mirror of
https://github.com/Linloir/SceneEditor.git
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293 lines
10 KiB
C++
293 lines
10 KiB
C++
#include "sceneviewer.h"
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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 "illuminer.h"
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SceneViewer::SceneViewer(QWidget* parent)
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: QOpenGLWidget(parent)
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{
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// Set mouse tracking
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setMouseTracking(true);
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// OpenGL initialize
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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 temp folder
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QDir dir;
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if (!dir.exists("./temp"))
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{
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dir.mkdir("./temp");
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}
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if (!dir.exists("./temp/shaders"))
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{
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dir.mkdir("./temp/shaders");
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}
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// Copy the shaders to the temp folder
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extractShaderResource("vertexshader.glsl");
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extractShaderResource("fragmentshader.glsl");
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extractShaderResource("skyboxvertexshader.glsl");
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extractShaderResource("skyboxfragmentshader.glsl");
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extractShaderResource("boundfragmentshader.glsl");
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extractShaderResource("boundvertexshader.glsl");
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}
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SceneViewer::~SceneViewer() {
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if (_dirLight) {
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delete _dirLight;
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}
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for (auto obj : _objects) {
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delete obj;
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}
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}
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void SceneViewer::extractShaderResource(const QString& shaderName) {
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QString shaderResourcePath = ":/shaders/" + shaderName;
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QString shaderTempPath = "./temp/shaders/" + shaderName;
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if (QFile::exists(shaderTempPath))
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{
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QFile::remove(shaderTempPath);
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}
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QFile::copy(shaderResourcePath, shaderTempPath);
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QFile::setPermissions(shaderTempPath, QFile::ReadOwner | QFile::WriteOwner);
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}
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void SceneViewer::hitTest(const Ray& ray) {
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HitRecord newRecord = HitRecord();
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Renderable* newObject = nullptr;
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int newObjectIndex = -1;
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for (int i = 0; i < _objects.size(); i++) {
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Logger::debug("Testing object " + std::to_string(i));
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Renderable* obj = _objects[i];
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HitRecord hitRecord = obj->hit(ray);
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if (hitRecord.hitted()) {
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Logger::debug("Hitted object " + std::to_string(i));
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}
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else {
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Logger::debug("Missed object " + std::to_string(i));
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}
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if (hitRecord.hitted() && hitRecord.t() < newRecord.t()) {
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newRecord = hitRecord;
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newObject = obj;
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newObjectIndex = i;
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}
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}
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if (newRecord.hitted()) {
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Logger::debug("Hit test hitted object with index " + std::to_string(newObjectIndex));
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}
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_hitRecord = newRecord;
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_hoveredObject = newObject;
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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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glEnable(GL_FRAMEBUFFER_SRGB);
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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.glsl");
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FragmentShader fragmentShader("./temp/shaders/fragmentshader.glsl");
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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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_boundShader.ensureInitialized();
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Logger::info("Bound Shader initialized");
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VertexShader boundVertexShader("./temp/shaders/boundvertexshader.glsl");
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FragmentShader boundFragmentShader("./temp/shaders/boundfragmentshader.glsl");
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_boundShader.attachShader(boundVertexShader);
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_boundShader.attachShader(boundFragmentShader);
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boundVertexShader.dispose();
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boundFragmentShader.dispose();
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_skyShader.ensureInitialized();
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Logger::info("Sky Shader initialized");
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VertexShader skyVertexShader("./temp/shaders/skyboxvertexshader.glsl");
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FragmentShader skyFragmentShader("./temp/shaders/skyboxfragmentshader.glsl");
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_skyShader.attachShader(skyVertexShader);
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_skyShader.attachShader(skyFragmentShader);
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skyVertexShader.dispose();
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skyFragmentShader.dispose();
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// Test Code Start
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_sky = new SkyBox("E:\\Repositories\\CollegeProjects\\CGAssignments\\FinalProject\\SkyBoxes");
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_dirLight = new DirLight();
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Model* model = new Model("E:\\Repositories\\CollegeProjects\\CGAssignments\\FinalProject\\Models\\backpack\\backpack.obj");
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Renderable* backpack = new Renderable(model);
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backpack->move(glm::vec3(-5.0f, -2.0f, -2.0f));
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backpack->updateBoundary();
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_objects.push_back(backpack);
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Renderable* backpack2 = new Renderable(model);
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backpack2->makeLight();
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backpack2->originalLight()->setIdealDistance(500);
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_objects.push_back(backpack2);
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// Test Code End
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_camera.setPosition(glm::vec3(0.0f, 0.0f, 10.0f));
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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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Logger::debug("Repainting");
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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 = _camera.projectionMatrix((float)width() / (float)height());
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_shaderProgram.setUniform("view", view);
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_shaderProgram.setUniform("projection", projection);
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_shaderProgram.setUniform("viewPos", _camera.position());
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int pointLights = 0;
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int spotLights = 0;
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for (auto object : _objects) {
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if (object->hasLight()) {
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ScopedLight light = object->transformedLight();
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if (light.isPointLight()) {
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light.updateShader(_shaderProgram, pointLights++);
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}
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else {
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light.updateShader(_shaderProgram, spotLights++);
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}
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}
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}
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_shaderProgram.setUniform("pointlightnr", pointLights);
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_shaderProgram.setUniform("spotlightnr", spotLights);
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if (_dirLight != nullptr) {
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_dirLight->updateShader(_shaderProgram, 0);
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}
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_shaderProgram.setUniform("dirlightnr", _dirLight != nullptr ? 1 : 0);
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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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if (_hoveredObject != nullptr) {
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_boundShader.bind();
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_boundShader.setUniform("view", view);
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_boundShader.setUniform("projection", projection);
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_hoveredObject->boundary().render();
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_boundShader.unbind();
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}
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_skyShader.bind();
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_skyShader.setUniform("view", glm::mat4(glm::mat3(view)));
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_skyShader.setUniform("projection", projection);
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_sky->render();
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_skyShader.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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// 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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case Qt::NoButton: {
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// If no button pressed, do hit test and move the current object if selected
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float relX = (float)event->x() / (float)width();
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float relY = 1 - (float)event->y() / (float)height();
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Ray ray = _camera.generateRay(glm::vec2(relX, relY), (float)width() / (float)height());
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hitTest(ray);
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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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parentWidget()->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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parentWidget()->update();
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}
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