-
Notifications
You must be signed in to change notification settings - Fork 1
/
GLview.cpp
401 lines (326 loc) · 13.1 KB
/
GLview.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
#include "GLview.hpp"
#include <iostream>
#include <algorithm>
#include <cmath>
using namespace std;
float copysign0(float x, float y) { return (y == 0.0f) ? 0 : copysign(x,y); }
void Matrix2Quaternion(QQuaternion &Q, QMatrix4x4 &M) {
Q.setScalar(sqrt( max( 0.0f, 1 + M(0,0) + M(1,1) + M(2,2) ) ) / 2);
Q.setX(sqrt( max( 0.0f, 1 + M(0,0) - M(1,1) - M(2,2) ) ) / 2);
Q.setY(sqrt( max( 0.0f, 1 - M(0,0) + M(1,1) - M(2,2) ) ) / 2);
Q.setZ(sqrt( max( 0.0f, 1 - M(0,0) - M(1,1) + M(2,2) ) ) / 2);
Q.setX(copysign0( Q.x(), M(2,1) - M(1,2) )); Q.setY(copysign0( Q.y(), M(0,2) - M(2,0) )); Q.setZ(copysign0( Q.z(), M(1,0) - M(0,1) )) ;
}
// GLView constructor. DO NOT MODIFY.
GLview::GLview(QWidget *parent) : QOpenGLWidget(parent) {
// start off with all transformation flags disabled
scaleFlag = translateFlag = rotateFlag = false; lastPosFlag = false;
mesh = NULL;
startTimer(20,Qt::PreciseTimer);
elapsed_time.start();
elapsed_time.invalidate();
timeAccumulator = 0;
totalTime = 0;
lightMotionFlag = false;
latitude_velocity = 20;
}
GLview::~GLview() {
makeCurrent();
if(mesh != NULL) delete mesh;
doneCurrent();
}
// Load object file.
bool GLview::LoadOBJFile(const QString file, const QString path) {
makeCurrent();
Mesh *newmesh = new Mesh;
if(!newmesh->load_obj(file, path)) {
delete newmesh;
return false;
}
if(mesh != NULL) {
delete mesh;
}
mesh = newmesh;
mesh->storeVBO();
doneCurrent();
return true;
}
// Set default GL parameters.
void GLview::initializeGL() {
initializeOpenGLFunctions();
vao.create();
if (vao.isCreated()) {
vao.bind();
}
glClearColor( 0.15, 0.15, 0.15, 1.0f ); // Set the clear color to black
glEnable(GL_DEPTH_TEST); // Enable depth buffer
// Prepare a complete shader program...exit on failure
if ( !prepareShaderProgram(phong_shader, ":/texture.vsh", ":/texture.fsh" ) ) return;
// Set default lighting parameters.
LightPosition = QVector3D(-2,-2, 3);
LightIntensity = QVector3D(1,1,1);
// Initialize default camera parameters
yfov = 55;
neardist = 1; fardist = 1000;
eye = QVector3D(-3,3,3); lookCenter = QVector3D(0,0,0); lookUp = QVector3D(0,0,1);
QMatrix4x4 view;
view.lookAt(eye, lookCenter, lookUp);
Matrix2Quaternion(camrot, view);
initializeShadowMapGL();
}
// I've provided you with a function for creating a frame buffer backed by a depth texture.
void GLview::initializeShadowMapGL() {
// The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
glGenFramebuffers(1, &shadow_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, shadow_FBO);
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
// Depth texture Slower than a depth buffer, but you can sample it later in your shader
shadowmap_width = 1024;
shadowmap_height = 1024;
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowmap_width, shadowmap_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
GLfloat border[] = {1.0f, 0.0f,0.0f,0.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
// glDrawBuffer(GL_NONE);
// glReadBuffer(GL_NONE);
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if( result == GL_FRAMEBUFFER_COMPLETE) {
cout << "Framebuffer is complete." << endl;
}
else if(result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
cout << "incomplete attach." << endl; exit(1);
}
else {
cout << "Framebuffer is not complete" << endl; exit(1);
}
// Bind main framebuffer again.
