refactor: fix file case

This commit is contained in:
2025-07-10 13:49:25 +01:00
parent 9350b64567
commit 2d0c8fcfba
34 changed files with 72 additions and 72 deletions

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#include "Gui/Viewport/GLCamera.h"
#include <glm/ext/quaternion_geometric.hpp>
#include <glm/fwd.hpp>
#include <glm/geometric.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include <glm/ext/quaternion_trigonometric.hpp>
#include <glm/ext/quaternion_float.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <QOpenGLFunctions>
void printMatrix(const glm::mat4& matrix) {
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
std::cout << matrix[i][j] << " ";
}
std::cout << std::endl;
}
}
void printVec(const glm::vec3& vector) {
for (int i = 0; i < 3; ++i) {
std::cout << vector[i] << " ";
}
std::cout << std::endl;
}
void GLCamera::changeCenter(float x, float y, float z)
{
camCenter_.x += x;
camCenter_.y += y;
camCenter_.z += z;
viewMatrix_ = glm::lookAt(
camPos_,
camCenter_,
camUp_
);
}
void GLCamera::setCenter(float x, float y, float z)
{
camCenter_.x = x;
camCenter_.y = y;
camCenter_.z = z;
viewMatrix_ = glm::lookAt(
camPos_,
camCenter_,
camUp_
);
}
glm::vec3 GLCamera::getUp()
{
return glm::normalize(glm::cross(getForward(), getRight()));
}
GLCamera::GLCamera()
: GLCamera(0.0f, 0.0f, 10.0f)
{
}
GLCamera::GLCamera(float posX, float posY, float posZ)
{
setPos(posX, posY, posZ);
viewMatrix_ = glm::lookAt(
camPos_,
camCenter_,
camUp_
);
}
glm::mat4 GLCamera::getViewMatrix()
{
return viewMatrix_;
}
void GLCamera::setPos(float x, float y, float z)
{
camPos_.x = x;
camPos_.y = y;
camPos_.z = z;
}
void GLCamera::movePos(float x, float y, float z)
{
camPos_.x += x;
camPos_.y += y;
camPos_.z += z;
}
void GLCamera::rotateAroundCenter(float angle, glm::vec3 axis)
{
glm::mat4 rotMatrix = glm::rotate(glm::mat4(1.0f), angle, axis);
axis = glm::normalize(axis);
// build a quaternion for this rotation
glm::quat q = glm::angleAxis(angle, axis);
// rotate the position vector
camPos_ = q * camPos_;
viewMatrix_ = glm::lookAt(
camPos_,
camCenter_,
camUp_
);
}
void GLCamera::changeRadius(float delta)
{
glm::vec3 centerDir = glm::normalize(camPos_-camCenter_);
camPos_+=centerDir*delta;
viewMatrix_ = glm::lookAt(
camPos_,
camCenter_,
camUp_
);
}
glm::vec3 GLCamera::getRight()
{
return glm::cross(getForward(), camUp_);
};
glm::vec3 GLCamera::getForward()
{
return glm::normalize(camCenter_-camPos_);
};
void GLCamera::setUniform(uint uniformLocation)
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glUniformMatrix4fv(uniformLocation, 1, GL_FALSE, glm::value_ptr(getViewMatrix()));
}

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#pragma once
#include <glm/fwd.hpp>
#include <glm/glm.hpp>
class GLCamera
{
public:
GLCamera();
GLCamera(float posX, float posY, float posZ);
glm::mat4 getViewMatrix();
void setPos(float x, float y, float z);
void movePos(float x, float y, float z);
void rotateAroundCenter(float angle, glm::vec3 axis);
void changeRadius(float delta);
void changeCenter(float x, float y, float z);
void setCenter(float x, float y, float z);
void setUniform(uint uniformLocation);
glm::vec3 getForward();
glm::vec3 getRight();
glm::vec3 getUp();
private:
glm::mat4 viewMatrix_{1.0f};
glm::vec3 camPos_{0.0f,0.0f,0.0f};
glm::vec3 camCenter_{0.0f,0.0f,0.0f};
glm::vec3 camUp_{0.0f,1.0f,0.0f};
};

