qt-scene-editor/FinalProject/sceneviewer.cpp
2022-12-16 16:03:53 +08:00

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#include "sceneviewer.h"
#include <vector>
#include <string>
#include <qresource.h>
#include <qurl.h>
#include <qdir.h>
#include<time.h>
#include "lightCaster.h"
using std::vector;
void copyFile(std::string name) {
if (QFile::exists(("./temp/shaders/" + name).c_str())) {
QFile::remove(("./temp/shaders/" + name).c_str());
}
QFile::copy((":/shaders/" + name).c_str(), ("./temp/shaders/" + name).c_str());
QFile::setPermissions(("./temp/shaders/" + name).c_str(), QFileDevice::ReadOwner | QFileDevice::WriteOwner);
}
SceneViewer::SceneViewer(QWidget* parent)
: QOpenGLWidget(parent)
{
_illuminants.push_back(Illuminant());
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);
copyFile("vertexshader.vs");
copyFile("fragmentshader.fs");
//copyFile("illuminant.vs");
//copyFile("illuminant.fs");
}
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);
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.vs");
FragmentShader fragmentShader("./temp/shaders/fragmentshader.fs");
_shaderProgram.attachShader(vertexShader);
_shaderProgram.attachShader(fragmentShader);
vertexShader.dispose();
fragmentShader.dispose();
Model* backpackModel = new Model("D:\\code\\ComputerGraphic\\backpack\\backpack.obj");
Logger::info("Model loaded");
Renderable backpack(backpackModel);
_objects.push_back(backpack);
_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);
_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);
///////////////////////////////////////<2F><><EFBFBD>й<EFBFBD><D0B9>մ<EFBFBD><D5B4><EFBFBD>
update_light();
//////////////////////////////////////
for (auto object : _objects) {
object.render(_shaderProgram);
}
_shaderProgram.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();
}
void SceneViewer::update_light() {
// <20><><EFBFBD>ڷ<EFBFBD><DAB7><EFBFBD><EFBFBD>
//model is in Illuminate
// view is from camera
// projection is from caller
_shaderProgram.setUniform("lightPos",_illuminants[0].position());
_shaderProgram.setUniform("lightColor", _illuminants[0].color());
_shaderProgram.setUniform("viewPos", _camera.position());
// Ҫ<><D2AA><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>viewPos
}