#include "opengl_widget.hh" #include static const GLchar *vertex_shader_source = R"glsl( #version 330 core layout(location = 0) in vec3 in_pos; layout(location = 1) in vec2 in_uv; out vec2 uv; uniform mat4 proj; uniform mat4 view; uniform mat4 model; void main() { gl_Position = proj * view * model * vec4(in_pos, 1.0); uv = in_uv; } )glsl"; static const GLchar *fragment_shader_source = R"glsl( #version 330 core in vec2 uv; out vec4 final_col; uniform sampler2D tex; void main() { final_col = texture(tex, uv); } )glsl"; static void GLAPIENTRY opengl_debug_cb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { (void) source; (void) type; (void) id; (void) severity; (void) length; (void) userParam; qDebug() << "OpenGL debug output:" << message; } OpenGLWidget *OpenGLWidget::instance = nullptr; OpenGLWidget::OpenGLWidget(QWidget *parent) :QOpenGLWidget(parent) { OpenGLWidget::instance = this; } OpenGLWidget::~OpenGLWidget() { OpenGLWidget::instance = nullptr; } void OpenGLWidget::initializeGL() { initializeOpenGLFunctions(); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); qDebug("OpenGL version %d.%d", major, minor); glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(opengl_debug_cb, 0); /* Compile the vertex shader. */ GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader); GLint status; glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { char log[1024]; glGetShaderInfoLog(vertex_shader, sizeof log, NULL, log); fprintf(stderr, "Failed to compile the vertex shader: %s\n", log); exit(1); } /* Compile the fragment shader. */ GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glCompileShader(fragment_shader); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { char log[1024]; glGetShaderInfoLog(fragment_shader, sizeof log, NULL, log); fprintf(stderr, "Failed to compile the fragment shader: %s\n", log); exit(1); } /* Link the shader program. */ GLuint shader_program = glCreateProgram(); glAttachShader(shader_program, vertex_shader); glAttachShader(shader_program, fragment_shader); glBindFragDataLocation(shader_program, 0, "final_col"); glLinkProgram(shader_program); glGetProgramiv(shader_program, GL_LINK_STATUS, &status); if (status != GL_TRUE) { char log[1024]; glGetProgramInfoLog(shader_program, sizeof log, NULL, log); fprintf(stderr, "Failed to link the shader program: %s\n", log); exit(1); } /* Use it. */ glUseProgram(shader_program); /* Get the position attribute. */ pos_attr = glGetAttribLocation(shader_program, "pos"); proj_attr = glGetUniformLocation(shader_program, "proj"); view_attr = glGetUniformLocation(shader_program, "view"); model_attr = glGetUniformLocation(shader_program, "model"); QMatrix4x4 view; view.translate(0, 0, 5); glUniformMatrix4fv(view_attr, 1, GL_FALSE, view.data()); QMatrix4x4 trans; trans.translate(0, 0, -5); glUniformMatrix4fv(view_attr, 1, GL_FALSE, trans.data()); glUniform1i(glGetUniformLocation(shader_program, "tex"), 0); glClearColor(1, 1, 1, 0); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); emit initialized(); } void OpenGLWidget::resizeGL(int w, int h) { QMatrix4x4 projection; projection.perspective(FOV, (float) w/h, .1, 1000); glUniformMatrix4fv(proj_attr, 1, GL_FALSE, projection.data()); } void OpenGLWidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); QMatrix4x4 trans; trans.translate(0, 0, -cam_dist); QMatrix4x4 view = trans * rot; glUniformMatrix4fv(view_attr, 1, GL_FALSE, view.data()); glActiveTexture(GL_TEXTURE0); for (const OpenGLMesh &mesh : meshes) { glUniformMatrix4fv(model_attr, 1, GL_FALSE, mesh.mat.data()); glBindVertexArray(mesh.vao); mesh.tex->bind(); glDrawArrays(GL_TRIANGLES, 0, mesh.nverts); } } void OpenGLWidget::mousePressEvent(QMouseEvent *e) { if (e->button() == Qt::LeftButton) { mouse_pos = e->pos(); } } void OpenGLWidget::mouseReleaseEvent(QMouseEvent *e) { (void) e; rot_start = rot; } void OpenGLWidget::mouseMoveEvent(QMouseEvent *e) { if (e->buttons() & Qt::LeftButton) { QPoint delta = e->pos() - mouse_pos; rot = rot_start; rot.rotate(delta.x() / 5., 0, 1, 0); rot.rotate(delta.y() / 5., QVector3D(1, 0, 0) * rot); update(); } } void OpenGLWidget::wheelEvent(QWheelEvent *e) { cam_dist -= e->angleDelta().y() / 1000. * cam_dist; update(); }