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  4. How do I add Vertex Induces to this OpenGL code
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How do I add Vertex Induces to this OpenGL code

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  • A Offline
    A Offline
    AI_Messiah
    wrote on 28 Mar 2021, 03:33 last edited by
    #1

    This is the only textured 3D Shape that I could find that works after going through a lot of tutorials on Github. I want to be able to expand it so That I can work on my own implementations like model loading.

    #ifndef PAINTINGWIDGET_H
    #define PAINTINGWIDGET_H
    #include <QOpenGLWidget>
    #include <QOpenGLContext>
    #include <QOpenGLBuffer>
    #include <QOpenGLFunctions>
    #include <QOpenGLShaderProgram>
    #include <QOpenGLVertexArrayObject>
    #include <QOpenGLTexture>
    #include <QElapsedTimer>
    #include <QKeyEvent>
    
    class PaintingWidget : public QOpenGLWidget
    {
        Q_OBJECT
    public:
        PaintingWidget(QWidget *parent);
        ~PaintingWidget();
    protected:
        void initializeGL();
        void paintGL();
        void resizeGL(int w, int h);
        void keyPressEvent(QKeyEvent *keyEvent);
    private:
        void computeNormalVectors(size_t);
        QOpenGLBuffer *m_vbo, *m_cbo, *m_uvbo;
        QOpenGLVertexArrayObject *m_vao;
        QOpenGLShaderProgram *m_shader;
        QOpenGLTexture *m_texture;
        QElapsedTimer *m_timer;
        float aspectRatio;
        GLfloat normalBuffer[4 * 3 *3];
        GLfloat vertexData[4 * 3 * 3];
        GLfloat uvData[4 * 3 * 2];
        QVector3D camera_pos, light_pos;
    };
    
    #endif // PAINTINGWIDGET_H
    
    
    #include "paintingwidget.h"
    
    PaintingWidget::PaintingWidget(QWidget* parent):
        QOpenGLWidget (parent), camera_pos(0.0f, 3.0f, 0.0f), light_pos(0.0f, 4.0f, 0.0f),
        m_vbo(nullptr), m_vao(nullptr), m_shader(nullptr), m_timer(nullptr), m_texture(nullptr){
        const GLfloat VERTEX_INIT_DATA[] = {
               //face 1
               -0.5f, 0.0f, -0.2887f,
               0.0f, 0.0f, 0.5774f,
               0.5f, 0.0f, -0.2887f,
               //face 2
               -0.5f, 0.0f, -0.2887f,
               0.5f, 0.0f, -0.2887f,
               0.0f, 0.8165f, 0.0f,
               //face 3
               -0.5f, 0.0f, -0.2887f,
               0.0f, 0.8165f, 0.0f,
               0.0f, 0.0f, 0.5774f,
               //face 4
               0.5f, 0.0f, -0.2887f,
               0.0f, 0.0f, 0.5774f,
               0.0f, 0.8165f, 0.0f,
           };
        const GLfloat UV_INIT_DATA[] = {
            0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
            0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
            0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
            0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
           };
        memcpy(this->vertexData, VERTEX_INIT_DATA, sizeof(this->vertexData));
        memset(this->normalBuffer, 0, sizeof(this->normalBuffer));
        computeNormalVectors(4);
        memcpy(this->uvData, UV_INIT_DATA, sizeof(this->uvData));
        aspectRatio = (float) 800 / 600;
        m_timer = new QElapsedTimer;
        m_timer->start();
        setFocusPolicy(Qt::StrongFocus);
    }
    
    PaintingWidget::~PaintingWidget(){
    
    }
    void PaintingWidget::computeNormalVectors(size_t num_vertices){
        for (size_t i=0;i<num_vertices;++i){
            GLfloat v1x = this->vertexData[i * 9];
            GLfloat v1y = this->vertexData[i * 9 + 1];
            GLfloat v1z = this->vertexData[i * 9 + 2];
    
            GLfloat v2x = this->vertexData[i * 9 + 3];
            GLfloat v2y = this->vertexData[i * 9 + 4];
            GLfloat v2z = this->vertexData[i * 9 + 5];
    
            GLfloat v3x = this->vertexData[i * 9 + 6];
            GLfloat v3y = this->vertexData[i * 9 + 7];
            GLfloat v3z = this->vertexData[i * 9 + 8];
    
