qt-scene-editor/FinalProject/sceneviewer.cpp
胤龙 59dc5f9e74 第三人称camera
目前是以0,0,0为中心旋转
2022-12-13 20:17:52 +08:00

161 lines
5.3 KiB
C++

#include "sceneviewer.h"
#include <vector>
#include <string>
#include <qresource.h>
#include <qurl.h>
#include <qdir.h>
#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();
}