/*############################################################################## ## Author: Shaun Reed ## ## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ## ## About: Main window for Qt5 OpenGL widget application ## ## ## ## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ## ##############################################################################*/ #include #include #include #include #include #include /******************************************************************************* * Constructors, Destructors ******************************************************************************/ MainWidget::MainWidget() : mDebugLogger(Q_NULLPTR) { QSurfaceFormat format; format.setRenderableType(QSurfaceFormat::OpenGL); format.setProfile(QSurfaceFormat::CoreProfile); format.setVersion(4, 5); format.setDepthBufferSize(16); // If QTK_DEBUG is set, enable debug context #ifdef QTK_DEBUG format.setOption(QSurfaceFormat::DebugContext); #endif } MainWidget::MainWidget(const QSurfaceFormat &format) : mDebugLogger(Q_NULLPTR) { setFormat(format); resize(QSize(800, 600)); show(); } MainWidget::~MainWidget() { makeCurrent(); teardownGL(); } /******************************************************************************* * Private Member Functions ******************************************************************************/ void MainWidget::teardownGL() { // Nothing to teardown yet... } void MainWidget::initObjects() { mScene = new Scene; // Drawing a primitive object using Qt and OpenGL // The Object class only stores basic QOpenGL* members and shape data // + Within mainwidget, mObject serves as a basic QOpenGL example mObject = new Object("testObject"); mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).vertices()); mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).indices()); mObject->mProgram.create(); mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/solid-ambient.vert"); mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/solid-ambient.frag"); mObject->mProgram.link(); mObject->mProgram.bind(); mObject->mVAO.create(); mObject->mVAO.bind(); mObject->mVBO.create(); mObject->mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw); mObject->mVBO.bind(); mObject->mVBO.allocate(mObject->vertices().data(), mObject->vertices().size() * sizeof(mObject->vertices()[0])); mObject->mProgram.enableAttributeArray(0); mObject->mProgram.setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(mObject->vertices()[0])); mObject->mProgram.setUniformValue("uColor", QVector3D(0.0f, 0.25f, 0.0f)); mObject->mProgram.setUniformValue("uLightColor", WHITE); mObject->mProgram.setUniformValue("uAmbientStrength", 0.2f); mObject->mVBO.release(); mObject->mVAO.release(); mObject->mProgram.release(); mObject->mTransform.setTranslation(13.0f, 0.0f, -2.0f); } /******************************************************************************* * Inherited Virtual Member Functions ******************************************************************************/ void MainWidget::paintGL() { // Clear buffers glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // Draw the scene first, since it handles drawing our skybox mScene->draw(); // Draw any additional objects within mainwidget manually mObject->mProgram.bind(); mObject->mVAO.bind(); mObject->mProgram.setUniformValue("uModel", mObject->mTransform.toMatrix()); mObject->mProgram.setUniformValue("uView", Scene::Camera().toMatrix()); mObject->mProgram.setUniformValue("uProjection", Scene::Projection()); glDrawElements(GL_TRIANGLES, mObject->indices().size(), GL_UNSIGNED_INT, mObject->indices().data()); mObject->mVAO.release(); mObject->mProgram.release(); } void MainWidget::initializeGL() { initializeOpenGLFunctions(); // Connect the frameSwapped signal to call the update() function connect(this, SIGNAL(frameSwapped()), this, SLOT(update())); // Initialize OpenGL debug context #ifdef QTK_DEBUG mDebugLogger = new QOpenGLDebugLogger(this); if (mDebugLogger->initialize()) { qDebug() << "GL_DEBUG Debug Logger" << mDebugLogger << "\n"; connect(mDebugLogger, SIGNAL(messageLogged(QOpenGLDebugMessage)), this, SLOT(messageLogged(QOpenGLDebugMessage))); mDebugLogger->startLogging(); } #endif // QTK_DEBUG printContextInformation(); // Initialize opengl settings glEnable(GL_MULTISAMPLE); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDepthFunc(GL_LEQUAL); glDepthRange(0.1f, 1.0f); glClearDepth(1.0f); glClearColor(0.0f, 