151
src/Gui/Viewport/GLGrid.cpp Normal file
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#include "Gui/Viewport/GLGrid.h"
#include <glm/ext/vector_float3.hpp>
#include <iostream>
GLGrid::GLGrid()
{
initializeOpenGLFunctions();
init();
}
void GLGrid::init()
{
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
initBuffers();
initShaderProgram();
// unbind vertex array
glBindVertexArray(0);
}
void GLGrid::initShaderProgram()
{
// vertex shader
const std::string vertexShaderSource = "#version 330 core\n"
"uniform mat4 uView;\n"
"uniform mat4 uProj;\n"
"layout (location = 0) in vec3 aPos;\n"
"out vec4 position;\n"
"void main()\n"
"{\n"
" position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" gl_Position = uProj * uView * position;\n"
"}\n";
// shader type
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// convert source
const GLchar* vertexShaderSourceC = vertexShaderSource.c_str();
// create shader object
glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
// compile shader object
glCompileShader(vertexShader);
// log shader error
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
else
{
std::cout << "success\n";
}
// fragment shader
const std::string fragmentShaderSource = "#version 330 core\n"
"float remap(float value, float inMin, float inMax, float outMin, float outMax) {\n"
" return outMin + (value - inMin) * (outMax - outMin) / (inMax - inMin);\n"
"}\n"
"out vec4 FragColor;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" float distance = distance(position, vec4(0.0f,0.0f,0.0f,1.0f));\n"
" FragColor = vec4(0.53f, 0.53f, 0.53f, 0.2f*remap(distance, 0, 40, 1, 0));\n"
"}\n";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* fragmentShaderSourceC = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
glCompileShader(fragmentShader);
if(!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
else
{
std::cout << "success\n";
}
// create shader program
shaderProgram = glCreateProgram();
// attach shaders
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
// link program
glLinkProgram(shaderProgram);
// delete shaders now that the program is complete
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void GLGrid::initBuffers()
{
constexpr int gridLen = 50;
constexpr int gridLines = 40;
float halfLinesCnt = (gridLines-1)*0.5f;
for(int i=0; i<gridLines; ++i)
{
vertices.push_back(glm::vec3((i-halfLinesCnt)*2,0,-gridLen));
vertices.push_back(glm::vec3((i-halfLinesCnt)*2,0,gridLen));
vertices.push_back(glm::vec3(-gridLen,0,(i-halfLinesCnt)*2));
vertices.push_back(glm::vec3(gridLen,0,(i-halfLinesCnt)*2));
}
// create buffer of vertices
glGenBuffers(1, &vbo);
// set purpose
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// store data in the buffer
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
// gives the shader a way to read
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
// disable vertex attrib array
glEnableVertexAttribArray(0);
}
void GLGrid::bind()
{
glBindVertexArray(vao);
}
void GLGrid::unbind()
{
glBindVertexArray(0);
}
void GLGrid::useProgram()
{
glUseProgram(shaderProgram);
}
void GLGrid::draw()
{
bind();
useProgram();
glDrawArrays(GL_LINES, 0, vertices.size());
}

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src/Gui/Viewport/GLGrid.h Normal file
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#pragma once
#include <QOpenGLFunctions_3_2_Core>
#include <glm/ext/vector_float3.hpp>
class GLGrid
: protected QOpenGLFunctions_3_2_Core
{
public:
GLGrid();
GLuint vao;
GLuint vbo;
GLuint shaderProgram;
std::vector<glm::vec3> vertices;
void init();
void initBuffers();
void initShaderProgram();
void useProgram();
void bind();
void unbind();
void draw();
};

