qt-scene-editor/FinalProject/sceneviewer.cpp
2022-12-19 20:31:42 +08:00

572 lines
20 KiB
C++

#include "sceneviewer.h"
#include <string>
#include <qresource.h>
#include <qurl.h>
#include <qdir.h>
#include "illuminer.h"
SceneViewer::SceneViewer(QWidget* parent)
: QOpenGLWidget(parent)
{
// Set mouse tracking
setMouseTracking(true);
// Set key tracking
setFocusPolicy(Qt::StrongFocus);
// Set the focus
setFocus();
// OpenGL initialize
QSurfaceFormat format;
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 3);
setFormat(format);
// Create temp folder
QDir dir;
if (!dir.exists("./temp"))
{
dir.mkdir("./temp");
}
if (!dir.exists("./temp/shaders"))
{
dir.mkdir("./temp/shaders");
}
// Copy the shaders to the temp folder
extractShaderResource("vertexshader.glsl");
extractShaderResource("fragmentshader.glsl");
extractShaderResource("skyboxvertexshader.glsl");
extractShaderResource("skyboxfragmentshader.glsl");
extractShaderResource("terrainvertexshader.glsl");
extractShaderResource("terrainfragmentshader.glsl");
extractShaderResource("boundfragmentshader.glsl");
extractShaderResource("boundvertexshader.glsl");
}
SceneViewer::~SceneViewer() {
if (_dirLight) {
delete _dirLight;
}
for (auto obj : _objects) {
delete obj;
}
}
void SceneViewer::extractShaderResource(const QString& shaderName) {
QString shaderResourcePath = ":/shaders/" + shaderName;
QString shaderTempPath = "./temp/shaders/" + shaderName;
if (QFile::exists(shaderTempPath))
{
QFile::remove(shaderTempPath);
}
QFile::copy(shaderResourcePath, shaderTempPath);
QFile::setPermissions(shaderTempPath, QFile::ReadOwner | QFile::WriteOwner);
}
Renderable* SceneViewer::hitTest(const Ray& ray) {
HitRecord newRecord = HitRecord();
Renderable* newObject = nullptr;
// Object hit test
for (int i = 0; i < _objects.size(); i++) {
Logger::debug("Testing object " + std::to_string(i));
Renderable* obj = _objects[i];
if (obj == _operatingObject) {
// Ignore current operating Object
continue;
}
HitRecord hitRecord = obj->hit(ray);
if (hitRecord.hitted()) {
Logger::debug("Hitted object " + std::to_string(i));
}
else {
Logger::debug("Missed object " + std::to_string(i));
}
if (hitRecord.hitted() && hitRecord.t() < newRecord.t()) {
newRecord = hitRecord;
newObject = obj;
}
}
// Terrain hit test
HitRecord hitRecord = _terrain->hit(ray);
if (hitRecord.hitted()) {
Logger::debug("Hitted terrain");
}
else {
Logger::debug("Missed terrain");
}
if (hitRecord.hitted() && hitRecord.t() < newRecord.t()) {
newRecord = hitRecord;
newObject = nullptr;
}
_hitRecord = newRecord;
return newObject;
}
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);
glEnable(GL_FRAMEBUFFER_SRGB);
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.glsl");
FragmentShader fragmentShader("./temp/shaders/fragmentshader.glsl");
_shaderProgram.attachShader(vertexShader);
_shaderProgram.attachShader(fragmentShader);
vertexShader.dispose();
fragmentShader.dispose();
_boundShader.ensureInitialized();
Logger::info("Bound Shader initialized");
VertexShader boundVertexShader("./temp/shaders/boundvertexshader.glsl");
FragmentShader boundFragmentShader("./temp/shaders/boundfragmentshader.glsl");
_boundShader.attachShader(boundVertexShader);
_boundShader.attachShader(boundFragmentShader);
boundVertexShader.dispose();
boundFragmentShader.dispose();
_skyShader.ensureInitialized();
Logger::info("Sky Shader initialized");
VertexShader skyVertexShader("./temp/shaders/skyboxvertexshader.glsl");
FragmentShader skyFragmentShader("./temp/shaders/skyboxfragmentshader.glsl");
_skyShader.attachShader(skyVertexShader);
_skyShader.attachShader(skyFragmentShader);
skyVertexShader.dispose();
