212 lines
5.7 KiB
C++
212 lines
5.7 KiB
C++
#include "OpenGlPainter.h"
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#include "DrawingContext.h"
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#include "DrawingSurface.h"
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#include "Scene.h"
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#include "TriMesh.h"
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glx.h>
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#include <iostream>
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const char* vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n";
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OpenGlPainter::OpenGlPainter()
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{
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}
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void OpenGlPainter::initialize()
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{
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if (auto context = glXGetCurrentContext())
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{
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std::cout << "has valid context" << std::endl;
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}
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else
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{
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std::cout << "no valid context" << std::endl;
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}
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int major_version{0};
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int minor_version{0};
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glGetIntegerv(GL_MAJOR_VERSION, &major_version);
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glGetIntegerv(GL_MINOR_VERSION, &minor_version);
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std::cout << "Using opengl version " << major_version << "|" << minor_version << std::endl;
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std::cout << "Creating opengl painter" << std::endl;
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
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glCompileShader(vertexShader);
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED: " << std::string(infoLog) << std::endl;
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if (auto errCode = glGetError(); errCode != GL_NO_ERROR)
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{
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auto errString = gluErrorString(errCode);
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std::cout << "Got gl error" << errString << std::endl;
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}
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}
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else
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{
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std::cout << "Shader compiled ok" << std::endl;
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if (auto errCode = glGetError(); errCode != GL_NO_ERROR)
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{
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auto errString = gluErrorString(errCode);
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std::cout << "Got gl error after ok" << errString << std::endl;
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}
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED: " << infoLog << std::endl;
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}
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mShaderProgram = glCreateProgram();
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glAttachShader(mShaderProgram, vertexShader);
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glAttachShader(mShaderProgram, fragmentShader);
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glLinkProgram(mShaderProgram);
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glGetProgramiv(mShaderProgram, GL_LINK_STATUS, &success);
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if(!success)
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{
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glGetProgramInfoLog(mShaderProgram, 512, NULL, infoLog);
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std::cout << "Shader linking FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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mInitialized = true;
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}
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void OpenGlPainter::paint(DrawingContext* context)
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{
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if (!mInitialized)
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{
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initialize();
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}
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auto surface = context->getSurface();
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const auto width = double(surface->getWidth());
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const auto height = double(surface->getHeight());
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const auto num_mesh = context->getScene()->getNumMeshes();
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glViewport(0, 0, width, height);
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//glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
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//glScissor(0, 0, width, height);
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//glMatrixMode(GL_PROJECTION);
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//glLoadIdentity();
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glClearColor(0.5, 0.5, 1.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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//glMatrixMode(GL_MODELVIEW);
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//glLoadIdentity();
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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unsigned int vbo{0};
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glGenBuffers(1, &vbo);
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glUseProgram(mShaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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/*
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std::cout << "Bounds are : " << width << " | " << height << std::endl;
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for (std::size_t idx=0; idx<num_mesh; idx++)
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{
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auto mesh = context->getScene()->getMesh(idx);
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const auto faces = mesh->getFaceVertices();
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const auto colors = mesh->getFaceVectorAttributes("Color");
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std::size_t counter{0};
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for (const auto& face : faces)
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{
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const auto r = colors[counter][0];
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const auto g = colors[counter][1];
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const auto b = colors[counter][2];
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glColor3f(r, g, b);
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glBegin(GL_TRIANGLES);
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double x0 = 2.0*face[0].getX()/width - 1.0;
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double y0 = 1.0 - 2.0*face[0].getY()/height;
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double x1 = 2.0*face[1].getX()/width - 1.0;
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double y1 = 1.0 - 2.0*face[1].getY()/height;
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double x2 = 2.0*face[2].getX()/width - 1.0;
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double y2 = 1.0 - 2.0*face[2].getY()/height;
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glVertex3f(x0, y0, 0);
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glVertex3f(x1, y1, 0);
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glVertex3f(x2, y2, 0);
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std::cout << "Verts0| " << x0 << " | " << y0 << " | "<< std::endl;
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std::cout << "Verts1| " << x1 << " | " << y1 << " | "<< std::endl;
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std::cout << "Verts2| " << x2 << " | " << y2 << " | "<< std::endl;
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std::cout << "****************" << std::endl;
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glEnd();
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counter++;
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break;
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}
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break;
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}
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*/
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glFlush();
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}
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