116
src/Gui/Viewport/GLMesh.cpp Normal file
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#include "Gui/Viewport/GLMesh.h"
#include <GL/gl.h>
#include <iostream>
GLMesh::GLMesh()
{
initializeOpenGLFunctions();
init();
}
void GLMesh::init()
{
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
initBuffers();
// store data in the buffer
// glBufferData(GL_ARRAY_BUFFER, vertexPosData.size()*sizeof(GLfloat), vertexPosData.data(), GL_STATIC_DRAW);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size()*sizeof(GLint), indexData.data(), GL_STATIC_DRAW);
// unbind vertex array
glBindVertexArray(0);
}
void GLMesh::initBuffers()
{
// create buffer of vertices
glGenBuffers(1, &vertexBuffer);
// set purpose
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
// gives the shader a way to read buffer data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
// disable vertex attrib array
glEnableVertexAttribArray(0);
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
}
void GLMesh::setPosBuffer(std::vector<enzo::bt::Vector3> data)
{
bind();
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
vertexPosData.clear();
std::cout << "pos data\n-------\n";
for(auto vector : data)
{
vertexPosData.push_back(vector.x());
vertexPosData.push_back(vector.y());
vertexPosData.push_back(vector.z());
std::cout << vector.x() << " " << vector.y() << " " << vector.z() << "\n";
}
glBufferData(GL_ARRAY_BUFFER, vertexPosData.size()*sizeof(GLfloat), vertexPosData.data(), GL_STATIC_DRAW);
unbind();
}
void GLMesh::setIndexBuffer(std::vector<int> pointIndices, std::vector<int> primVertexCounts)
{
bind();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
indexData.clear();
std::cout << "index pointIndices\n-------\n";
size_t startIndex = 1;
// create triangle fan from potentially ngon inputs
std::cout << "size: " << primVertexCounts.size() << "\n";
for(size_t primNum=0; primNum<primVertexCounts.size(); ++primNum)
{
int primVertexCount = primVertexCounts[primNum];
std::cout << "startIndex: " << startIndex << "\n";
std::cout << "prim vertex count: " << primVertexCount << "\n";
for(size_t pointIndex=startIndex; pointIndex+2<startIndex+primVertexCount; ++pointIndex)
{
indexData.push_back(pointIndices.at(startIndex-1));
indexData.push_back(pointIndices.at(pointIndex));
indexData.push_back(pointIndices.at(pointIndex+1));
std::cout << pointIndices.at(0) << " " << pointIndices.at(pointIndex) << " " << pointIndices.at(pointIndex+1) << "\n";
}
startIndex += primVertexCount;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size()*sizeof(GLint), indexData.data(), GL_STATIC_DRAW);
unbind();
}
void GLMesh::bind()
{
glBindVertexArray(vao);
}
void GLMesh::unbind()
{
glBindVertexArray(0);
}
void GLMesh::draw()
{
bind();
// wireframe
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glDrawElements(GL_TRIANGLES, indexData.size(), GL_UNSIGNED_INT, 0);
}

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src/Gui/Viewport/GLMesh.h Normal file
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#pragma once
#include "Engine/Types.h"
#include <GL/gl.h>
#include <QOpenGLFunctions_3_2_Core>
class GLMesh
: protected QOpenGLFunctions_3_2_Core
{
public:
GLMesh();
GLuint vao;
GLuint vertexBuffer;
GLuint indexBuffer;
std::vector<GLfloat> vertexPosData;
std::vector<GLint> indexData;
void init();
void initBuffers();
void setPosBuffer(std::vector<enzo::bt::Vector3> data);
void setIndexBuffer(std::vector<int> pointIndices, std::vector<int> primVertexCounts);
void bind();
void unbind();
void draw();
};