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebufferObject());
}
// Set the viewport to window dimensions. DO NOT MODIFY.
void GLview::resizeGL( int w, int h ) {
glViewport( 0, 0, w, qMax( h, 1 ) );
}
// Set the model view matrix (MVP) for the light and camera
void GLview::initLightCameraGL() {
QMatrix4x4 model, view, projection;
model.scale(1.0);
view.rotate(camrot);
view.translate(-eye);
projection.perspective(yfov, (float)width() / (float)height(), neardist, fardist);
QMatrix4x4 model_view = view * model;
QMatrix3x3 normal_matrix = model_view.normalMatrix();
QMatrix4x4 MVP = projection * model_view;
phong_shader.bind();
phong_shader.setUniformValue("ModelViewMatrix", model_view);
phong_shader.setUniformValue("NormalMatrix", normal_matrix);
phong_shader.setUniformValue("MVP", MVP);
phong_shader.setUniformValue("LightIntensity", LightIntensity);
phong_shader.setUniformValue("LightPosition", view * QVector4D(LightPosition, 1));
}
void GLview::paintGL() {
if(mesh == NULL) return;
initLightCameraGL(); // Update lighting and camara position.
// Bind shadow map buffer.
glBindFramebuffer(GL_FRAMEBUFFER, shadow_FBO);
glClear( GL_DEPTH_BUFFER_BIT );
glViewport(0, 0, shadowmap_width, shadowmap_height );
// Hint: something needs to happen here.
// Bind defualt window frame buffer.
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebufferObject());
glViewport( 0.0, 0.0, (double)devicePixelRatio()*width(), qMax( (double)devicePixelRatio()*height(), 1.0 ) );
// Clear the buffer with the current clearing color
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Update VBOs associated with phong shader.
phong_shader.bind();
mesh->vertexBuffer.bind();
phong_shader.setAttributeBuffer( "VertexPosition", GL_FLOAT, 0, 3 );
phong_shader.enableAttributeArray( "VertexPosition" );
mesh->normalBuffer.bind();
phong_shader.setAttributeBuffer( "VertexNormal", GL_FLOAT, 0, 3 );
phong_shader.enableAttributeArray( "VertexNormal" );
mesh->texCoordBuffer.bind();
phong_shader.setAttributeBuffer( "VertexTexCoord", GL_FLOAT, 0, 2 );
phong_shader.enableAttributeArray( "VertexTexCoord" );
long total_drawn = 0;
for(long mtl_idx = 0; mtl_idx < (long)mesh->materials.size(); mtl_idx++) {
phong_shader.setUniformValue("Kd", mesh->materials[mtl_idx].Kd);
phong_shader.setUniformValue("Ks", mesh->materials[mtl_idx].Ks);
phong_shader.setUniformValue("Ka", mesh->materials[mtl_idx].Ka);
phong_shader.setUniformValue("Shininess", mesh->materials[mtl_idx].Ns);
phong_shader.setUniformValue("IsTexture", mesh->materials[mtl_idx].is_texture);
if(mesh->materials[mtl_idx].is_texture) {
mesh->materials[mtl_idx].map_Kd->bind(0);
phong_shader.setUniformValue("Tex1", GLuint(0));
}
// Hint: texture unit 0 is free for your textures. I've bound the shadow map to texture unit 1.
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthTex);
glDrawArrays( GL_TRIANGLES, total_drawn, 3*mesh->materials[mtl_idx].size );
total_drawn += 3*mesh->materials[mtl_idx].size;
}
}
void GLview::keyPressGL(QKeyEvent* e) {
switch ( e->key() ) {
case Qt::Key_Escape:
QCoreApplication::instance()->quit();
break;
// Set rotate, scale, translate modes (for track pad mainly).
case Qt::Key_R:
toggleRotate();
break;
case Qt::Key_S:
toggleScale();
break;
case Qt::Key_T:
toggleTranslate();
break;
default:
QOpenGLWidget::keyPressEvent( e );
break;
}
}
// Compile shaders. DO NOT MODIFY.
bool GLview::prepareShaderProgram(QOpenGLShaderProgram &prep_shader, const QString &vertex_file, const QString &fragment_file) {
// First we load and compile the vertex shader.
bool result = prep_shader.addShaderFromSourceFile( QOpenGLShader::Vertex, vertex_file );
if ( !result ) {
qWarning() << prep_shader.log();
}
// now load and compile the fragment shader...
result = prep_shader.addShaderFromSourceFile( QOpenGLShader::Fragment, fragment_file );
if ( !result ) qWarning() << prep_shader.log();
// now link them to resolve any references.
result = prep_shader.link();
if ( !result ) {
qWarning() << "Could not link shader program:" << prep_shader.log();
exit(1);
}
return result;
}
// Store mouse press position. DO NOT MODIFY
void GLview::mousePressEvent(QMouseEvent *event) {
if(mesh == NULL) return;
float px = event->x(), py = event->y();
float x = 2.0 * (px + 0.5) / float(width()) - 1.0, y = -(2.0 * (py + 0.5) / float(height()) - 1.0);
lastPosX = x; lastPosY = y;
lastPosFlag = true;
event->accept();
}
// Update camera position on mouse movement. DO NOT MODIFY.
