ericw-tools/lightpreview/glview.cpp

232 lines
5.8 KiB
C++

/* Copyright (C) 2017 Eric Wasylishen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
#include "glview.h"
#include <cstdio>
#include <cassert>
#include <QMouseEvent>
#include <QWheelEvent>
#include <QKeyEvent>
#include <QTime>
GLView::GLView(QWidget *parent)
: QOpenGLWidget(parent),
m_keysPressed(0),
m_keymoveUpdateTimer(0),
m_lastMouseDownPos(0,0),
m_displayAspect(1),
m_cameraOrigin(0, 0, 0),
m_cameraFwd(0, 1, 0),
m_vao(),
m_program(nullptr),
m_program_mvp_location(0)
{
setFocusPolicy(Qt::StrongFocus); // allow keyboard focus
}
GLView::~GLView()
{
delete m_program;
}
static const char *s_fragShader = R"(
#version 330 core
out vec4 color;
void main() {
color = vec4(1.0, 0.5, 0.2, 1.0);
}
)";
static const char *s_vertShader = R"(
#version 330 core
layout (location = 0) in vec3 position;
uniform mat4 MVP;
void main() {
gl_Position = MVP * vec4(position.x, position.y, position.z, 1.0);
}
)";
void GLView::initializeGL()
{
initializeOpenGLFunctions();
// set up shader
m_program = new QOpenGLShaderProgram();
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, s_vertShader);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, s_fragShader);
m_program->bindAttributeLocation("vertex", 0);
assert(m_program->link());
m_program->bind();
m_program_mvp_location = m_program->uniformLocation("MVP");
m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_vbo.create();
m_vbo.bind();
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, 0, -1.0f,
1.0f, 0, -1.0f,
0.0f, 0, 1.0f,
};
assert(sizeof(g_vertex_buffer_data) == 36);
m_vbo.allocate(g_vertex_buffer_data, sizeof(g_vertex_buffer_data));
}
void GLView::paintGL()
{
// draw
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_program->bind();
QMatrix4x4 modelMatrix;
QMatrix4x4 viewMatrix;
QMatrix4x4 projectionMatrix;
projectionMatrix.perspective(90, m_displayAspect, 0.1f, 100.0f);
viewMatrix.lookAt(m_cameraOrigin, m_cameraOrigin + m_cameraFwd, QVector3D(0,0,1));
QMatrix4x4 MVP = projectionMatrix * viewMatrix * modelMatrix;
m_program->setUniformValue(m_program_mvp_location, MVP);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
glEnableVertexAttribArray(0);
assert(m_vbo.bind());
glVertexAttribPointer(0 /* attrib */, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
m_program->release();
}
void GLView::resizeGL(int width, int height)
{
m_displayAspect = static_cast<float>(width) / static_cast<float>(height);
}
void GLView::mousePressEvent(QMouseEvent *event)
{
m_lastMouseDownPos = event->screenPos();
}
void GLView::mouseMoveEvent(QMouseEvent *event)
{
QPointF delta = event->screenPos() - m_lastMouseDownPos;
m_lastMouseDownPos = event->screenPos();
// handle mouse movement
float pitchDegrees = delta.y() * -0.2;
float yawDegrees = delta.x() * -0.2;
QMatrix4x4 mouseRotation;
mouseRotation.rotate(pitchDegrees, cameraRight());
mouseRotation.rotate(yawDegrees, QVector3D(0,0,1));
// now rotate m_cameraFwd and m_cameraUp by mouseRotation
m_cameraFwd = mouseRotation * m_cameraFwd;
repaint();
}
static keys_t Qt_Key_To_keys_t(int key)
{
switch (key) {
case Qt::Key_W: return keys_t::up;
case Qt::Key_A: return keys_t::left;
case Qt::Key_S: return keys_t::down;
case Qt::Key_D: return keys_t::right;
}
return keys_t::none;
}
void GLView::startMovementTimer()
{
if (m_keymoveUpdateTimer)
return;
m_keymoveUpdateTimer = startTimer(10); // repaint timer, calls timerEvent()
}
void GLView::stopMovementTimer()
{
if (m_keymoveUpdateTimer != 0) {
killTimer(m_keymoveUpdateTimer);
m_keymoveUpdateTimer = 0;
}
}
void GLView::keyPressEvent(QKeyEvent *event)
{
keys_t key = Qt_Key_To_keys_t(event->key());
m_keysPressed |= static_cast<uint32_t>(key);
startMovementTimer();
}
void GLView::keyReleaseEvent(QKeyEvent *event)
{
keys_t key = Qt_Key_To_keys_t(event->key());
m_keysPressed &= ~static_cast<uint32_t>(key);
if (!m_keysPressed)
stopMovementTimer();
}
void GLView::wheelEvent(QWheelEvent *event)
{
static float speed = 0.02;
m_cameraOrigin += m_cameraFwd * event->angleDelta().y() * speed;
update();
}
void GLView::timerEvent(QTimerEvent *event)
{
printf("key movement %s\n", QTime::currentTime().toString().toStdString().c_str());
const float speed = 0.1;
if (m_keysPressed & static_cast<uint32_t>(keys_t::up))
m_cameraOrigin += m_cameraFwd * speed;
if (m_keysPressed & static_cast<uint32_t>(keys_t::down))
m_cameraOrigin -= m_cameraFwd * speed;
if (m_keysPressed & static_cast<uint32_t>(keys_t::left))
m_cameraOrigin -= cameraRight() * speed;
if (m_keysPressed & static_cast<uint32_t>(keys_t::right))
m_cameraOrigin += cameraRight() * speed;
update(); // schedule a repaint
}