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#include "Gui/Viewport/Viewport.h"
#include "Gui/Viewport/GLCamera.h"
#include <glm/common.hpp>
#include <qboxlayout.h>
#include <qevent.h>
#include <qnamespace.h>
#include <qpushbutton.h>
#include <iostream>
#include <QTimer>
#include <QPainterPath>
#include <QEvent>
Viewport::Viewport(QWidget *parent, Qt::WindowFlags f)
: QWidget(parent, f)
{
mainLayout_=new QVBoxLayout();
openGLWidget_ = new ViewportGLWidget(this); mainLayout_->addWidget(openGLWidget_);
openGLWidget_->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
this->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
// mainLayout_->addWidget(new QPushButton("hello world"));
this->setLayout(mainLayout_);
// this->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
// QTimer::singleShot(100, this, [=] {
// std::cout << "MyGLWidget size: " << openGLWidget_->width() << " x " << openGLWidget_->height() << std::endl;
// });
}
void Viewport::geometryChanged(enzo::geo::Geometry& geometry)
{
openGLWidget_->geometryChanged(geometry);
}
void Viewport::resizeEvent(QResizeEvent *event)
{
QPainterPath path;
constexpr float radius = 10;
path.addRoundedRect(mainLayout_->contentsRect(), radius, radius);
QRegion region = QRegion(path.toFillPolygon().toPolygon());
this->setMask(region);
}
bool Viewport::event(QEvent *event)
{
switch(event->type())
{
case QEvent::Wheel:
case QEvent::MouseMove:
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
handleCamera(event);
event->ignore();
return true;
break;
default:
return QWidget::event(event);
break;
}
}
void Viewport::handleCamera(QEvent *event)
{
switch(event->type())
{
case QEvent::Wheel:
{
QWheelEvent* wheelEvent = static_cast<QWheelEvent*>(event);
float delta = wheelEvent->angleDelta().y();
constexpr float mouseSpeed = 0.7;
openGLWidget_->curCamera.changeRadius(-glm::sign(delta)*mouseSpeed);
break;
}
case QEvent::MouseMove:
{
QMouseEvent* mouseEvent = static_cast<QMouseEvent*>(event);
QPointF mousePos = mouseEvent->position();
GLCamera& camera = openGLWidget_->curCamera;
constexpr float rotateSpeed = 0.01;
constexpr float panSpeed = 0.01;
constexpr float zoomSpeed = 0.01;
if(leftMouseDown_)
{
QPointF delta = mousePos-leftStartPos_;
delta*=-rotateSpeed;
camera.rotateAroundCenter(delta.x(), {0,1,0});
camera.rotateAroundCenter(delta.y(),
camera.getRight() * glm::vec3(1.0f,0.0f,1.0f));
leftStartPos_=mousePos;
}
if(middleMouseDown_)
{
QPointF delta = mousePos-middleStartPos_;
delta *= panSpeed;
glm::vec3 up = camera.getUp()*static_cast<float>(-delta.y());
glm::vec3 right = camera.getRight()*static_cast<float>(-delta.x());
camera.changeCenter(up.x+right.x, up.y+right.y, up.z+right.z);
camera.movePos(up.x+right.x, up.y+right.y, up.z+right.z);
middleStartPos_=mousePos;
}
if(rightMouseDown_)
{
QPointF delta = mousePos-rightStartPos_;
delta*=zoomSpeed;
camera.changeRadius(-delta.x()+delta.y());
rightStartPos_=mousePos;
}
break;
}
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
{
bool isDown=event->type()==QEvent::MouseButtonPress;
QMouseEvent* mouseEvent = static_cast<QMouseEvent*>(event);
switch(mouseEvent->button())
{
case Qt::LeftButton:
leftMouseDown_=isDown;
if(isDown) leftStartPos_=mouseEvent->position();
break;
case Qt::MiddleButton:
middleMouseDown_=isDown;
if(isDown) middleStartPos_=mouseEvent->position();
break;
case Qt::RightButton:
rightMouseDown_=isDown;
if(isDown) rightStartPos_=mouseEvent->position();
break;
default:
break;
}
break;
}
default:
break;
}
}