void GLview::mouseMoveEvent(QMouseEvent *event) {
if(mesh == NULL) return;
float px = event->x(), py = event->y();
float x = 2.0 * (px + 0.5) / float(width()) - 1.0;
float y = -(2.0 * (py + 0.5) / float(height()) - 1.0);
// Record a last position if none has been set.
if(!lastPosFlag) {
lastPosX = x;
lastPosY = y;
lastPosFlag = true;
return;
}
float dx = x - lastPosX, dy = y - lastPosY;
// remember mouse position
lastPosX = x;
lastPosY = y;
if (rotateFlag || (event->buttons() & Qt::LeftButton)) { // Rotate scene around a center point.
float theta_y = 2.0 * dy / M_PI * 180.0f;
float theta_x = 2.0 * dx / M_PI * 180.0f;
QQuaternion revQ = camrot.conjugate();
QQuaternion newrot = QQuaternion::fromAxisAndAngle(lookUp, theta_x);
revQ = newrot * revQ;
QVector3D side = revQ.rotatedVector(QVector3D(1,0,0));
QQuaternion newrot2 = QQuaternion::fromAxisAndAngle(side, theta_y);
revQ = newrot2 * revQ;
revQ.normalize();
camrot = revQ.conjugate().normalized();
eye = newrot.rotatedVector(eye - lookCenter) + lookCenter;
eye = newrot2.rotatedVector(eye - lookCenter) + lookCenter;
}
if (scaleFlag || (event->buttons() & Qt::MidButton)) { // Scale the scene.
float factor = dx + dy;
factor = exp(2.0 * factor);
factor = (factor - 1.0) / factor;
QVector3D translation = (lookCenter - eye) * factor;
eye += translation;
}
if (translateFlag || (event->buttons() & Qt::RightButton)) { // Translate the scene.
QQuaternion revQ = camrot.conjugate().normalized();
QVector3D side = revQ.rotatedVector(QVector3D(1,0,0));
QVector3D upVector = revQ.rotatedVector(QVector3D(0,1,0));
float length = lookCenter.distanceToPoint(eye) * tanf(yfov * M_PI / 180.0f);
QVector3D translation = -((side * (length * dx)) + (upVector * (length * dy) ));
eye += translation;
lookCenter += translation;
}
event->accept();
}
// toggle only the rotate flag
void GLview::toggleRotate() {
if(mesh == NULL) return;
translateFlag = scaleFlag = false;
rotateFlag = !rotateFlag;
setMouseTracking(rotateFlag);
lastPosFlag = false;
}
// toggle only the scale flag
void GLview::toggleScale() {
if(mesh == NULL) return;
translateFlag = rotateFlag = false;
scaleFlag = !scaleFlag;
setMouseTracking(scaleFlag);
lastPosFlag = false;
}
// toggle only the translate flag
void GLview::toggleTranslate() {
if(mesh == NULL) return;
rotateFlag = scaleFlag = false;
translateFlag = !translateFlag;
setMouseTracking(translateFlag);
lastPosFlag = false;
}
void GLview::toggleLightMotion() {
if(mesh == NULL) return;
lightMotionFlag = !lightMotionFlag;
}
void GLview::updateGLview(float dt) {
if(lightMotionFlag) {
QQuaternion q1 = QQuaternion::fromAxisAndAngle(lookUp, dt * 30);
LightPosition = q1.rotatedVector(LightPosition);
QVector3D latVec = (LightPosition - lookCenter).normalized();
QVector3D rotAxis = QVector3D::crossProduct(lookUp, latVec).normalized();
QQuaternion q2 = QQuaternion::fromAxisAndAngle(rotAxis, dt * latitude_velocity);
QVector3D LightPosition2 = q2.rotatedVector(LightPosition);
QVector3D latVec2 = (LightPosition2 - lookCenter).normalized();
float latAngle2 = acos(QVector3D::dotProduct(latVec2, lookUp.normalized() )) * 180.0 / M_PI;
if(latAngle2 > 90 || latAngle2 < 10) {
latitude_velocity = -latitude_velocity;
}
else {
LightPosition = LightPosition2;
}
}
}
void GLview::timerEvent(QTimerEvent *) {
if(!elapsed_time.isValid()) {
elapsed_time.restart();
return;
} // Skip first udpate.
qint64 nanoSec = elapsed_time.nsecsElapsed();
elapsed_time.restart();
double dt = 0.01;
double frameTime = double(nanoSec) * 1e-9;
timeAccumulator += frameTime;
while ( timeAccumulator >= dt ) {
updateGLview(dt); totalTime += dt; timeAccumulator -= dt;
}
update();
}