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Enzo/src/gui/viewport/ViewportGLWidget.cpp
2025-06-27 00:53:26 +01:00

138 lines
3.9 KiB
C++

#include "gui/viewport/ViewportGLWidget.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>
void ViewportGLWidget::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_MULTISAMPLE);
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";
std::cout << "hello\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);
glClearColor(0.16f, 0.16f, 0.16f, 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();
}