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GLWidget.cpp
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#include "GLWidget.h"
#define GLEW
#include <GL/gl.h>
#include "Math.h"
#include "Plane.h"
GLWidget *GLWidget::instance = nullptr;
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent)
{
srand(time(nullptr));
camera = new Camera();
timer.start(50);
connect(&timer, SIGNAL(timeout()), this, SLOT(Update()));
GLWidget::instance = this;
input = new Input();
setMouseTracking(true);
setFocusPolicy(Qt::ClickFocus);
}
GLWidget::~GLWidget()
{
if (bspRoot) { delete bspRoot; }
}
void GLWidget::keyPressEvent(QKeyEvent *ev)
{
input->EnqueueEvent(ev);
QGLWidget::keyPressEvent(ev);
}
void GLWidget::keyReleaseEvent(QKeyEvent *ev)
{
input->EnqueueEvent(ev);
QGLWidget::keyReleaseEvent(ev);
}
void GLWidget::mouseDoubleClickEvent(QMouseEvent *ev)
{
input->EnqueueEvent(ev);
QGLWidget::mouseDoubleClickEvent(ev);
}
void GLWidget::mouseMoveEvent(QMouseEvent *ev)
{
input->EnqueueEvent(ev);
QGLWidget::mouseMoveEvent(ev);
}
void GLWidget::mousePressEvent(QMouseEvent *ev)
{
input->EnqueueEvent(ev);
QGLWidget::mousePressEvent(ev);
}
void GLWidget::mouseReleaseEvent(QMouseEvent *ev)
{
input->EnqueueEvent(ev);
QGLWidget::mouseReleaseEvent(ev);
}
void GLWidget::wheelEvent(QWheelEvent *ev)
{
input->EnqueueEvent(ev);
QGLWidget::wheelEvent(ev);
}
int GLWidget::GetWidth()
{
return GLWidget::GetInstance()->width();
}
int GLWidget::GetHeight()
{
return GLWidget::GetInstance()->height();
}
GLWidget *GLWidget::GetInstance()
{
return GLWidget::instance;
}
void GLWidget::initializeGL()
{
QGLWidget::initializeGL();
glewExperimental = GL_TRUE;
glewInit();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
program = new ShaderProgram("simple.vert", "simple.frag");
program->Link();
std::list<Triangle*> triangles;
// Overlapped triangles scene
const float S = 25.0f;
const float D1 = -S, D2 = 0, D3 = S;
Triangle *tri1 = new Triangle(Vector3( S, 0, D2), Vector3( S*2, 0, D2), Vector3( 0, S*2, D2)); tri1->RefreshData();
Triangle *tri2 = new Triangle(Vector3(-S, 0, D2), Vector3(-S*2, 0, D2), Vector3( S*2, S*2, D3)); tri2->RefreshData();
Triangle *tri3 = new Triangle(Vector3(-S, -S/4, D3), Vector3( -S, S/2, D3), Vector3( S*2, S/2, D1)); tri3->RefreshData();
triangles = {tri1, tri2, tri3};
camera->position += camera->GetForward() * 40.0f;
//
bspRoot = BSPNode::ConstructBSPTree(triangles);
randomSceneNumTriangles = 1;
GenerateRandomScene();
glClearColor(0,0,0,1);
}
void GLWidget::paintGL()
{
QGLWidget::paintGL();
program->Bind();
program->SetUniformMat4("projection", camera->GetProjection());
program->SetUniformMat4("view", camera->GetView());
if (drawWithDepthTest)
{
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
}
else
{
glDisable(GL_DEPTH_TEST);
}
glClear(GL_COLOR_BUFFER_BIT);
BSPNode::renderStep = 0;
bspRoot->Render(camera->position, program);
program->UnBind();
}
void GLWidget::Update()
{
//processEvents();
input->ProcessEnqueuedEvents();
camera->Update();
update();
input->OnFrameFinished();
}
void GLWidget::GenerateRandomScene()
{
if (bspRoot) { delete bspRoot; }
std::list<Triangle*> triangles;
for (int i = 0; i < randomSceneNumTriangles; ++i)
{
int size = Math::RandAbs() * randomSceneNumTriangles / 2 + 20;
Vector3 v1 = Vector3(Math::Rand(), Math::Rand(), Math::Rand()).Normalized() * size;
Vector3 v2 = Vector3(Math::Rand(), Math::Rand(), Math::Rand()).Normalized() * size;
Vector3 v3 = Vector3(Math::Rand(), Math::Rand(), Math::Rand()).Normalized() * size;
Vector3 center = Vector3(Math::Rand(), Math::Rand(), Math::Rand()) * randomSceneNumTriangles / 2;
Triangle *tri = new Triangle(center + v1, center + v2, center + v3);
triangles.push_back(tri);
}
bspRoot = BSPNode::ConstructBSPTree(triangles);
}
void GLWidget::OnSeePlanesToggled(bool v)
{
seePlanes = v;
}
void GLWidget::OnSeeTriDivisionsToggled(bool v)
{
seeTriDivisions = v;
}
void GLWidget::OnDrawWithDepthTestToggled(bool v)
{
drawWithDepthTest = v;
}
void GLWidget::OnRenderStepsChanged(int v)
{
bspRenderSteps = v;
}
void GLWidget::OnRandomSceneNumTrianglesChanged(int n)
{
randomSceneNumTriangles = n;
}
void GLWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width, height);
}