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Copy pathviewport.cpp
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223 lines (202 loc) · 6.07 KB
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#include "viewport.h"
#include "ui_viewport.h"
#include <cmath>
#include <random>
#include <QMessageBox>
Viewport::Viewport(QWidget* parent) :
QOpenGLWidget(parent),
ui(new Ui::Viewport) {
ui->setupUi(this);
setMouseTracking(true);
QSurfaceFormat fmt = QSurfaceFormat::defaultFormat();
fmt.setSamples(32);
setFormat(fmt);
}
Viewport::~Viewport() {
makeCurrent();
glDeleteTextures(1, &randTexture);
glDeleteQueries(1, &primQuery);
glDeleteQueries(1, &timeQuery);
delete pg;
delete ui;
doneCurrent();
}
void Viewport::setWindEnabled(bool enabled) {
makeCurrent();
grassShader.setUniformValue("windEnabled", enabled ? 1.0f : 0.0f);
doneCurrent();
}
void Viewport::setShiveringEnabled(bool enabled) {
makeCurrent();
grassShader.setUniformValue("shiveringEnabled", enabled ? 1.0f : 0.0f);
doneCurrent();
}
void Viewport::setWindTurbulence(int turb) {
makeCurrent();
grassShader.setUniformValue("windTurbulence", turb / 100.0f);
doneCurrent();
}
void Viewport::setWindSpeed(int speed) {
makeCurrent();
grassShader.setUniformValue("windSpeed", GLfloat(speed));
doneCurrent();
}
void Viewport::setWindDirection(GLfloat x, GLfloat y, GLfloat z) {
makeCurrent();
GLfloat n = sqrt(x * x + y * y + z *z);
const GLfloat thresh = 1e-03;
if(n < thresh) {
grassShader.setUniformValue("windDirection", 0.0f, 0.0f, 0.0f);
} else {
grassShader.setUniformValue("windDirection", x / n, y / n, z / n);
}
doneCurrent();
}
void Viewport::initializeGL() {
initializeOpenGLFunctions();
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
pg = new ProceduralGrass;
// Generate uniform random data from [0, 1].
const GLuint randTexSize = 256;
GLfloat randTexData[randTexSize];
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> dis(0.0f, 1.0f);
std::generate(randTexData, randTexData + randTexSize, [&](){return dis(gen);});
// Create and tune random texture.
glGenTextures(1, &randTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_1D, randTexture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage1D(GL_TEXTURE_1D, 0, GL_R16F, randTexSize, 0, GL_RED, GL_FLOAT, randTexData);
glUniform1i(glGetUniformLocation(grassShader.programId(), "urandom01"), 0);
// Queries.
glGenQueries(1, &primQuery);
glGenQueries(1, &timeQuery);
// Shader.
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
if(grassShader.init({
"shared.glsl",
"classicnoise2D.glsl",
"classicnoise3D.glsl",
"worley.glsl"
}, "grass") != 0) {
QMessageBox::critical(0, "Error.", "Could not initialize shader.");
return;
}
grassShader.bind();
grassShader.setUniformValue("numPrimitives", pg->getNumClusters());
// Go.
enableDraw = true;
startTimer(10);
}
void Viewport::resizeGL(int w, int h) {
camera.setProjection(w, h);
}
void Viewport::mousePressEvent(QMouseEvent* ev) {
ev->accept();
leftBtnPressed = ev->buttons() & Qt::LeftButton;
if(leftBtnPressed) {
prevX = ev->x();
prevY = ev->y();
grabMouse();
}
}
void Viewport::mouseReleaseEvent(QMouseEvent* ev) {
ev->accept();
leftBtnPressed = ev->buttons() & Qt::LeftButton;
if(!leftBtnPressed) {
releaseMouse();
}
}
void Viewport::mouseMoveEvent(QMouseEvent *ev) {
ev->accept();
if(!leftBtnPressed) {
return;
}
static const float MOUSE_SENSITIVITY = 0.003f;
camera.rotate((prevY - ev->y()) * MOUSE_SENSITIVITY,
(prevX - ev->x()) * MOUSE_SENSITIVITY);
prevX = ev->x();
prevY = ev->y();
}
void Viewport::keyPressEvent(QKeyEvent* ev) {
static const float MOVEMENT_SPEED = 0.1f;
switch(ev->key()) {
case Qt::Key_W:
dFwd = -MOVEMENT_SPEED;
break;
case Qt::Key_S:
dFwd = MOVEMENT_SPEED;
break;
case Qt::Key_A:
dSide = MOVEMENT_SPEED;
break;
case Qt::Key_D:
dSide = -MOVEMENT_SPEED;
break;
default:
QOpenGLWidget::keyPressEvent(ev);
}
}
void Viewport::keyReleaseEvent(QKeyEvent* ev) {
switch(ev->key()) {
case Qt::Key_W:
case Qt::Key_S:
dFwd = 0.0f;
break;
case Qt::Key_A:
case Qt::Key_D:
dSide = 0.0f;
break;
default:
QOpenGLWidget::keyReleaseEvent(ev);
}
ev->accept();
}
void Viewport::measure() {
makeCurrent();
GLuint prims;
GLuint64 elapsed;
glGetQueryObjectuiv(primQuery, GL_QUERY_RESULT, &prims);
glGetQueryObjectui64v(timeQuery, GL_QUERY_RESULT, &elapsed);
emit primitives(prims);
emit fps(int(1.0 / (elapsed * 1e-9)));
doneCurrent();
}
void Viewport::timerEvent(QTimerEvent* ev) {
/**
* @todo Write a correct main loop?
* Tips:
* http://gameprogrammingpatterns.com/game-loop.html
* http://gamedev.stackexchange.com/questions/651/tips-for-writing-the-main-game-loop
* http://gafferongames.com/game-physics/fix-your-timestep/
*/
ev->accept();
static const GLint totalFrames = 65536;
frameNumber = (frameNumber + 1) % totalFrames;
camera.move(dFwd, dSide);
update();
measure();
}
void Viewport::paintGL() {
if(!enableDraw) {
return;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
grassShader.setUniformValue("viewProjectionMatrix", camera.getMatrix());
grassShader.setUniformValue("eyePosition", camera.getPosition());
grassShader.setUniformValue("lookDirection", camera.getLookDirection());
grassShader.setUniformValue("frameNumber", frameNumber);
glBeginQuery(GL_PRIMITIVES_GENERATED, primQuery);
glBeginQuery(GL_TIME_ELAPSED, timeQuery);
pg->draw();
glEndQuery(GL_TIME_ELAPSED);
glEndQuery(GL_PRIMITIVES_GENERATED);
}