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pbrshadermeshbinder.h
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/*
* Copyright (c) 2020 Jeremy HU <jeremy-at-dust3d dot org>. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef AUTO_REMESHER_PBR_SHADER_MESH_BINDER_H
#define AUTO_REMESHER_PBR_SHADER_MESH_BINDER_H
#include <QOpenGLVertexArrayObject>
#include <QMutex>
#include <QOpenGLBuffer>
#include <QString>
#include <QOpenGLTexture>
#include "pbrshadermesh.h"
#include "pbrshaderprogram.h"
class PbrShaderMeshBinder
{
public:
PbrShaderMeshBinder(bool toolEnabled=false);
~PbrShaderMeshBinder();
void updateMesh(PbrShaderMesh *mesh);
void initialize();
void paint(PbrShaderProgram *program);
void cleanup();
void showWireframe();
void hideWireframe();
bool isWireframeVisible();
void enableEnvironmentLight();
bool isEnvironmentLightEnabled();
void reloadMesh();
void fetchCurrentToonNormalAndDepthMaps(QImage *normalMap, QImage *depthMap);
void updateToonNormalAndDepthMaps(QImage *normalMap, QImage *depthMap);
private:
PbrShaderMesh *m_mesh = nullptr;
PbrShaderMesh *m_newMesh = nullptr;
int m_renderTriangleVertexCount = 0;
int m_renderEdgeVertexCount = 0;
int m_renderToolVertexCount = 0;
bool m_newMeshComing = false;
bool m_showWireframe = false;
bool m_hasTexture = false;
QOpenGLTexture *m_texture = nullptr;
bool m_hasNormalMap = false;
QOpenGLTexture *m_normalMap = nullptr;
bool m_hasMetalnessMap = false;
bool m_hasRoughnessMap = false;
bool m_hasAmbientOcclusionMap = false;
QOpenGLTexture *m_metalnessRoughnessAmbientOcclusionMap = nullptr;
bool m_toolEnabled = false;
bool m_environmentLightEnabled = false;
QOpenGLTexture *m_environmentIrradianceMap = nullptr;
QOpenGLTexture *m_environmentSpecularMap = nullptr;
QOpenGLTexture *m_toonNormalMap = nullptr;
QOpenGLTexture *m_toonDepthMap = nullptr;
QImage *m_newToonNormalMap = nullptr;
QImage *m_newToonDepthMap = nullptr;
QImage *m_currentToonNormalMap = nullptr;
QImage *m_currentToonDepthMap = nullptr;
bool m_newToonMapsComing = false;
private:
QOpenGLVertexArrayObject m_vaoTriangle;
QOpenGLBuffer m_vboTriangle;
QOpenGLVertexArrayObject m_vaoEdge;
QOpenGLBuffer m_vboEdge;
QOpenGLVertexArrayObject m_vaoTool;
QOpenGLBuffer m_vboTool;
QMutex m_meshMutex;
QMutex m_newMeshMutex;
QMutex m_toonNormalAndDepthMapMutex;
};
#endif