193 lines
4.5 KiB
C++
193 lines
4.5 KiB
C++
#include "mainwidget.h"
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#include "geometryengine.h"
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#include <QtOpenGL/QGLShaderProgram>
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#include <QBasicTimer>
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#include <QMouseEvent>
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#include <math.h>
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#include <QDebug>
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MainWidget::MainWidget(QWidget *parent) :
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QGLWidget(parent),
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timer(new QBasicTimer),
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program(new QGLShaderProgram),
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geometries(new GeometryEngine)
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{
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}
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MainWidget::~MainWidget()
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{
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delete timer; timer = 0;
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delete program; program = 0;
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delete geometries; geometries = 0;
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deleteTexture(texture);
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}
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//! [0]
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void MainWidget::mousePressEvent(QMouseEvent *e)
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{
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// Saving mouse press position
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mousePressPosition = QVector2D(e->posF());
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}
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void MainWidget::mouseReleaseEvent(QMouseEvent *e)
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{
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// Mouse release position - mouse press position
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QVector2D diff = QVector2D(e->posF()) - mousePressPosition;
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// Rotation axis is perpendicular to the mouse position difference
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// vector
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QVector3D n = QVector3D(diff.y(), diff.x(), 0.0).normalized();
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// Accelerate angular speed relative to the length of the mouse sweep
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qreal acc = diff.length() / 100.0;
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// Calculate new rotation axis as weighted sum
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rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized();
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// Increase angular speed
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angularSpeed += acc;
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}
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//! [0]
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//! [1]
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void MainWidget::timerEvent(QTimerEvent *e)
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{
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Q_UNUSED(e);
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// Decrease angular speed (friction)
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angularSpeed *= 0.99;
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// Stop rotation when speed goes below threshold
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if (angularSpeed < 0.01)
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angularSpeed = 0.0;
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else {
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// Update rotation
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rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation;
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// Update scene
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updateGL();
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}
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}
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//! [1]
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void MainWidget::initializeGL()
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{
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qglClearColor(Qt::black);
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qDebug() << "Initializing shaders...";
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initShaders();
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qDebug() << "Initializing textures...";
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initTextures();
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//! [2]
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// Enable depth buffer
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glEnable(GL_DEPTH_TEST);
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// Enable back face culling
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glEnable(GL_CULL_FACE);
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//! [2]
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qDebug() << "Initializing geometries...";
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geometries->init();
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// using QBasicTimer because its faster that QTimer
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timer->start(12, this);
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}
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//! [3]
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void MainWidget::initShaders()
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{
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// Overriding system locale until shaders are compiled
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setlocale(LC_NUMERIC, "C");
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// Compiling vertex shader
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if (!program->addShaderFromSourceFile(QGLShader::Vertex, ":/vshader.glsl"))
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close();
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// Compiling fragment shader
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if (!program->addShaderFromSourceFile(QGLShader::Fragment, ":/fshader.glsl"))
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close();
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// Linking shader pipeline
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if (!program->link())
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close();
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// Binding shader pipeline for use
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if (!program->bind())
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close();
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// Restore system locale
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setlocale(LC_ALL, "");
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}
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//! [3]
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//! [4]
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void MainWidget::initTextures()
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{
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// Loading cube.png to texture unit 0
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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texture = bindTexture(QImage(":/cube.png"));
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// Set nearest filtering mode for texture minification
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// Set bilinear filtering mode for texture magnification
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Wrap texture coordinates by repeating
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// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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//! [4]
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//! [5]
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void MainWidget::resizeGL(int w, int h)
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{
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// Set OpenGL viewport to cover whole widget
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glViewport(0, 0, w, h);
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// Calculate aspect ratio
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qreal aspect = (qreal)w / ((qreal)h?h:1);
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// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
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const qreal zNear = 3.0, zFar = 7.0, fov = 45.0;
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// Reset projection
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projection.setToIdentity();
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// Set perspective projection
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projection.perspective(fov, aspect, zNear, zFar);
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}
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//! [5]
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void MainWidget::paintGL()
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{
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// Clear color and depth buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//! [6]
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// Calculate model view transformation
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QMatrix4x4 matrix;
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matrix.translate(0.0, 0.0, -5.0);
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matrix.rotate(rotation);
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// Set modelview-projection matrix
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program->setUniformValue("mvp_matrix", projection * matrix);
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//! [6]
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// Using texture unit 0 which contains cube.png
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program->setUniformValue("texture", 0);
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// Draw cube geometry
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geometries->drawCubeGeometry(program);
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}
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