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#pragma once
#include <qboxlayout.h>
#include <qwidget.h>
#include "Gui/Viewport/ViewportGLWidget.h"
class Viewport
: public QWidget
{
public:
Viewport(QWidget *parent = nullptr, Qt::WindowFlags f = Qt::WindowFlags());
private:
QVBoxLayout* mainLayout_;
ViewportGLWidget* openGLWidget_;
void resizeEvent(QResizeEvent *event) override;
bool event(QEvent *event) override;
Qt::Key cameraMod_ = Qt::Key_Space;
void handleCamera(QEvent *event);
// TODO: maybe simplify positions to mouseDownPos
bool middleMouseDown_=false;
QPointF middleStartPos_;
bool leftMouseDown_=false;
QPointF leftStartPos_;
bool rightMouseDown_=false;
QPointF rightStartPos_;
public slots:
void geometryChanged(enzo::geo::Geometry& geometry);
};

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#include "Gui/Viewport/ViewportGLWidget.h"
#include "Engine/Operator/AttributeHandle.h"
#include "Engine/Types.h"
#include "Gui/Viewport/GLMesh.h"
#include <glm/mat4x4.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <memory>
#include <qtimer.h>
#include "Engine/Operator/Geometry.h"
void ViewportGLWidget::initializeGL()
{
using namespace enzo;
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_MULTISAMPLE);
enzo::geo::Geometry geo = enzo::geo::Geometry();
// triangleMesh_ = meshFromGeo(geo);
triangleMesh_ = std::make_unique<GLMesh>();
gridMesh_ = std::make_unique<GLGrid>();
QSurfaceFormat fmt = context()->format();
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
// init loop
QTimer* loopTimer = new QTimer(this);
connect(loopTimer, &QTimer::timeout, this, QOverload<>::of(&QOpenGLWidget::update));
loopTimer->start(16);
// init camera
curCamera = GLCamera(-10, 5, -10);
// vertex shader
const std::string vertexShaderSource = "#version 330 core\n"
"uniform mat4 uView;\n"
"uniform mat4 uProj;\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = uProj * uView * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
// shader type
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
// convert source
const GLchar* vertexShaderSourceC = vertexShaderSource.c_str();
// create shader object
glShaderSource(vertexShader, 1, &vertexShaderSourceC, NULL);
// compile shader object
glCompileShader(vertexShader);
// log shader error
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
else
{
std::cout << "success\n";
}
// fragment shader
const std::string fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n";
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* fragmentShaderSourceC = fragmentShaderSource.c_str();
glShaderSource(fragmentShader, 1, &fragmentShaderSourceC, NULL);
glCompileShader(fragmentShader);
// create shader program
shaderProgram = glCreateProgram();
// attach shaders
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
// link program
glLinkProgram(shaderProgram);
// delete shaders now that the program is complete
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
constexpr float clearValue = 0.19;
glClearColor(clearValue, clearValue, clearValue, 1.0f);
}
void ViewportGLWidget::resizeGL(int w, int h)
{
}
void ViewportGLWidget::paintGL()
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glm::mat4 projMatrix = glm::perspective(
glm::radians(45.0f), // FOV
float(width()) / height(), // aspect ratio
0.1f, // near plane
1000.0f // far plane
);
gridMesh_->useProgram();
