#include "..\Header\OglViewerWidget.h" #include #include #include #define DEFAULT_Z_DISTANCE -5.0 ///////////////////////////////////////////////////////////////////////// // public constructor/destructor OglViewerWidget::OglViewerWidget(QWidget *parent) : QOpenGLWidget(parent), m_dataEngine(0) { setFocus(); m_translation.setZ(DEFAULT_Z_DISTANCE); } OglViewerWidget::~OglViewerWidget() { // Make sure the context is current when deleting the texture // and the buffers. makeCurrent(); delete m_dataEngine; doneCurrent(); } ///////////////////////////////////////////////////////////////////////// // protected functions void OglViewerWidget::mousePressEvent(QMouseEvent *e) { // Save mouse press position m_mouse.position = QVector2D(e->localPos()); // Which button has been pressed? if (e->button() == Qt::LeftButton) m_mouse.left = true; else if (e->button() == Qt::RightButton) m_mouse.right = true; } void OglViewerWidget::mouseReleaseEvent(QMouseEvent *e) { if (e->button() == Qt::LeftButton) m_mouse.left = false; else if (e->button() == Qt::RightButton) m_mouse.right = false; } void OglViewerWidget::mouseMoveEvent(QMouseEvent *e) { if (m_mouse.left) { // get the difference between last press and now QVector2D diff = QVector2D(e->localPos()) - m_mouse.position; // update the new position m_mouse.position = QVector2D(e->localPos()); // calculate the rotation axis and rotate m_rotation = QQuaternion::fromAxisAndAngle(QVector3D(diff.y(), diff.x(), 0.0).normalized(), diff.length() * 0.5) * m_rotation; // request an update update(); } else if (m_mouse.right) { // get the difference between last press and now QVector2D diff = QVector2D(e->localPos()) - m_mouse.position; // update the new position m_mouse.position = QVector2D(e->localPos()); // calculate the translation m_translation += {(float)(diff.x() * 0.01), (float)(diff.y() * -0.01), 0.0}; // request an update update(); } } void OglViewerWidget::wheelEvent(QWheelEvent *e) { m_translation += {0.0, 0.0, (float)e->angleDelta().y() / 240}; update(); } void OglViewerWidget::keyPressEvent(QKeyEvent *e) { if (e->key() == Qt::Key_Space) { m_rotation = QQuaternion(); m_translation = { 0.0, 0.0, DEFAULT_Z_DISTANCE }; } update(); } void OglViewerWidget::initializeGL() { initializeOpenGLFunctions(); glClearColor(0, 0, 0, 1); initShaders(); // Enable depth buffer glEnable(GL_DEPTH_TEST); // Enable back face culling glEnable(GL_CULL_FACE); m_dataEngine = new GeometryEngine; } void OglViewerWidget::resizeGL(int w, int h) { // Calculate aspect ratio qreal aspect = qreal(w) / qreal(h ? h : 1); // Set near plane to 3.0, far plane to 7.0, field of view 45 degrees const qreal zNear = 0.1, zFar = 100.0, fov = 45.0; // Reset projection m_projection.setToIdentity(); // Set perspective projection m_projection.perspective(fov, aspect, zNear, zFar); } void OglViewerWidget::paintGL() { // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Calculate model view transformation QMatrix4x4 view; view.translate(m_translation); view.rotate(m_rotation); // Set view-projection matrix m_program.setUniformValue("vp_matrix", m_projection * view); // Draw cube geometry m_dataEngine->drawGeometry(&m_program); } ///////////////////////////////////////////////////////////////////////// // private functions void OglViewerWidget::initShaders() { // Compile vertex shader if (!m_program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl")) close(); // Compile fragment shader if (!m_program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl")) close(); // Link shader pipeline if (!m_program.link()) close(); // Bind shader pipeline for use if (!m_program.bind()) close(); } ///////////////////////////////////////////////////////////////////////// // public functions