#include "sceneviewer.h" #include #include #include #include #include #include "vbo.h" #include "vao.h" #include "shader.h" #include "logger.h" #include "model.h" #include "skybox.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(); skyShader.ensureInitialized(); VertexShader vertexShader_sky("./temp/shaders/skyboxShader.vs"); FragmentShader fragmentShader_sky("./temp/shaders/skyboxShader.fs"); skyShader.attachShader(vertexShader_sky); skyShader.attachShader(fragmentShader_sky); vertexShader_sky.dispose(); fragmentShader_sky.dispose(); terrainShader.ensureInitialized(); VertexShader vertexShader_ter("./temp/shaders/terrainShader.vs"); FragmentShader fragmentShader_ter("./temp/shaders/terrainShader.fs"); terrainShader.attachShader(vertexShader_ter); terrainShader.attachShader(fragmentShader_ter); vertexShader_ter.dispose(); fragmentShader_ter.dispose(); Model* backpackModel = new Model("../Models/backpack/backpack.obj"); Logger::info("Model loaded"); Renderable backpack(backpackModel); _objects.push_back(backpack); sky = new skybox("../skybox"); ter = new Terrain("../terrain"); _camera.setPosition(glm::vec3(0.0f, 0.0f, 5.0f)); } void SceneViewer::resizeGL(int w, int h) { glViewport(0, 0, w, h); } void SceneViewer::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); terrainShader.bind(); glm::mat4 Model = glm::mat4(1.0f); glm::mat4 view = _camera.viewMatrix(); glm::mat4 projection = glm::perspective(glm::radians(_camera.zoomVal()), (float)width() / (float)height(), 0.1f, 100.0f); Model = glm::translate(Model, glm::vec3(0.0f, -5.0f, 0.0f)); Model = glm::scale(Model, glm::vec3(10.0f)); terrainShader.setUniform("view", view); terrainShader.setUniform("projection", projection); terrainShader.setUniform("model", Model); terrainShader.setUniform("texture1", 2); ter->render(); terrainShader.unbind(); _shaderProgram.bind(); // Set view and projection matrices _shaderProgram.setUniform("view", view); _shaderProgram.setUniform("projection", projection); for (auto object : _objects) { object.render(_shaderProgram); } _shaderProgram.unbind(); skyShader.bind(); view = glm::mat4(glm::mat3(view)); skyShader.setUniform("view", view); skyShader.setUniform("projection", projection); sky->render(); skyShader.unbind(); } 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; glm::vec3 cameraPrevPos = _camera.position(); _camera.move({ -xmovement, -ymovement }); glm::vec3 cameraNewPos = _camera.position(); _rotateCenter += cameraNewPos - cameraPrevPos; Logger::debug("Camera moved to: " + std::to_string(_camera.position().x) + ", " + std::to_string(_camera.position().y) + ", " + std::to_string(_camera.position().z)); Logger::debug("New center: " + std::to_string(_rotateCenter.x) + ", " + std::to_string(_rotateCenter.y) + ", " + std::to_string(_rotateCenter.z)); 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; _camera.rotate(_rotateCenter, pitch, -yaw); Logger::debug("Camera rotated to: " + std::to_string(_camera.position().x) + ", " + std::to_string(_camera.position().y) + ", " + std::to_string(_camera.position().z)); Logger::debug("Center at: " + std::to_string(_rotateCenter.x) + ", " + std::to_string(_rotateCenter.y) + ", " + std::to_string(_rotateCenter.z)); 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); glm::vec3 cameraFront = _camera.front(); _rotateCenter += wheelOffset * _cameraPushSpeed * cameraFront; Logger::debug("New camera position: " + std::to_string(_camera.position().x) + ", " + std::to_string(_camera.position().y) + ", " + std::to_string(_camera.position().z)); Logger::debug("New center position: " + std::to_string(_rotateCenter.x) + ", " + std::to_string(_rotateCenter.y) + ", " + std::to_string(_rotateCenter.z)); // Update the view update(); }