import msh file,

problems:
it is not correctly displayed (vertice and what happend to the texture?)
todo:
improve the import, remove unused garbage,
add move and zoom function
This commit is contained in:
Anakin
2016-12-30 12:36:05 +01:00
parent 82ce8ad72a
commit 353d932147
6 changed files with 801 additions and 65 deletions

View File

@@ -1,14 +1,5 @@
#include "..\Header\GeometryEngine.h"
#include <QVector2D>
#include <QVector3D>
struct VertexData
{
QVector3D position;
QVector2D texCoord;
};
#include "..\Header\MshFile.h"
/////////////////////////////////////////////////////////////////////////
@@ -45,66 +36,89 @@ GeometryEngine::~GeometryEngine()
void GeometryEngine::initCubeGeometry()
{
QVector<VertexData> vertices = {
// Vertex data for face 0
{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v0
{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.0f)}, // v1
{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 0.5f)}, // v2
{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v3
try
{
MshFile file("..\\Release\\Msh\\cube.msh");
m_models = file.getModels();
//TODO use models local, apply MVP directly to the vertex, save size and tex index info
// Vertex data for face 1
{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D( 0.0f, 0.5f)}, // v4
{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.5f)}, // v5
{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v6
{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v7
// Vertex data for face 2
{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v8
{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.5f)}, // v9
{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)}, // v10
{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v11
// Vertex data for face 3
{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v12
{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v13
{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v14
{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(1.0f, 0.5f)}, // v15
// Vertex data for face 4
{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.0f)}, // v16
{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v17
{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v18
{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v19
// Vertex data for face 5
{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v20
{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v21
{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v22
{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)} // v23
};
QVector<GLushort> indices = {
0,1,2, //vorne (4)
3,2,1,
4,5,7, //rechts (1)
6,4,7,
8,9,11, //hinten (3)*
8,11,10,
14,12,13, //links (6)*
14,13,15,
18,16,17, //unten (5)
19,18,17,
23,22,20, //oben (2)*
23,20,21
};
//TODO: handle the textures
}
catch (std::invalid_argument e)
{
//TODO: make a cool message box
auto msg = e.what();
}
// Transfer vertex data to VBO 0
m_arrayBuf.bind();
m_arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(VertexData));
m_arrayBuf.allocate(m_models->first()->segmList.front()->vertices.data(), m_models->first()->segmList.front()->vertices.size() * sizeof(VertexData));
// Transfer index data to VBO 1
m_indexBuf.bind();
m_indexBuf.allocate(indices.data(), indices.size() * sizeof(GLushort));
m_indexBuf.allocate(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLushort));
//QVector<VertexData> vertices = {
// // Vertex data for face 0
// {QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v0
// {QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.0f)}, // v1
// {QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 0.5f)}, // v2
// {QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v3
// // Vertex data for face 1
// {QVector3D( 1.0f, -1.0f, 1.0f), QVector2D( 0.0f, 0.5f)}, // v4
// {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.5f)}, // v5
// {QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v6
// {QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v7
// // Vertex data for face 2
// {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v8
// {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.5f)}, // v9
// {QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)}, // v10
// {QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v11
// // Vertex data for face 3
// {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v12
// {QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v13
// {QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v14
// {QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(1.0f, 0.5f)}, // v15
// // Vertex data for face 4
// {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.0f)}, // v16
// {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v17
// {QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v18
// {QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v19
// // Vertex data for face 5
// {QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v20
// {QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v21
// {QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v22
// {QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)} // v23
// };
//QVector<GLushort> indices = {
// 0,1,2, //vorne (4)
// 3,2,1,
// 4,5,7, //rechts (1)
// 6,4,7,
// 8,9,11, //hinten (3)*
// 8,11,10,
// 14,12,13, //links (6)*
// 14,13,15,
// 18,16,17, //unten (5)
// 19,18,17,
// 23,22,20, //oben (2)*
// 23,20,21
//};
//// Transfer vertex data to VBO 0
//m_arrayBuf.bind();
//m_arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(VertexData));
//// Transfer index data to VBO 1
//m_indexBuf.bind();
//m_indexBuf.allocate(indices.data(), indices.size() * sizeof(GLushort));
// load the texture
initTexture();