129 lines
3.2 KiB
C++
129 lines
3.2 KiB
C++
#include <glew/glew.h>
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#include "myglwidget.h"
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#include "scene.h"
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#include "glassert.h"
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#include "camera.h"
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#include "sphere.h"
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#include "phongmaterial.h"
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#include "skybox.h"
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#include "utils.h"
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#include "texture.h"
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#include "gridmesh.h"
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#include "sparrowrenderer.h"
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#include "focuscontroller.h"
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <QKeyEvent>
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#include <QMouseEvent>
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MyGLWidget::MyGLWidget(QWidget *parent) :
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QGLWidget(parent),
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renderer(NULL),
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controller(NULL)
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{}
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MyGLWidget::~MyGLWidget()
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{
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if(renderer != NULL)
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delete(renderer);
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if(controller != NULL)
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delete(controller);
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}
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Scene* MyGLWidget::buildScene()
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{
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Scene* scene = new Scene();
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Camera* cam = new Camera(width(), height());
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cam->moveTo(glm::vec3(0, 0, 3));
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cam->lookAt(glm::vec2(0, 0));
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scene->setCamera(cam);
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std::string filenames[6] = {
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"../data/skybox_ft", "../data/skybox_bk",
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"../data/skybox_up", "../data/skybox_dn",
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"../data/skybox_lf", "../data/skybox_rt"
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};
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SkyBox* skybox = new SkyBox(filenames);
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scene->addEntity(skybox);
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Mesh* myGrid = new GridMesh(10, 10, true); //new Sphere(2);
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myGrid->initGL();
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std::string vertSource = Utils::fileToString("../phong.vert");
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std::string fragSource = Utils::fileToString("../phong.frag");
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Shader* shader = new Shader(vertSource, fragSource);
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PhongMaterial* mat = new PhongMaterial(shader, glm::vec3(1), glm::vec3(1), 20.0f);
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Texture* tex = new Texture(); // new Texture("../data/noise.png");
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mat->setTexture(tex);
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Entity* myEntity = new Entity(NULL, myGrid, mat);
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glm::mat4* transform = myEntity->getTransform();
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*transform = glm::translate(glm::rotate(glm::scale(*transform, glm::vec3(4)), 3.1416f/2, glm::vec3(-1, 0, 0)), glm::vec3(-0.5f, -0.5f, 0));
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scene->addEntity(myEntity);
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scene->addDirectionnalLight(glm::vec3(6, 4, -4), glm::vec3(0.7f, 0.6f, 0.4f)); // sun
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scene->addPointLight(glm::vec3(0, 0, 4), glm::vec3(0.7f, 0.6f, 0.4f));
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return scene;
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}
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void MyGLWidget::initializeGL()
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{
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if(renderer != NULL)
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delete(renderer);
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renderer = new SparrowRenderer(width(), height());
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Scene* scene = buildScene();
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controller = new FocusController(new glm::vec3(0));
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renderer->setScene(scene);
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controller->setScene(scene);
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}
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void MyGLWidget::resizeGL(int width, int height)
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{
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renderer->resize(width, height);
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updateGL();
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}
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void MyGLWidget::paintGL()
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{
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renderer->render();
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}
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void MyGLWidget::mouseMoveEvent(QMouseEvent *e)
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{
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controller->mouseMove(e->pos().x() - last.x(), e->pos().y() - last.y());
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last = e->pos();
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updateGL();
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}
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void MyGLWidget::mousePressEvent(QMouseEvent* e)
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{
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controller->mouseEvent(e->button(), true);
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last = e->pos();
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updateGL();
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}
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void MyGLWidget::mouseReleaseEvent(QMouseEvent* e)
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{
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controller->mouseEvent(e->button(), false);
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updateGL();
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}
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void MyGLWidget::wheelEvent(QWheelEvent *e)
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{
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controller->mouseWheelEvent(e->delta());
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updateGL();
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}
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void MyGLWidget::keyPressEvent(QKeyEvent *e)
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{
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controller->mouseEvent(e->key(), true);
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updateGL();
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}
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void MyGLWidget::keyReleaseEvent(QKeyEvent *e)
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{
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controller->mouseEvent(e->key(), false);
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updateGL();
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}
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