mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 15:38:11 +08:00
85 lines
2.2 KiB
C++
85 lines
2.2 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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QFile::copy(":/shaders/vertexshader.vs", "./temp/shaders/vertexshader.vs");
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QFile::copy(":/shaders/fragmentshader.fs", "./temp/shaders/fragmentshader.fs");
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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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_vao.ensureInitialized();
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Logger::info("Vertex Array Object initialized");
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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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Logger::info("Vertex Buffer Object initialized");
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_vao.bindVertexBufferObject(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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Logger::info("Vertex Buffer Object bound to Vertex Array Object");
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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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}
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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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_vao.bind();
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_shaderProgram.bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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} |