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Lesson2Renderer.cpp
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159 lines (126 loc) · 4.74 KB
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#include "Lesson2Renderer.h"
Lesson2Renderer::Lesson2Renderer()
{
}
Lesson2Renderer::~Lesson2Renderer()
{
if (initialized())
{
delete program;
model.clear();
}
}
void Lesson2Renderer::initialize()
{
TutorialRenderer::initialize();
if (!initialized())
{
return;
}
//===============
// Create initial light
lights.append(std::make_unique<Light>());
lights.setData(lights.index(0), "Światło", LightModel::Name);
lights.setData(lights.index(0), QVector3D(4.0f, -6.0f, 2.0f), LightModel::Position);
lights.setData(lights.index(0), QVector3D(-1.0f, 0.0f, 0.0f), LightModel::Direction);
lights.setData(lights.index(0), QVector3D(1.0f, 1.0f, 1.0f), LightModel::Color);
lights.setData(lights.index(0), Light::PointLight, LightModel::LightType);
lights.setData(lights.index(0), 1.0f, LightModel::Brightness);
lights.setData(lights.index(0), 22.0f, LightModel::AttenuationRadius);
program = new QOpenGLShaderProgram();
loadShaderForProgram(program, QOpenGLShader::Vertex, "Assets/Lesson 2/Shaders/vertex.v");
loadShaderForProgram(program, QOpenGLShader::Fragment, "Assets/Lesson 2/Shaders/fragment.f");
program->link();
vectorsProgram = new QOpenGLShaderProgram();
loadShaderForProgram(vectorsProgram, QOpenGLShader::Vertex, "Assets/Lesson 2/Shaders/vectorsVertex.v");
loadShaderForProgram(vectorsProgram, QOpenGLShader::Geometry, "Assets/Lesson 2/Shaders/vectorsGeometry.g");
loadShaderForProgram(vectorsProgram, QOpenGLShader::Fragment, "Assets/Lesson 2/Shaders/vectorsFragment.f");
vectorsProgram->link();
setShininess(42.0f);
model = Model("Assets\\Models\\Temple\\Temple.obj");
camera.transform().setPosition(22.0f, 10.0f, 11.0f);
cameraLookAt(camera, QVector3D(-0.6f, -0.7f, -0.4f));
}
bool Lesson2Renderer::normalMappingUsed() const
{
return normalMapsAllowed;
}
void Lesson2Renderer::setNormalMappingUsed(bool value)
{
if (normalMapsAllowed != value)
{
normalMapsAllowed = value;
emit normalMappingUsedChanged(value);
}
}
bool Lesson2Renderer::displayAsColor() const
{
return displayNormalsAsColors;
}
void Lesson2Renderer::setDisplayAsColor(bool value)
{
if (displayNormalsAsColors != value)
{
displayNormalsAsColors = value;
emit displayAsColorChanged(value);
}
}
bool Lesson2Renderer::displayVectors() const
{
return displayNormalsAsVectors;
}
void Lesson2Renderer::setDisplayVectors(bool value)
{
if (displayNormalsAsVectors != value)
{
displayNormalsAsVectors = value;
emit displayVectorsChanged(value);
}
}
void Lesson2Renderer::paint()
{
TutorialRenderer::paint();
if (!initialized())
{
return;
}
glViewport(viewportPosition.x(), viewportPosition.y(), viewportSize.width(), viewportSize.height());
glScissor(viewportPosition.x(), viewportPosition.y(), viewportSize.width(), viewportSize.height());
glEnable(GL_SCISSOR_TEST);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
paintSkybox(camera.transform());
if (program && program->isLinked())
{
program->bind();
glClear(GL_DEPTH_BUFFER_BIT);
updateLightUniforms(program);
updateCameraUniforms(program, camera.transform());
updateObjectUniforms(program, modelTransform, QQuaternion::fromEulerAngles(90.0f, 0.0f, 0.0f), 0.01f);
float aspectRatio = viewportSize.width() / static_cast<float>(viewportSize.height());
program->setUniformValue("projection", Camera::perspective(75.0f, aspectRatio, 0.1f, 500.0f));
program->setUniformValue("normalMapsAllowed", normalMapsAllowed);
program->setUniformValue("displayNormalsAsColors", displayNormalsAsColors);
program->setUniformValue("displayNormalsAsVectors", displayNormalsAsVectors);
model.draw(program);
program->release();
}
if (vectorsProgram && vectorsProgram->isLinked() && displayNormalsAsVectors)
{
vectorsProgram->bind();
updateLightUniforms(vectorsProgram);
updateCameraUniforms(vectorsProgram, camera.transform());
updateObjectUniforms(vectorsProgram, modelTransform, QQuaternion::fromEulerAngles(90.0f, 0.0f, 0.0f), 0.01f);
float aspectRatio = viewportSize.width() / static_cast<float>(viewportSize.height());
vectorsProgram->setUniformValue("projection", Camera::perspective(75.0f, aspectRatio, 0.1f, 500.0f));
model.draw(vectorsProgram);
vectorsProgram->release();
}
paintGizmos(camera.transform());
// Not strictly needed for this example, but generally useful for when
// mixing with raw OpenGL.
window->resetOpenGLState();
}
void Lesson2Renderer::update(float deltaTime)
{
TutorialRenderer::update(deltaTime);
}