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qgsdemterraintilegeometry_p.cpp
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qgsdemterraintilegeometry_p.cpp
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/***************************************************************************
qgsdemterraintilegeometry_p.cpp
--------------------------------------
Date : July 2017
Copyright : (C) 2017 by Martin Dobias
Email : wonder dot sk at gmail dot com
***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "qgsdemterraintilegeometry_p.h"
#include <Qt3DRender/qattribute.h>
#include <Qt3DRender/qbuffer.h>
#include <Qt3DRender/qbufferdatagenerator.h>
#include <limits>
///@cond PRIVATE
using namespace Qt3DRender;
static QByteArray createPlaneVertexData( int res, float skirtHeight, const QByteArray &heights )
{
Q_ASSERT( res >= 2 );
Q_ASSERT( heights.count() == res * res * ( int )sizeof( float ) );
const float *zData = ( const float * ) heights.constData();
const float *zBits = zData;
const int nVerts = ( res + 2 ) * ( res + 2 );
// Populate a buffer with the interleaved per-vertex data with
// vec3 pos, vec2 texCoord, vec3 normal, vec4 tangent
const quint32 elementSize = 3 + 2 + 3;
const quint32 stride = elementSize * sizeof( float );
QByteArray bufferBytes;
bufferBytes.resize( stride * nVerts );
float *fptr = reinterpret_cast<float *>( bufferBytes.data() );
float w = 1, h = 1;
QSize resolution( res, res );
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 = -1; j <= resolution.height(); ++j )
{
int jBound = qBound( 0, j, resolution.height() - 1 );
const float z = z0 + static_cast<float>( jBound ) * dz;
const float v = static_cast<float>( jBound ) * dv;
// Iterate over x
for ( int i = -1; i <= resolution.width(); ++i )
{
int iBound = qBound( 0, i, resolution.width() - 1 );
const float x = x0 + static_cast<float>( iBound ) * dx;
const float u = static_cast<float>( iBound ) * du;
float height;
if ( i == iBound && j == jBound )
height = *zBits++;
else
height = zData[ jBound * resolution.width() + iBound ] - skirtHeight;
// position
*fptr++ = x;
*fptr++ = height;
*fptr++ = z;
// texture coordinates
*fptr++ = u;
*fptr++ = v;
// TODO: compute correct normals based on neighboring pixels
// normal
*fptr++ = 0.0f;
*fptr++ = 1.0f;
*fptr++ = 0.0f;
}
}
return bufferBytes;
}
static QByteArray createPlaneIndexData( int res )
{
QSize resolution( res, res );
int numVerticesX = resolution.width() + 2;
int numVerticesZ = resolution.height() + 2;
// Create the index data. 2 triangles per rectangular face
const int faces = 2 * ( numVerticesX - 1 ) * ( numVerticesZ - 1 );
const quint32 indices = 3 * faces;
Q_ASSERT( indices < std::numeric_limits<quint32>::max() );
QByteArray indexBytes;
indexBytes.resize( indices * sizeof( quint32 ) );
quint32 *indexPtr = reinterpret_cast<quint32 *>( indexBytes.data() );
// Iterate over z
for ( int j = 0; j < numVerticesZ - 1; ++j )
{
const int rowStartIndex = j * numVerticesX;
const int nextRowStartIndex = ( j + 1 ) * numVerticesX;
// Iterate over x
for ( int i = 0; i < numVerticesX - 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;
}
}
return indexBytes;
}
//! Generates vertex buffer for DEM terrain tiles
class PlaneVertexBufferFunctor : public QBufferDataGenerator
{
public:
explicit PlaneVertexBufferFunctor( int resolution, float skirtHeight, const QByteArray &heightMap )
: mResolution( resolution )
, mSkirtHeight( skirtHeight )
, mHeightMap( heightMap )
{}
~PlaneVertexBufferFunctor() {}
QByteArray operator()() final
{
return createPlaneVertexData( mResolution, mSkirtHeight, mHeightMap );
}
bool operator ==( const QBufferDataGenerator &other ) const final
{
const PlaneVertexBufferFunctor *otherFunctor = functor_cast<PlaneVertexBufferFunctor>( &other );
