qt-scene-editor/FinalProject/sceneviewer.cpp
2022-12-13 10:06:28 +08:00

85 lines
2.2 KiB
C++

#include "sceneviewer.h"
#include <vector>
#include <string>
#include <qresource.h>
#include <qurl.h>
#include <qdir.h>
#include "vbo.h"
#include "vao.h"
#include "shader.h"
#include "logger.h"
#include "model.h"
using std::vector;
SceneViewer::SceneViewer(QWidget* parent)
: QOpenGLWidget(parent)
{
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
QFile::copy(":/shaders/vertexshader.vs", "./temp/shaders/vertexshader.vs");
QFile::copy(":/shaders/fragmentshader.fs", "./temp/shaders/fragmentshader.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);
Logger::info("Currently running on OpenGL version: " + std::string((const char*)glGetString(GL_VERSION)));
_vao.ensureInitialized();
Logger::info("Vertex Array Object initialized");
vector<Vertex> vertices = {
{ { -0.5f, -0.5f, 0.0f } },
{ { 0.5f, -0.5f, 0.0f } },
{ { 0.0f, 0.5f, 0.0f } }
};
VertexBufferObject vbo(vertices);
Logger::info("Vertex Buffer Object initialized");
_vao.bindVertexBufferObject(vbo);
_vao.setVertexAttributePointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
_vao.enableVertexAttribute(0);
Logger::info("Vertex Buffer Object bound to Vertex Array Object");
_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();
}
void SceneViewer::resizeGL(int w, int h) {
glViewport(0, 0, w, h);
}
void SceneViewer::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_vao.bind();
_shaderProgram.bind();
glDrawArrays(GL_TRIANGLES, 0, 3);
}