store and pass normal values to viewport
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@@ -1,6 +1,9 @@
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#include "Gui/Viewport/GLMesh.h"
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#include <GL/gl.h>
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#include <iostream>
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#include "Engine/Operator/AttributeHandle.h"
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GLMesh::GLMesh()
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{
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@@ -34,30 +37,35 @@ void GLMesh::initBuffers()
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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// gives the shader a way to read buffer data
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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// read normal
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
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// disable vertex attrib array
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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}
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void GLMesh::setPosBuffer(std::vector<enzo::bt::Vector3> data)
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void GLMesh::setPosBuffer(enzo::geo::Geometry& geometry)
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{
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bind();
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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vertexPosData.clear();
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std::cout << "pos data\n-------\n";
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for(auto vector : data)
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vertices.clear();
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std::shared_ptr<enzo::ga::Attribute> PAttr = geometry.getAttribByName(enzo::ga::AttrOwner::POINT, "P");
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enzo::ga::AttributeHandleVector3 PAttrHandle = enzo::ga::AttributeHandleVector3(PAttr);
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auto pointPositions = PAttrHandle.getAllValues();
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for(auto position : pointPositions)
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{
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vertexPosData.push_back(vector.x());
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vertexPosData.push_back(vector.y());
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vertexPosData.push_back(vector.z());
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std::cout << vector.x() << " " << vector.y() << " " << vector.z() << "\n";
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vertices.push_back({{position.x(), position.y(), position.z()}, {position.x(), position.y(), position.z()}});
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std::cout << position.x() << " " << position.y() << " " << position.z() << "\n";
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}
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glBufferData(GL_ARRAY_BUFFER, vertexPosData.size()*sizeof(GLfloat), vertexPosData.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
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unbind();
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}
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@@ -110,7 +118,7 @@ void GLMesh::draw()
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bind();
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// wireframe
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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// glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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glDrawElements(GL_TRIANGLES, indexData.size(), GL_UNSIGNED_INT, 0);
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}
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@@ -2,6 +2,14 @@
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#include "Engine/Types.h"
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#include <GL/gl.h>
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#include <QOpenGLFunctions_3_2_Core>
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#include <glm/ext/vector_float3.hpp>
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#include "Engine/Operator/Geometry.h"
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struct Vertex
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{
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glm::vec3 position;
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glm::vec3 normal;
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};
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class GLMesh
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: protected QOpenGLFunctions_3_2_Core
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@@ -12,12 +20,13 @@ public:
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GLuint vertexBuffer;
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GLuint indexBuffer;
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std::vector<GLfloat> vertexPosData;
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// std::vector<GLfloat> vertexPosData;
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std::vector<Vertex> vertices;
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std::vector<GLint> indexData;
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void init();
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void initBuffers();
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void setPosBuffer(std::vector<enzo::bt::Vector3> data);
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void setPosBuffer(enzo::geo::Geometry& geometry);
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void setIndexBuffer(std::vector<int> pointIndices, std::vector<int> primVertexCounts);
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void bind();
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void unbind();
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@@ -39,14 +39,21 @@ void ViewportGLWidget::initializeGL()
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// vertex shader
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const std::string vertexShaderSource = "#version 330 core\n"
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"uniform mat4 uView;\n"
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"uniform mat4 uProj;\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = uProj * uView * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\n";
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const std::string vertexShaderSource = R"(
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#version 330 core
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uniform mat4 uView;
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uniform mat4 uProj;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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out vec3 Normal;
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void main()
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{
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Normal = aNormal;
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gl_Position = uProj * uView * vec4(aPos, 1.0);
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}
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)";
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// shader type
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// convert source
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@@ -74,12 +81,18 @@ void ViewportGLWidget::initializeGL()
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// fragment shader
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const std::string fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n";
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const std::string fragmentShaderSource = R"(
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#version 330 core
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in vec3 Normal;
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out vec4 FragColor;
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void main()
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{
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// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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FragColor = vec4(Normal, 1.0f);
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}
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)";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar* fragmentShaderSourceC = fragmentShaderSource.c_str();
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glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
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@@ -150,26 +163,15 @@ std::unique_ptr<GLMesh> ViewportGLWidget::meshFromGeo(enzo::geo::Geometry& geome
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std::shared_ptr<ga::Attribute> PAttr = geometry.getAttribByName(ga::AttrOwner::POINT, "P");
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ga::AttributeHandleVector3 PAttrHandle = ga::AttributeHandleVector3(PAttr);
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PAttrHandle.addValue(bt::Vector3(1.0f, -1.0f, 0.0f));
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PAttrHandle.addValue(bt::Vector3(-1.0f, -1.0f, 0.0f));
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PAttrHandle.addValue(bt::Vector3(-1.0f, 1.0f, 0.0f));
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PAttrHandle.addValue(bt::Vector3(0.0f, 2.0f, 0.0f));
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PAttrHandle.addValue(bt::Vector3(1.0f, 1.0f, 0.0f));
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mesh->setPosBuffer(PAttrHandle.getAllValues());
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mesh->setPosBuffer(geometry);
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std::shared_ptr<ga::Attribute> pointAttr = geometry.getAttribByName(ga::AttrOwner::VERTEX, "point");
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ga::AttributeHandleInt pointAttrHandle = ga::AttributeHandleInt(pointAttr);
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pointAttrHandle.addValue(0);
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pointAttrHandle.addValue(1);
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pointAttrHandle.addValue(2);
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pointAttrHandle.addValue(3);
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pointAttrHandle.addValue(4);
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std::shared_ptr<ga::Attribute> vertexCountAttr = geometry.getAttribByName(ga::AttrOwner::PRIMITIVE, "vertexCount");
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ga::AttributeHandleInt vertexCountHandle = ga::AttributeHandleInt(vertexCountAttr);
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vertexCountHandle.addValue(5);
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mesh->setIndexBuffer(pointAttrHandle.getAllValues(), vertexCountHandle.getAllValues());
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@@ -184,7 +186,7 @@ void ViewportGLWidget::geometryChanged(enzo::geo::Geometry& geometry)
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std::shared_ptr<ga::Attribute> PAttr = geometry.getAttribByName(ga::AttrOwner::POINT, "P");
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ga::AttributeHandleVector3 PAttrHandle = ga::AttributeHandleVector3(PAttr);
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triangleMesh_->setPosBuffer(PAttrHandle.getAllValues());
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triangleMesh_->setPosBuffer(geometry);
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std::shared_ptr<ga::Attribute> pointAttr = geometry.getAttribByName(ga::AttrOwner::VERTEX, "point");
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ga::AttributeHandleInt pointAttrHandle = ga::AttributeHandleInt(pointAttr);
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