0.25f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Initialize default objects within the scene initObjects(); } void MainWidget::resizeGL(int width, int height) { Scene::Projection().setToIdentity(); Scene::Projection().perspective(45.0f, float(width) / float(height), 0.1f, 1000.0f); } /******************************************************************************* * Protected Slots ******************************************************************************/ void MainWidget::update() { updateCameraInput(); mScene->update(); QWidget::update(); } void MainWidget::messageLogged(const QOpenGLDebugMessage &msg) { QString error; // Format based on severity switch (msg.severity()) { case QOpenGLDebugMessage::NotificationSeverity: error += "--"; break; case QOpenGLDebugMessage::HighSeverity: error += "!!"; break; case QOpenGLDebugMessage::MediumSeverity: error += "!~"; break; case QOpenGLDebugMessage::LowSeverity: error += "~~"; break; } error += " ("; // Format based on source #define CASE(c) case QOpenGLDebugMessage::c: error += #c; break switch (msg.source()) { CASE(APISource); CASE(WindowSystemSource); CASE(ShaderCompilerSource); CASE(ThirdPartySource); CASE(ApplicationSource); CASE(OtherSource); CASE(InvalidSource); } #undef CASE error += " : "; // Format based on type #define CASE(c) case QOpenGLDebugMessage::c: error += #c; break switch (msg.type()) { CASE(InvalidType); CASE(ErrorType); CASE(DeprecatedBehaviorType); CASE(UndefinedBehaviorType); CASE(PortabilityType); CASE(PerformanceType); CASE(OtherType); CASE(MarkerType); CASE(GroupPushType); CASE(GroupPopType); } #undef CASE error += ")"; qDebug() << qPrintable(error) << "\n" << qPrintable(msg.message()) << "\n"; } /******************************************************************************* * Protected Helpers ******************************************************************************/ void MainWidget::keyPressEvent(QKeyEvent *event) { if (event->isAutoRepeat()) { event->ignore(); } else { Input::registerKeyPress(event->key()); } } void MainWidget::keyReleaseEvent(QKeyEvent *event) { if (event->isAutoRepeat()) { event->ignore(); } else { Input::registerKeyRelease(event->key()); } } void MainWidget::mousePressEvent(QMouseEvent *event) { Input::registerMousePress(event->button()); } void MainWidget::mouseReleaseEvent(QMouseEvent *event) { Input::registerMouseRelease(event->button()); } /******************************************************************************* * Private Helpers ******************************************************************************/ void MainWidget::printContextInformation() { QString glType; QString glVersion; QString glProfile; QString glVendor; QString glRenderer; // Get Version Information glType = (context()->isOpenGLES()) ? "OpenGL ES" : "OpenGL"; glVersion = reinterpret_cast(glGetString(GL_VERSION)); glVendor = reinterpret_cast(glGetString(GL_VENDOR)); glRenderer = reinterpret_cast(glGetString(GL_RENDERER)); // Get Profile Information #define CASE(c) case QSurfaceFormat::c: glProfile = #c; break switch (format().profile()) { CASE(NoProfile); CASE(CoreProfile); CASE(CompatibilityProfile); } #undef CASE // qPrintable() will print our QString w/o quotes around it. qDebug() << qPrintable(glType) << qPrintable(glVersion) << "(" << qPrintable(glProfile) << ")" << "\nOpenGL Vendor: " << qPrintable(glVendor) << "\nRendering Device: " << qPrintable(glRenderer) << "\n"; } void MainWidget::updateCameraInput() { Input::update(); // Camera Transformation if (Input::buttonPressed(Qt::RightButton)) { static const float transSpeed = 0.1f; static const float rotSpeed = 0.5f; // Handle rotations Scene::Camera().transform().rotate(-rotSpeed * Input::mouseDelta().x(), Camera3D::LocalUp); Scene::Camera().transform().rotate(-rotSpeed * Input::mouseDelta().y(), Scene::Camera().right()); // Handle translations QVector3D translation; if (Input::keyPressed(Qt::Key_W)) { translation += Scene::Camera().forward(); } if (Input::keyPressed(Qt::Key_S)) { translation -= Scene::Camera().forward(); } if (Input::keyPressed(Qt::Key_A)) { translation -= Scene::Camera().right(); } if (Input::keyPressed(Qt::Key_D)) { translation += Scene::Camera().right(); } if (Input::keyPressed(Qt::Key_Q)) { translation -= Scene::Camera().up() / 2.0f; } if (Input::keyPressed(Qt::Key_E)) { translation += Scene::Camera().up() / 2.0f; } Scene::Camera().transform().translate(transSpeed * translation); } }