if ( otherFunctor != nullptr )
return ( otherFunctor->mResolution == mResolution &&
otherFunctor->mSkirtHeight == mSkirtHeight &&
otherFunctor->mHeightMap == mHeightMap );
return false;
}
QT3D_FUNCTOR( PlaneVertexBufferFunctor )
private:
int mResolution;
float mSkirtHeight;
QByteArray mHeightMap;
};
//! Generates index buffer for DEM terrain tiles
class PlaneIndexBufferFunctor : public QBufferDataGenerator
{
public:
explicit PlaneIndexBufferFunctor( int resolution )
: mResolution( resolution )
{}
~PlaneIndexBufferFunctor() {}
QByteArray operator()() final
{
return createPlaneIndexData( mResolution );
}
bool operator ==( const QBufferDataGenerator &other ) const final
{
const PlaneIndexBufferFunctor *otherFunctor = functor_cast<PlaneIndexBufferFunctor>( &other );
if ( otherFunctor != nullptr )
return ( otherFunctor->mResolution == mResolution );
return false;
}
QT3D_FUNCTOR( PlaneIndexBufferFunctor )
private:
int mResolution;
};
// ------------
DemTerrainTileGeometry::DemTerrainTileGeometry( int resolution, float skirtHeight, const QByteArray &heightMap, DemTerrainTileGeometry::QNode *parent )
: QGeometry( parent )
, mResolution( resolution )
, mSkirtHeight( skirtHeight )
, mHeightMap( heightMap )
{
init();
}
void DemTerrainTileGeometry::init()
{
mPositionAttribute = new QAttribute( this );
mNormalAttribute = new QAttribute( this );
mTexCoordAttribute = new QAttribute( this );
mIndexAttribute = new QAttribute( this );
mVertexBuffer = new Qt3DRender::QBuffer( Qt3DRender::QBuffer::VertexBuffer, this );
mIndexBuffer = new Qt3DRender::QBuffer( Qt3DRender::QBuffer::IndexBuffer, this );
int nVertsX = mResolution + 2;
int nVertsZ = mResolution + 2;
const int nVerts = nVertsX * nVertsZ;
const int stride = ( 3 + 2 + 3 ) * sizeof( float );
const int faces = 2 * ( nVertsX - 1 ) * ( nVertsZ - 1 );
mPositionAttribute->setName( QAttribute::defaultPositionAttributeName() );
mPositionAttribute->setVertexBaseType( QAttribute::Float );
mPositionAttribute->setVertexSize( 3 );
mPositionAttribute->setAttributeType( QAttribute::VertexAttribute );
mPositionAttribute->setBuffer( mVertexBuffer );
mPositionAttribute->setByteStride( stride );
mPositionAttribute->setCount( nVerts );
mTexCoordAttribute->setName( QAttribute::defaultTextureCoordinateAttributeName() );
mTexCoordAttribute->setVertexBaseType( QAttribute::Float );
mTexCoordAttribute->setVertexSize( 2 );
mTexCoordAttribute->setAttributeType( QAttribute::VertexAttribute );
mTexCoordAttribute->setBuffer( mVertexBuffer );
mTexCoordAttribute->setByteStride( stride );
mTexCoordAttribute->setByteOffset( 3 * sizeof( float ) );
mTexCoordAttribute->setCount( nVerts );
mNormalAttribute->setName( QAttribute::defaultNormalAttributeName() );
mNormalAttribute->setVertexBaseType( QAttribute::Float );
mNormalAttribute->setVertexSize( 3 );
mNormalAttribute->setAttributeType( QAttribute::VertexAttribute );
mNormalAttribute->setBuffer( mVertexBuffer );
mNormalAttribute->setByteStride( stride );
mNormalAttribute->setByteOffset( 5 * sizeof( float ) );
mNormalAttribute->setCount( nVerts );
mIndexAttribute->setAttributeType( QAttribute::IndexAttribute );
mIndexAttribute->setVertexBaseType( QAttribute::UnsignedInt );
mIndexAttribute->setBuffer( mIndexBuffer );
// Each primitive has 3 vertives
mIndexAttribute->setCount( faces * 3 );
mVertexBuffer->setDataGenerator( QSharedPointer<PlaneVertexBufferFunctor>::create( mResolution, mSkirtHeight, mHeightMap ) );
mIndexBuffer->setDataGenerator( QSharedPointer<PlaneIndexBufferFunctor>::create( mResolution ) );
addAttribute( mPositionAttribute );
addAttribute( mTexCoordAttribute );
addAttribute( mNormalAttribute );
addAttribute( mIndexAttribute );
}
/// @endcond