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "uProj"), 1, GL_FALSE, glm::value_ptr(projMatrix));
curCamera.setUniform(glGetUniformLocation(shaderProgram, "uView"));
gridMesh_->draw();
glUseProgram(shaderProgram);
GLint projMLoc = glGetUniformLocation(shaderProgram, "uProj");
glUniformMatrix4fv(projMLoc, 1, GL_FALSE, glm::value_ptr(projMatrix));
GLint viewMLoc = glGetUniformLocation(shaderProgram, "uView");
curCamera.setUniform(viewMLoc);
triangleMesh_->draw();
}
std::unique_ptr<GLMesh> ViewportGLWidget::meshFromGeo(enzo::geo::Geometry& geometry)
{
using namespace enzo;
auto mesh = std::make_unique<GLMesh>();
std::shared_ptr<ga::Attribute> PAttr = geometry.getAttribByName(ga::AttrOwner::POINT, "P");
ga::AttributeHandleVector3 PAttrHandle = ga::AttributeHandleVector3(PAttr);
PAttrHandle.addValue(bt::Vector3(1.0f, -1.0f, 0.0f));
PAttrHandle.addValue(bt::Vector3(-1.0f, -1.0f, 0.0f));
PAttrHandle.addValue(bt::Vector3(-1.0f, 1.0f, 0.0f));
PAttrHandle.addValue(bt::Vector3(0.0f, 2.0f, 0.0f));
PAttrHandle.addValue(bt::Vector3(1.0f, 1.0f, 0.0f));
mesh->setPosBuffer(PAttrHandle.getAllValues());
std::shared_ptr<ga::Attribute> pointAttr = geometry.getAttribByName(ga::AttrOwner::VERTEX, "point");
ga::AttributeHandleInt pointAttrHandle = ga::AttributeHandleInt(pointAttr);
pointAttrHandle.addValue(0);
pointAttrHandle.addValue(1);
pointAttrHandle.addValue(2);
pointAttrHandle.addValue(3);
pointAttrHandle.addValue(4);
std::shared_ptr<ga::Attribute> vertexCountAttr = geometry.getAttribByName(ga::AttrOwner::PRIMITIVE, "vertexCount");
ga::AttributeHandleInt vertexCountHandle = ga::AttributeHandleInt(vertexCountAttr);
vertexCountHandle.addValue(5);
mesh->setIndexBuffer(pointAttrHandle.getAllValues(), vertexCountHandle.getAllValues());
return mesh;
}
void ViewportGLWidget::geometryChanged(enzo::geo::Geometry& geometry)
{
using namespace enzo;
std::shared_ptr<ga::Attribute> PAttr = geometry.getAttribByName(ga::AttrOwner::POINT, "P");
ga::AttributeHandleVector3 PAttrHandle = ga::AttributeHandleVector3(PAttr);
triangleMesh_->setPosBuffer(PAttrHandle.getAllValues());
std::shared_ptr<ga::Attribute> pointAttr = geometry.getAttribByName(ga::AttrOwner::VERTEX, "point");
ga::AttributeHandleInt pointAttrHandle = ga::AttributeHandleInt(pointAttr);
std::shared_ptr<ga::Attribute> vertexCountAttr = geometry.getAttribByName(ga::AttrOwner::PRIMITIVE, "vertexCount");
ga::AttributeHandleInt vertexCountHandle = ga::AttributeHandleInt(vertexCountAttr);
triangleMesh_->setIndexBuffer(pointAttrHandle.getAllValues(), vertexCountHandle.getAllValues());
}

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#include <GL/gl.h>
#include <GL/glext.h>
#include <QOpenGLWidget>
#include <iostream>
#include <QOpenGLFunctions_3_2_Core>
#include "Gui/Viewport/GLCamera.h"
#include "Gui/Viewport/GLMesh.h"
#include "Gui/Viewport/GLGrid.h"
#include "Engine/Operator/Geometry.h"
class ViewportGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_3_2_Core
{
public:
ViewportGLWidget(QWidget *parent) : QOpenGLWidget(parent) { }
QSize sizeHint() const override { return QSize(-1, -1); }
GLuint shaderProgram;
GLCamera curCamera;
std::unique_ptr<GLMesh> triangleMesh_ ;
std::unique_ptr<GLGrid> gridMesh_ ;
std::unique_ptr<GLMesh> meshFromGeo(enzo::geo::Geometry& geometry);
protected:
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
public slots:
void geometryChanged(enzo::geo::Geometry& geometry);
};