feat(viewport): basic proj and view matrix

This commit is contained in:
parker
2025-06-26 13:46:13 +01:00
parent 89b04be318
commit d123f2945f
6 changed files with 66 additions and 119 deletions

View File

@@ -16,6 +16,8 @@ project(enzo_project)
find_package(Qt6 REQUIRED COMPONENTS Core Widgets SvgWidgets OpenGLWidgets)
qt_standard_project_setup()
# glm
find_package(glm REQUIRED)
qt_add_executable(${AppExec}
static/resources.qrc
@@ -34,7 +36,7 @@ qt_add_executable(${AppExec}
src/gui/network/NodeIconGraphic.cpp
)
target_link_libraries(${AppExec} PRIVATE Qt6::Core Qt6::Widgets Qt6::SvgWidgets Qt6::OpenGLWidgets GLU)
target_link_libraries(${AppExec} PRIVATE Qt6::Core Qt6::Widgets Qt6::SvgWidgets Qt6::OpenGLWidgets glm::glm)
target_include_directories(${AppExec} PUBLIC src)
# tests

View File

@@ -1,91 +0,0 @@
#include "gui/viewport/OpenGLWidget.h"
void ViewportGLWidget::initializeGL()
{
initializeOpenGLFunctions();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint vbo;
// create buffer of vertices
glGenBuffers(1, &vbo);
// set purpose
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// store data in the buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// vertex shader
const std::string vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = 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);
// 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);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
// unbind vertex array
glBindVertexArray(0);
QSurfaceFormat fmt = context()->format();
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
glClearColor(0.16f, 0.16f, 0.16f, 1.0f);
}
void ViewportGLWidget::resizeGL(int w, int h)
{
}
void ViewportGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
}

View File

@@ -1,19 +0,0 @@
#include <GL/gl.h>
#include <GL/glext.h>
#include <QOpenGLWidget>
#include <iostream>
#include <QOpenGLFunctions_3_2_Core>
class ViewportGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_3_2_Core
{
public:
ViewportGLWidget(QWidget *parent) : QOpenGLWidget(parent) { }
QSize sizeHint() const override { return QSize(-1, -1); }
GLuint vao;
GLuint shaderProgram;
protected:
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
};

View File

@@ -1,7 +1,7 @@
#pragma once
#include <qboxlayout.h>
#include <qwidget.h>
#include "gui/viewport/OpenGLWidget.h"
#include "gui/viewport/ViewportGLWidget.h"
class Viewport
: public QWidget

View File

@@ -1,10 +1,21 @@
#include "gui/viewport/OpenGLWidget.h"
#include "gui/viewport/ViewportGLWidget.h"
#include <glm/mat4x4.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
void ViewportGLWidget::initializeGL()
{
// Set up the rendering context, load shaders and other resources, etc.:
initializeOpenGLFunctions();
QSurfaceFormat fmt = context()->format();
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
std::cout << "hello\n";
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
@@ -25,10 +36,12 @@ void ViewportGLWidget::initializeGL()
// 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 = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
" gl_Position = uProj * uView * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\n";
// shader type
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
@@ -38,6 +51,22 @@ void ViewportGLWidget::initializeGL()
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
@@ -70,9 +99,6 @@ void ViewportGLWidget::initializeGL()
// unbind vertex array
glBindVertexArray(0);
QSurfaceFormat fmt = context()->format();
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGLES ? "GLES" : "Desktop") << "\n";
std::cout << "format: " << (fmt.renderableType() == QSurfaceFormat::OpenGL ? "true" : "false") << "\n";
glClearColor(0.16f, 0.16f, 0.16f, 1.0f);
}
@@ -85,9 +111,37 @@ void ViewportGLWidget::resizeGL(int w, int h)
void ViewportGLWidget::paintGL()
{
initializeOpenGLFunctions();
glClear(GL_COLOR_BUFFER_BIT);
angle_+=0.01;
std::cout << "angle\n";
glUseProgram(shaderProgram);
glm::mat4 projMatrix = glm::perspective(
glm::radians(45.0f), // FOV
float(width()) / height(), // aspect ratio
0.1f, // near plane
100.0f // far plane
);
glm::mat4 viewMatrix = glm::lookAt(
glm::vec3(sin(angle_)*5, 1, cos(angle_)*5),
glm::vec3(0,0,0),
glm::vec3(0,1,0)
);
GLint projMLoc = glGetUniformLocation(shaderProgram, "uProj");
glUniformMatrix4fv(projMLoc, 1, GL_FALSE, glm::value_ptr(projMatrix));
GLint viewMLoc = glGetUniformLocation(shaderProgram, "uView");
glUniformMatrix4fv(viewMLoc, 1, GL_FALSE, glm::value_ptr(viewMatrix));
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
}

View File

@@ -11,6 +11,7 @@ public:
QSize sizeHint() const override { return QSize(-1, -1); }
GLuint vao;
GLuint shaderProgram;
float angle_ = 0.0f;
protected:
void initializeGL() override;