skyFragmentShader.dispose();
_terrainShader.ensureInitialized();
Logger::info("Terrain Shader initialized");
VertexShader terrainVertexShader("./temp/shaders/terrainvertexshader.glsl");
FragmentShader terrainFragmentShader("./temp/shaders/terrainfragmentshader.glsl");
_terrainShader.attachShader(terrainVertexShader);
_terrainShader.attachShader(terrainFragmentShader);
terrainVertexShader.dispose();
terrainFragmentShader.dispose();
// Test Code Start
_sky = new SkyBox("D:\\ProgrammingFile\\SceneEditor\\SkyBoxes");
_terrain = new Terrain("D:\\ProgrammingFile\\SceneEditor\\Terrains");
_dirLight = new DirLight();
//Model* model = new Model("E:\\Repositories\\CollegeProjects\\CGAssignments\\FinalProject\\Models\\backpack\\backpack.obj");
//Renderable* backpack = new Renderable(model);
//backpack->move(glm::vec3(-5.0f, -2.0f, -2.0f));
//backpack->updateBoundary();
//_objects.push_back(backpack);
//
//Renderable* backpack2 = new Renderable(model);
//backpack2->makeLight();
//backpack2->originalLight()->setIdealDistance(500);
//_objects.push_back(backpack2);
// Test Code End
_camera.setPosition(glm::vec3(0.0f, 0.0f, 10.0f));
}
void SceneViewer::resizeGL(int w, int h) {
glViewport(0, 0, w, h);
}
void SceneViewer::paintGL() {
Logger::debug("Repainting");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set view and projection matrices
glm::mat4 view = _camera.viewMatrix();
glm::mat4 projection = _camera.projectionMatrix((float)width() / (float)height());
// Sky Box Render ---------------------------------------------------
if (_sky != nullptr) {
_skyShader.bind();
_skyShader.setUniform("view", glm::mat4(glm::mat3(view)));
_skyShader.setUniform("projection", projection);
_sky->render();
_skyShader.unbind();
}
// ------------------------------------------------------------------
// Terrain Render ---------------------------------------------------
if (_terrain != nullptr) {
_terrainShader.bind();
_terrainShader.setUniform("view", view);
_terrainShader.setUniform("projection", projection);
_terrainShader.setUniform("model", _terrain->modelMatrix());
_terrainShader.setUniform("texture1", 2);
_terrain->render();
_terrainShader.unbind();
}
// ------------------------------------------------------------------
// Renderable Render ------------------------------------------------
_shaderProgram.bind();
_shaderProgram.setUniform("view", view);
_shaderProgram.setUniform("projection", projection);
_shaderProgram.setUniform("viewPos", _camera.position());
int pointLights = 0;
int spotLights = 0;
// Update lights
for (auto object : _objects) {
if (object->hasLight()) {
ScopedLight light = object->transformedLight();
if (light.isPointLight()) {
light.updateShader(_shaderProgram, pointLights++);
}
else {
light.updateShader(_shaderProgram, spotLights++);
}
}
}
_shaderProgram.setUniform("pointlightnr", pointLights);
_shaderProgram.setUniform("spotlightnr", spotLights);
if (_dirLight != nullptr) {
_dirLight->updateShader(_shaderProgram, 0);
}
_shaderProgram.setUniform("dirlightnr", _dirLight != nullptr ? 1 : 0);
// Render objects
for (auto object : _objects) {
if (object == _pressedObject) {
_shaderProgram.setUniform("selColor", glm::vec3(0.22f));
}
else if (object == _operatingObject) {
_shaderProgram.setUniform("selColor", glm::vec3(0.1f));
}
else if (object == _hoveredObject) {
_shaderProgram.setUniform("selColor", glm::vec3(0.2f));
}
else {
_shaderProgram.setUniform("selColor", glm::vec3(0.0f));
}
object->render(_shaderProgram);
}
_shaderProgram.unbind();
// ------------------------------------------------------------------
// Bound box render -------------------------------------------------
