#include "sceneviewer.h" #include #include #include #include #include #include "vbo.h" #include "vao.h" #include "shader.h" #include "logger.h" #include "model.h" using std::vector; SceneViewer::SceneViewer(QWidget* parent) : QOpenGLWidget(parent) { QSurfaceFormat format; format.setProfile(QSurfaceFormat::CoreProfile); format.setVersion(4, 3); setFormat(format); // Create a folder QDir dir("./temp/shaders"); if (!dir.exists()) { dir.mkpath("."); } // Copy the shaders to the folder if (QFile::exists("./temp/shaders/vertexshader.vs")) { QFile::remove("./temp/shaders/vertexshader.vs"); } QFile::copy(":/shaders/vertexshader.vs", "./temp/shaders/vertexshader.vs"); QFile::setPermissions("./temp/shaders/vertexshader.vs", QFileDevice::ReadOwner | QFileDevice::WriteOwner); if (QFile::exists("./temp/shaders/fragmentshader.fs")) { QFile::remove("./temp/shaders/fragmentshader.fs"); } QFile::copy(":/shaders/fragmentshader.fs", "./temp/shaders/fragmentshader.fs"); QFile::setPermissions("./temp/shaders/fragmentshader.fs", QFile::ReadOwner | QFile::WriteOwner); } SceneViewer::~SceneViewer() { } void SceneViewer::initializeGL() { initializeOpenGLFunctions(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); Logger::info("Currently running on OpenGL version: " + std::string((const char*)glGetString(GL_VERSION))); _shaderProgram.ensureInitialized(); Logger::info("Shader Program initialized"); VertexShader vertexShader("./temp/shaders/vertexshader.vs"); FragmentShader fragmentShader("./temp/shaders/fragmentshader.fs"); _shaderProgram.attachShader(vertexShader); _shaderProgram.attachShader(fragmentShader); vertexShader.dispose(); fragmentShader.dispose(); Model* backpackModel = new Model("D:\\ProgrammingFile\\SceneEditor\\Models\\backpack\\backpack.obj"); Logger::info("Model loaded"); Renderable backpack(backpackModel); _objects.push_back(backpack); _camera.setPosition(glm::vec3(0.0f, 0.0f, 3.0f)); _camera.setYaw(-90.0f); _camera.setPitch(0.0f); } void SceneViewer::resizeGL(int w, int h) { glViewport(0, 0, w, h); } void SceneViewer::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _shaderProgram.bind(); // Set view and projection matrices glm::mat4 view = _camera.viewMatrix(); glm::mat4 projection = glm::perspective(glm::radians(_camera.zoomVal()), (float)width() / (float)height(), 0.1f, 100.0f); _shaderProgram.setUniform("view", view); _shaderProgram.setUniform("projection", projection); for (auto object : _objects) { object.render(_shaderProgram); } } void SceneViewer::mousePressEvent(QMouseEvent* event) { Logger::debug("Mouse pressed at: " + std::to_string(event->x()) + ", " + std::to_string(event->y())); if (event->button() == Qt::LeftButton) { // TODO: Hit test on objects } else { _lastMousePosition = event->pos(); } } void SceneViewer::mouseMoveEvent(QMouseEvent* event) { Logger::debug("Mouse moved with offset: " + std::to_string(event->x() - _lastMousePosition.x()) + ", " + std::to_string(event->y() - _lastMousePosition.y())); // Check the type of button pressed switch (event->buttons()) { case Qt::LeftButton: { // Move the selected object if (_selectedObject != nullptr) { // TODO: move the selected object } break; } case Qt::RightButton: { // Move the camera float xoffset = event->x() - _lastMousePosition.x(); float yoffset = _lastMousePosition.y() - event->y(); // reversed since y-coordinates go from bottom to top float xmovement = xoffset * _cameraMovementSpeed; float ymovement = yoffset * _cameraMovementSpeed; Logger::debug("Camera movement: " + std::to_string(xmovement) + ", " + std::to_string(ymovement)); _camera.move({ -xmovement, -ymovement }); break; } case Qt::MiddleButton: { // Rotate the camera float xoffset = event->x() - _lastMousePosition.x(); float yoffset = _lastMousePosition.y() - event->y(); // reversed since y-coordinates go from bottom to top // Calculate pitch angle float pitch = yoffset * _cameraRotationSpeed; // Calculate yaw angle float yaw = xoffset * _cameraRotationSpeed; Logger::debug("Camera rotation: " + std::to_string(pitch) + ", " + std::to_string(yaw)); _camera.rotate(pitch, yaw); break; } default: { Logger::warning("Unknown mouse button input"); Logger::warning("Mouse button: " + std::to_string(event->buttons())); break; } } // Update the last mouse position _lastMousePosition = event->pos(); // Update the view update(); } void SceneViewer::wheelEvent(QWheelEvent* event) { // Zoom in or out float wheelOffset = event->angleDelta().y(); Logger::debug("Wheel offset: " + std::to_string(wheelOffset)); _camera.push(wheelOffset * _cameraPushSpeed); // Update the view update(); }