            GLfloat x1 = v2x - v1x, y1 = v2y - v1y, z1 = v2z - v1z;
            GLfloat x2 = v3x - v1x, y2 = v3y - v1y, z2 = v3z - v1z;
            GLfloat nx = y1 *z2 - z1 * y2;
            GLfloat ny = z1 * x2 - x1 * z2;
            GLfloat nz = x1 * y2 - y1 * x2;
            for (int j=0;j<3;++j){
                this->normalBuffer[i * 9 + j * 3] = nx;
                this->normalBuffer[i * 9 + j * 3 + 1] = ny;
                this->normalBuffer[i * 9 + j * 3 + 2] = nz;
            }
        }
    }
    
    void PaintingWidget::initializeGL()
    {
        QOpenGLFunctions *f = this->context()->functions();
        f->glEnable(GL_DEPTH_TEST);
        m_texture = new QOpenGLTexture(QImage(":/imgs/lenna.png"));
        m_shader = new QOpenGLShaderProgram();
        m_shader->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vertexShader.shader");
        m_shader->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fragmentShader.shader");
        if (m_shader->link()) {
            qDebug("Shaders link success.");
        } else {
            qDebug("Shaders link failed!");
        }
        m_vao = new QOpenGLVertexArrayObject();
        m_vbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
        m_cbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
        m_uvbo = new QOpenGLBuffer(QOpenGLBuffer::Type::VertexBuffer);
        m_vao->create();
        m_vao->bind();
        m_vbo->create();
        m_vbo->bind();
        m_vbo->allocate(this->vertexData, 4 * 3 * 3 * sizeof(GLfloat));
        f->glEnableVertexAttribArray(0);
        f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,3*sizeof(GLfloat), 0);
        m_vbo->release();
        m_cbo->create();
        m_cbo->bind();
        m_cbo->allocate(this->normalBuffer, 4*3*3*sizeof(GLfloat));
        f->glEnableVertexAttribArray(1);
        f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), 0);
        m_cbo->release();
        m_uvbo->create();
        m_uvbo->bind();
        m_uvbo->allocate(this->uvData, 4 * 3 * 2 * sizeof(GLfloat));
        f->glEnableVertexAttribArray(2);
        f->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), 0);
        m_uvbo->release();
        m_vao->release();
    }
    
    void PaintingWidget::paintGL()
    {
        QOpenGLFunctions *f = this->context()->functions();
        f->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        f->glClearColor(0.0f, 0.2f, 0.0f, 1.0f);
        m_vao->bind();
        m_shader->bind();
        m_texture->bind();
        QMatrix4x4 vpMat;
        vpMat.perspective(45.0f, this->aspectRatio, 0.1f, 100.0f);
        QVector3D center(0.0, 0.0, 0.0);
        center.setY(0);
        vpMat.lookAt(camera_pos, center, QVector3D(1.0f, 0.0f, 0.0f));
        QMatrix4x4 modelMat;
        float time_in_second = (float)m_timer->elapsed() / 1000;
        modelMat.rotate(30.0f * time_in_second, QVector3D(0.7f, 0.5f, 0.2f));
    
        m_shader->setUniformValue(m_shader->uniformLocation("vpMat"), vpMat);
        m_shader->setUniformValue(m_shader->uniformLocation("modelMat"), modelMat);
        m_shader->setUniformValue(m_shader->uniformLocation("lightPos"), light_pos);
        m_shader->setUniformValue(m_shader->uniformLocation("cameraPos"), camera_pos);
        f->glDrawArrays(GL_TRIANGLES, 0, 4 * 3);
        m_texture->release();
        m_shader->release();
        m_vao->release();
        this->update();
    }
    
    void PaintingWidget::resizeGL(int w, int h)
    {
        aspectRatio = (float)w / h;
    }
    
    void PaintingWidget::keyPressEvent(QKeyEvent *keyEvent){
        switch (keyEvent->key()){
            case Qt::Key_Right:
                camera_pos.setZ(camera_pos.z() + 0.1f);
                break;
            case Qt::Key_Left:
                camera_pos.setZ(camera_pos.z() - 0.1f);
                break;
            case Qt::Key_Up:
                camera_pos.setX(camera_pos.x() + 0.1f);
                break;
            case Qt::Key_Down:
                camera_pos.setX(camera_pos.x() - 0.1f);
                break;
            case Qt::Key_Plus:
                camera_pos.setY(camera_pos.y() + 0.1f);
                break;
            case Qt::Key_Minus:
                camera_pos.setY(camera_pos.y() - 0.1f);
                break;
        }
        update();
    }
    
    
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    28 Mar 2021, 03:33

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