mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 15:38:11 +08:00
170 lines
6.4 KiB
C++
170 lines
6.4 KiB
C++
#include "sceneviewer.h"
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#include <vector>
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#include <string>
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#include <qresource.h>
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#include <qurl.h>
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#include <qdir.h>
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#include "vbo.h"
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#include "vao.h"
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#include "shader.h"
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#include "logger.h"
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#include "model.h"
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using std::vector;
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SceneViewer::SceneViewer(QWidget* parent)
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: QOpenGLWidget(parent)
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{
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QSurfaceFormat format;
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format.setProfile(QSurfaceFormat::CoreProfile);
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format.setVersion(4, 3);
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setFormat(format);
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// Create a folder
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QDir dir("./temp/shaders");
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if (!dir.exists()) {
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dir.mkpath(".");
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}
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// Copy the shaders to the folder
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if (QFile::exists("./temp/shaders/vertexshader.vs")) {
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QFile::remove("./temp/shaders/vertexshader.vs");
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}
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QFile::copy(":/shaders/vertexshader.vs", "./temp/shaders/vertexshader.vs");
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QFile::setPermissions("./temp/shaders/vertexshader.vs", QFileDevice::ReadOwner | QFileDevice::WriteOwner);
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if (QFile::exists("./temp/shaders/fragmentshader.fs")) {
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QFile::remove("./temp/shaders/fragmentshader.fs");
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}
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QFile::copy(":/shaders/fragmentshader.fs", "./temp/shaders/fragmentshader.fs");
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QFile::setPermissions("./temp/shaders/fragmentshader.fs", QFile::ReadOwner | QFile::WriteOwner);
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}
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SceneViewer::~SceneViewer() {
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}
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void SceneViewer::initializeGL() {
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initializeOpenGLFunctions();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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Logger::info("Currently running on OpenGL version: " + std::string((const char*)glGetString(GL_VERSION)));
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_shaderProgram.ensureInitialized();
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Logger::info("Shader Program initialized");
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VertexShader vertexShader("./temp/shaders/vertexshader.vs");
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FragmentShader fragmentShader("./temp/shaders/fragmentshader.fs");
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_shaderProgram.attachShader(vertexShader);
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_shaderProgram.attachShader(fragmentShader);
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vertexShader.dispose();
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fragmentShader.dispose();
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Model* backpackModel = new Model("E:\\Repositories\\CollegeProjects\\CGAssignments\\FinalProject\\Models\\backpack\\backpack.obj");
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Logger::info("Model loaded");
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Renderable backpack(backpackModel);
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_objects.push_back(backpack);
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_camera.setPosition(glm::vec3(0.0f, 0.0f, 5.0f));
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}
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void SceneViewer::resizeGL(int w, int h) {
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glViewport(0, 0, w, h);
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}
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void SceneViewer::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_shaderProgram.bind();
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// Set view and projection matrices
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glm::mat4 view = _camera.viewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(_camera.zoomVal()), (float)width() / (float)height(), 0.1f, 100.0f);
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_shaderProgram.setUniform("view", view);
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_shaderProgram.setUniform("projection", projection);
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for (auto object : _objects) {
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object.render(_shaderProgram);
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}
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_shaderProgram.unbind();
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}
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void SceneViewer::mousePressEvent(QMouseEvent* event) {
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Logger::debug("Mouse pressed at: " + std::to_string(event->x()) + ", " + std::to_string(event->y()));
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if (event->button() == Qt::LeftButton) {
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// TODO: Hit test on objects
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}
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else {
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_lastMousePosition = event->pos();
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}
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}
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void SceneViewer::mouseMoveEvent(QMouseEvent* event) {
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Logger::debug("Mouse moved with offset: " + std::to_string(event->x() - _lastMousePosition.x()) + ", " + std::to_string(event->y() - _lastMousePosition.y()));
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// Check the type of button pressed
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switch (event->buttons()) {
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case Qt::LeftButton: {
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// Move the selected object
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if (_selectedObject != nullptr) {
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// TODO: move the selected object
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}
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break;
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}
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case Qt::RightButton: {
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// Move the camera
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float xoffset = event->x() - _lastMousePosition.x();
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float yoffset = _lastMousePosition.y() - event->y(); // reversed since y-coordinates go from bottom to top
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float xmovement = xoffset * _cameraMovementSpeed;
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float ymovement = yoffset * _cameraMovementSpeed;
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glm::vec3 cameraPrevPos = _camera.position();
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_camera.move({ -xmovement, -ymovement });
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glm::vec3 cameraNewPos = _camera.position();
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_rotateCenter += cameraNewPos - cameraPrevPos;
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Logger::debug("Camera moved to: " + std::to_string(_camera.position().x) + ", " + std::to_string(_camera.position().y) + ", " + std::to_string(_camera.position().z));
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Logger::debug("New center: " + std::to_string(_rotateCenter.x) + ", " + std::to_string(_rotateCenter.y) + ", " + std::to_string(_rotateCenter.z));
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break;
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}
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case Qt::MiddleButton: {
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// Rotate the camera
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float xoffset = event->x() - _lastMousePosition.x();
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float yoffset = _lastMousePosition.y() - event->y(); // reversed since y-coordinates go from bottom to top
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// Calculate pitch angle
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float pitch = yoffset * _cameraRotationSpeed;
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// Calculate yaw angle
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float yaw = xoffset * _cameraRotationSpeed;
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_camera.rotate(_rotateCenter, pitch, -yaw);
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Logger::debug("Camera rotated to: " + std::to_string(_camera.position().x) + ", " + std::to_string(_camera.position().y) + ", " + std::to_string(_camera.position().z));
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Logger::debug("Center at: " + std::to_string(_rotateCenter.x) + ", " + std::to_string(_rotateCenter.y) + ", " + std::to_string(_rotateCenter.z));
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break;
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}
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default: {
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Logger::warning("Unknown mouse button input");
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Logger::warning("Mouse button: " + std::to_string(event->buttons()));
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break;
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}
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}
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// Update the last mouse position
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_lastMousePosition = event->pos();
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// Update the view
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update();
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}
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void SceneViewer::wheelEvent(QWheelEvent* event) {
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// Zoom in or out
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float wheelOffset = event->angleDelta().y();
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Logger::debug("Wheel offset: " + std::to_string(wheelOffset));
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_camera.push(wheelOffset * _cameraPushSpeed);
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glm::vec3 cameraFront = _camera.front();
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_rotateCenter += wheelOffset * _cameraPushSpeed * cameraFront;
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Logger::debug("New camera position: " + std::to_string(_camera.position().x) + ", " + std::to_string(_camera.position().y) + ", " + std::to_string(_camera.position().z));
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Logger::debug("New center position: " + std::to_string(_rotateCenter.x) + ", " + std::to_string(_rotateCenter.y) + ", " + std::to_string(_rotateCenter.z));
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// Update the view
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update();
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}
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