if (_selectedObject != nullptr && !_hideBound) {
_boundShader.bind();
_boundShader.setUniform("view", view);
_boundShader.setUniform("projection", projection);
_selectedObject->boundary().render();
_boundShader.unbind();
}
if (_hoveredObject != nullptr && _hoveredObject != _selectedObject) {
_boundShader.bind();
_boundShader.setUniform("view", view);
_boundShader.setUniform("projection", projection);
_hoveredObject->boundary().render();
_boundShader.unbind();
}
// ------------------------------------------------------------------
}
void SceneViewer::mousePressEvent(QMouseEvent* event) {
if (event->button() == Qt::LeftButton) {
_pressedObject = _hoveredObject;
}
else {
_lastMousePosition = event->pos();
}
parentWidget()->update();
setFocus();
}
void SceneViewer::mouseReleaseEvent(QMouseEvent* event) {
// State transfer
bool startOperatingObject = false;
if (_operatingObject != nullptr) {
// Click when having an operating object
_operatingObject->updateBoundary();
if (!_dragged) {
// if haven't changed since last mouse press, it's a submission click
_operatingObject = nullptr;
_hideBound = false;
}
else {
// dragged, keep it operational
_dragged = false;
_hideBound = true;
_operatingObject = _operatingObject;
}
}
else if (_pressedObject != nullptr && _pressedObject == _selectedObject) {
// Double select on an object, set in operating mode
_operatingObject = _selectedObject;
_hideBound = true;
startOperatingObject = true;
}
else if (_dragged) {
_dragged = false;
_hideBound = false;
if (_selectedObject != nullptr) {
_selectedObject->updateBoundary();
}
}
else {
_selectedObject = _pressedObject;
_hideBound = false;
emit onSelect(_selectedObject);
}
// Reset pressed object
_pressedObject = nullptr;
// Update hover object
float relX = (float)event->x() / (float)width();
float relY = 1 - (float)event->y() / (float)height();
Ray ray = _camera.generateRay(glm::vec2(relX, relY), (float)width() / (float)height());
_hoveredObject = hitTest(ray);
if (startOperatingObject) {
// If just setted to operating mode, move the object
moveOperatingObject(ray);
}
// Update the view
parentWidget()->update();
}
void SceneViewer::mouseMoveEvent(QMouseEvent* event) {
// Check the type of button pressed
switch (event->buttons()) {
case Qt::LeftButton: {
if (_selectedObject != nullptr) {
// Set dragged
_dragged = true;
// Hide boundary
_hideBound = true;
// Rotate around camera up
glm::vec2 delta = glm::vec2(event->x() - _lastMousePosition.x(), event->y() - _lastMousePosition.y());
_selectedObject->rotate(_camera.up(), delta.x * 0.01f);
// Rotate around camera right
_selectedObject->rotate(_camera.right(), delta.y * 0.01f);
emit onUpdate(_selectedObject);
}
break;
}
case Qt::RightButton: {
// Set dragged
_dragged = true;
moveCamera(event);
break;
}
case Qt::MiddleButton: {
if (_controlPressed && _selectedObject != nullptr) {
// Set dragged
_dragged = true;
// Hide boundary
_hideBound = true;
// Scale object
glm::vec2 delta = glm::vec2(event->x() - _lastMousePosition.x(), event->y() - _lastMousePosition.y());
_selectedObject->scale(-delta.y * 0.01f);
emit onUpdate(_selectedObject);
}
else {
// Set dragged
_dragged = true;
rotateCamera(event);
}
break;
}
case Qt::NoButton: {
float relX = (float)event->x() / (float)width();
float relY = 1 - (float)event->y() / (float)height();
Ray ray = _camera.generateRay(glm::vec2(relX, relY), (float)width() / (float)height());
if (_operatingObject == nullptr) {
// If no button pressed, do hit test and move the current object if selected
_hoveredObject = hitTest(ray);
if (_hoveredObject != nullptr) {
setCursor(Qt::PointingHandCursor);
}
