution; emit meshResolutionChanged(); update(); } } QSize QPlaneMesh::meshResolution() const { Q_D(const QPlaneMesh); return d->m_meshResolution; } QMeshDataPtr createPlaneMesh(float w, float h, const QSize &resolution); class PlaneMeshFunctor : public QAbstractMeshFunctor { public: PlaneMeshFunctor(const QPlaneMesh &plane) : m_width(plane.width()) , m_height(plane.height()) , m_meshResolution(plane.meshResolution()) { } QMeshDataPtr operator ()() Q_DECL_OVERRIDE { return createPlaneMesh(m_width, m_height, m_meshResolution); } bool operator ==(const QAbstractMeshFunctor &other) const Q_DECL_OVERRIDE { const PlaneMeshFunctor *otherFunctor = dynamic_cast(&other); if (otherFunctor != Q_NULLPTR) return (otherFunctor->m_width == m_width && otherFunctor->m_height == m_height && otherFunctor->m_meshResolution == m_meshResolution); return false; } private: float m_width; float m_height; QSize m_meshResolution; }; QMeshDataPtr createPlaneMesh(float w, float h, const QSize &resolution) { Q_ASSERT(w > 0.0f); Q_ASSERT(h > 0.0f); Q_ASSERT(resolution.width() >= 2); Q_ASSERT(resolution.height() >= 2); const int nVerts = resolution.width() * resolution.height(); // Populate 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 bufferBytes; bufferBytes.resize(stride * nVerts); float* fptr = reinterpret_cast(bufferBytes.data()); const float x0 = -w / 2.0f; const float z0 = -h / 2.0f; const float dx = w / (resolution.width() - 1); const float dz = h / (resolution.height() - 1); const float du = 1.0 / (resolution.width() - 1); const float dv = 1.0 / (resolution.height() - 1); // Iterate over z for (int j = 0; j < resolution.height(); ++j) { const float z = z0 + static_cast(j) * dz; const float v = static_cast(j) * dv; // Iterate over x for (int i = 0; i < resolution.width(); ++i) { const float x = x0 + static_cast(i) * dx; const float u = static_cast(i) * du; // position *fptr++ = x; *fptr++ = 0.0; *fptr++ = z; // texture coordinates *fptr++ = u; *fptr++ = v; // normal *fptr++ = 0.0f; *fptr++ = 1.0f; *fptr++ = 0.0f; // tangent *fptr++ = 1.0f; *fptr++ = 0.0f; *fptr++ = 0.0f; *fptr++ = 1.0f; } } // Wrap the raw bytes in a buffer BufferPtr buf(new Buffer(QOpenGLBuffer::VertexBuffer)); buf->setUsage(QOpenGLBuffer::StaticDraw); buf->setData(bufferBytes); // Create the mesh data, specify the vertex format and data QMeshDataPtr mesh(new QMeshData(QMeshData::Triangles)); quint32 offset = 0; mesh->addAttribute(QMeshData::defaultPositionAttributeName(), AttributePtr(new Attribute(buf, GL_FLOAT_VEC3, nVerts, offset, stride))); offset += 3 * sizeof(float); mesh->addAttribute(QMeshData::defaultTextureCoordinateAttributeName(), AttributePtr(new Attribute(buf, GL_FLOAT_VEC2, nVerts, offset, stride))); offset += 2 * sizeof(float); mesh->addAttribute(QMeshData::defaultNormalAttributeName(), AttributePtr(new Attribute(buf, GL_FLOAT_VEC3, nVerts, offset, stride))); offset += 3 * sizeof(float); mesh->addAttribute(QMeshData::defaultTangentAttributeName(), AttributePtr(new Attribute(buf, GL_FLOAT_VEC4, nVerts, offset, stride))); // Create the index data. 2 triangles per rectangular face const int faces = 2 * (resolution.width() - 1) * (resolution.height() - 1); const int indices = 3 * faces; Q_ASSERT(indices < std::numeric_limits::max()); QByteArray indexBytes; indexBytes.resize(indices * sizeof(quint16)); quint16* indexPtr = reinterpret_cast(indexBytes.data()); // Iterate over z for (int j = 0; j < resolution.height() - 1; ++j) { const int rowStartIndex = j * resolution.width(); const int nextRowStartIndex = (j + 1) * resolution.width(); // Iterate over x for (int i = 0; i < resolution.width() - 1; ++i) { // Split quad into two triangles *indexPtr++ = rowStartIndex + i; *indexPtr++ = nextRowStartIndex + i; *indexPtr++ = rowStartIndex + i + 1; *indexPtr++ = nextRowStartIndex + i; *indexPtr++ = nextRowStartIndex + i + 1; *indexPtr++ = rowStartIndex + i + 1; } } // Wrap the index bytes in a buffer BufferPtr indexBuffer(new Buffer(QOpenGLBuffer::IndexBuffer)); indexBuffer->setUsage(QOpenGLBuffer::StaticDraw); indexBuffer->setData(indexBytes); // Specify index data on the mesh mesh->setIndexAttribute(AttributePtr(new Attribute(indexBuffer, GL_UNSIGNED_SHORT, indices, 0, 0))); mesh->computeBoundsFromAttribute(QMeshData::defaultPositionAttributeName()); qCDebug(Render::Frontend) << "computed axis-aligned bounding box is:" << mesh->boundingBox(); return mesh; } QAbstractMeshFunctorPtr QPlaneMesh::meshFunctor() const { return QAbstractMeshFunctorPtr(new PlaneMeshFunctor(*this)); } } // namespace Qt3D QT_END_NAMESPACE