mirror of
https://github.com/Linloir/SceneEditor.git
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57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#include "sceneviewer.h"
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#include <vector>
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#include <string>
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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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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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}
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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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Logger::info("Currently running on OpenGL version: " + std::string((const char*)glGetString(GL_VERSION)));
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}
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void SceneViewer::resizeGL(int w, int 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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vector<Vertex> vertices = {
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{ { -0.5f, -0.5f, 0.0f } },
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{ { 0.5f, -0.5f, 0.0f } },
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{ { 0.0f, 0.5f, 0.0f } }
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};
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VertexBufferObject vbo(vertices);
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VertexArrayObject vao(vbo);
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vao.setVertexAttributePointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
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vao.enableVertexAttribute(0);
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VertexShader vertexShader("E:\\Repositories\\CollegeProjects\\CGAssignments\\FinalProject\\FinalProject\\vertexshader.vs");
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FragmentShader fragmentShader("E:\\Repositories\\CollegeProjects\\CGAssignments\\FinalProject\\FinalProject\\fragmentshader.fs");
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ShaderProgram shaderProgram(vertexShader, fragmentShader);
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shaderProgram.setActive();
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vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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} |