else {
setCursor(Qt::ArrowCursor);
}
}
else {
moveOperatingObject(ray);
emit onUpdate(_selectedObject);
}
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
parentWidget()->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
parentWidget()->update();
}
void SceneViewer::moveCamera(QMouseEvent* event) {
// 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));
if (_operatingObject != nullptr) {
float relX = (float)event->x() / (float)width();
float relY = 1 - (float)event->y() / (float)height();
Ray ray = _camera.generateRay(glm::vec2(relX, relY), (float)width() / (float)height());
moveOperatingObject(ray);
}
}
void SceneViewer::rotateCamera(QMouseEvent* event) {
// 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));
if (_operatingObject != nullptr) {
float relX = (float)event->x() / (float)width();
float relY = 1 - (float)event->y() / (float)height();
Ray ray = _camera.generateRay(glm::vec2(relX, relY), (float)width() / (float)height());
moveOperatingObject(ray);
}
}
void SceneViewer::keyPressEvent(QKeyEvent* event) {
Logger::debug("Detect keypress " + std::to_string(event->key()));
// If ctrl pressed
if (event->modifiers().testFlag(Qt::ControlModifier)) {
Logger::debug("Control pressed");
_controlPressed = true;
}
}
void SceneViewer::keyReleaseEvent(QKeyEvent* event) {
// If no control pressed
if (!(event->modifiers().testFlag(Qt::ControlModifier))) {
Logger::debug("Control released");
_controlPressed = false;
}
}
void SceneViewer::moveOperatingObject(const Ray& ray) {
// Current moving object
hitTest(ray);
if (!_hitRecord.hitted()) {
// Move to the direction of current ray
glm::vec3 target = _camera.position() + ray.direction() * 15.0f;
_operatingObject->setPosition(target);
_operatingObject->updateBoundary();
}
// Move the object so that the bottom center of the object is at the hit point
else if (_stickToSurface) {
// Stick the bottom center of the model to the surface
// Clear current translation and rotation while keeping scale
_operatingObject->setPosition(glm::vec3(0.0f));
_operatingObject->setRotation(glm::vec3(0.0f, 0.0f, 0.0f), 0.0f);
_operatingObject->updateBoundary();
// Set the bottom center of the model at local origin
glm::vec3 bottomCenter = _operatingObject->boundary().bottomCenterPoint();
_operatingObject->move(-bottomCenter);
// Rotate the model to align with the surface normal
glm::vec3 normal = _hitRecord.normal();
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 axis = glm::cross(up, normal);
float angle = glm::acos(glm::dot(up, normal));
_operatingObject->rotate(axis, angle);
// Move the model to the hit point
glm::vec3 hitPoint = _hitRecord.position();
_operatingObject->move(hitPoint);
// Update boundary
_operatingObject->updateBoundary();
}
else {
// Move the object to the hit point
_operatingObject->setPosition(_hitRecord.position());
}
}
void SceneViewer::addObject(Model* model) {
makeCurrent();
Model* newModel = model->copyToCurrentContext();
Renderable* newObject = new Renderable(newModel);
_selectedObject = newObject;
_operatingObject = newObject;
_objects.push_back(newObject);
parentWidget()->update();
emit onSelect(_selectedObject);
}
void SceneViewer::deleteObject() {
if (_selectedObject == nullptr) {
return;
}
makeCurrent();
for (auto it = _objects.begin(); it != _objects.end(); ++it) {
if (*it == _selectedObject) {
_objects.erase(it);
break;
}
}
delete _selectedObject;
if (_hoveredObject == _selectedObject) {
_hoveredObject = nullptr;
}
if (_pressedObject == _selectedObject) {
_pressedObject = nullptr;
}
_selectedObject = nullptr;
_operatingObject = nullptr;
emit onSelect(nullptr);
parentWidget()->update();
}