112 lines
2.6 KiB
C++
112 lines
2.6 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 <iostream>
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#include <glm/glm.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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scene(NULL)
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{}
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MyGLWidget::~MyGLWidget()
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{
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if(scene != NULL)
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delete(scene);
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}
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void MyGLWidget::initializeGL()
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{
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makeCurrent();
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GLenum err = glewInit(); // init and check glew
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if (GLEW_OK != err)
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{
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std::cerr << "Warning: glewInit failed!" << std::endl;
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}
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if (!GLEW_ARB_vertex_program ||
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!GLEW_ARB_fragment_program ||
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!GLEW_ARB_texture_float ||
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!GLEW_ARB_draw_buffers ||
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!GLEW_ARB_framebuffer_object)
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{
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std::cerr << "Warning: Shaders not supported!" << std::endl;
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}
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std::cout << "OpenGL version " << glGetString(GL_VERSION) << std::endl;
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std::cout << "GLSL version " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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std::cout.flush();
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glAssert(glEnable(GL_DEPTH_TEST));
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glAssert(glEnable(GL_CULL_FACE));
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glAssert(glEnable(GL_TEXTURE_2D));
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glAssert(glViewport(0, 0, width(), height()));
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buildScene();
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controller.setScene(scene);
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}
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void MyGLWidget::buildScene()
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{
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scene = new Scene();
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Camera* cam = new Camera(width(), height());
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cam->moveTo(glm::vec3(-1, 0, 0));
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cam->lookAt(glm::vec3(0, 0, 0));
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scene->setCamera(cam);
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Mesh* myGrid = new Sphere(2);
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myGrid->initGL();
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Shader* shader = new Shader(QString("../phong.vert"), QString("../phong.frag"));
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Material* mat = new PhongMaterial(shader);
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scene->addEntity(myGrid, mat);
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}
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void MyGLWidget::resizeGL(int width, int height)
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{
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glAssert(glViewport(0, 0, width, height));
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scene->getCamera()->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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glAssert(glClearColor(0.60, 0.65, 0.75, 1.0));
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glAssert(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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scene->drawEntities();
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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::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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