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face.cpp
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300 lines (245 loc) · 9.5 KB
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#include "face.h"
Face::Face()
{
for(int i=0;i<6;i++){
faceColor[i]=i;
}
//初始化每个面顶点
vertices[0] = {
1.0f, 0.8f,-0.8f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
1.0f,-0.8f,-0.8f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.8f, 0.8f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f,-0.8f, 0.8f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
};
indices[0] = {
0,1,2,3,
};
vertices[1] = {
-1.0f, 0.8f,-0.8f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f,-0.8f,-0.8f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 0.8f, 0.8f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-1.0f,-0.8f, 0.8f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
};
indices[1] = {
0,1,2,3,
};
vertices[2] = {
0.8f, 1.0f,-0.8f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.8f, 1.0f,-0.8f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
0.8f, 1.0f, 0.8f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-0.8f, 1.0f, 0.8f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
};
indices[2] = {
0,1,2,3,
};
vertices[3] = {
0.8f,-1.0f,-0.8f, 0.0f,-1.0f, 0.0f, 1.0f, 0.0f,
-0.8f,-1.0f,-0.8f, 0.0f,-1.0f, 0.0f, 0.0f, 0.0f,
0.8f,-1.0f, 0.8f, 0.0f,-1.0f, 0.0f, 1.0f, 1.0f,
-0.8f,-1.0f, 0.8f, 0.0f,-1.0f, 0.0f, 0.0f, 1.0f,
};
indices[3] = {
0,1,2,3,
};
vertices[4] = {
0.8f, 0.8f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.8f,-0.8f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.8f, 0.8f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.8f,-0.8f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
};
indices[4] = {
0,1,2,3,
};
vertices[5] = {
0.8f, 0.8f,-1.0f, 0.0f, 0.0f,-1.0f, 1.0f, 0.0f,
0.8f,-0.8f,-1.0f, 0.0f, 0.0f,-1.0f, 0.0f, 0.0f,
-0.8f, 0.8f,-1.0f, 0.0f, 0.0f,-1.0f, 1.0f, 1.0f,
-0.8f,-0.8f,-1.0f, 0.0f, 0.0f,-1.0f, 0.0f, 1.0f,
};
indices[5] = {
0,1,2,3,
};
vertices[6] = {
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
};
indices[6] = {
0,1,2,3,
};
vertices[7] = {
-1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
};
indices[7] = {
0,1,2,3,
};
vertices[8] = {
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
};
indices[8] = {
0,1,2,3,
};
vertices[9] = {
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
};
indices[9] = {
0,1,2,3,
};
vertices[10] = {
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
};
indices[10] = {
0,1,2,3,
};
vertices[11] = {
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
};
indices[11] = {
0,1,2,3,
};
}
void Face::init()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);//开启深度测试
//glEnable(GL_CULL_FACE);//开启背面剔除
glEnable(GL_SMOOTH);//设置阴影平滑模式
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);//进行透视校正
/*------------------------渲染程序初始化---------------------------*/
if (!shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "face/face.vert")) //添加并编译顶点着色器
qDebug() << "编译ERROR:" << shaderProgram.log(); //如果编译出错,打印报错信息
if (!shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "face/face.frag"))//添加并编译片段着色器
qDebug() << "编译ERROR:" << shaderProgram.log(); //如果编译出错,打印报错信息
if (!shaderProgram.link()) //链接着色器
qDebug() << "链接ERROR:" << shaderProgram.log(); //如果链接出错,打印报错信息
shaderProgram.bind();
for(int i=0;i<6;i++){
//定义顶点缓冲区数据读取方式
VAO[i].create();
VAO[i].bind();
VBO[i] = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
VBO[i].create();
VBO[i].bind();
VBO[i].allocate(vertices[i].data(), vertices[i].size() * sizeof(float)); //顶点数据
EBO[i] = QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
EBO[i].create();
EBO[i].bind();
EBO[i].allocate(indices[i].data(), indices[i].size() * sizeof(unsigned int)); //索引数据
//顶点组内偏移offset
quintptr offset = 0;
//设置顶点解析格式,并启用顶点
shaderProgram.setAttributeBuffer("aPosition", GL_FLOAT, 0, 3, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray("aPosition");
shaderProgram.setAttributeBuffer("aNormal", GL_FLOAT, sizeof(GLfloat) * 3, 3, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray("aNormal");
shaderProgram.setAttributeBuffer("aTexCoord", GL_FLOAT, sizeof(GLfloat) * 6, 2, sizeof(GLfloat) * 8);
shaderProgram.enableAttributeArray("aTexCoord");
VAO[i].release();
VBO[i].release();
EBO[i].release();
}
shaderProgram.release();
/*------------------------拾取渲染程序初始化---------------------------*/
if (!pickingProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "face/pick.vert")) //添加并编译顶点着色器
qDebug() << "编译ERROR:" << pickingProgram.log(); //如果编译出错,打印报错信息
if (!pickingProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "face/pick.frag"))//添加并编译片段着色器
qDebug() << "编译ERROR:" << pickingProgram.log(); //如果编译出错,打印报错信息
if (!pickingProgram.link()) //链接着色器
qDebug() << "链接ERROR:" << pickingProgram.log(); //如果链接出错,打印报错信息
pickingProgram.bind();
for(int i=6;i<12;i++){
//定义顶点缓冲区数据读取方式
VAO[i].create();
VAO[i].bind();
VBO[i] = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
VBO[i].create();
VBO[i].bind();
VBO[i].allocate(vertices[i].data(), vertices[i].size() * sizeof(float)); //顶点数据
EBO[i] = QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
EBO[i].create();
EBO[i].bind();
EBO[i].allocate(indices[i].data(), indices[i].size() * sizeof(unsigned int)); //索引数据
//设置顶点解析格式,并启用顶点
pickingProgram.setAttributeBuffer("aPosition", GL_FLOAT, 0, 3, sizeof(GLfloat) * 3);
pickingProgram.enableAttributeArray("aPosition");
VAO[i].release();
VBO[i].release();
EBO[i].release();
}
pickingProgram.release();
//纹理初始化
texture[0] = new QOpenGLTexture(QImage("face/white.png").mirrored());
texture[1] = new QOpenGLTexture(QImage("face/yellow.png").mirrored());
texture[2] = new QOpenGLTexture(QImage("face/red.png").mirrored());
texture[3] = new QOpenGLTexture(QImage("face/orange.png").mirrored());
texture[4] = new QOpenGLTexture(QImage("face/blue.png").mirrored());
texture[5] = new QOpenGLTexture(QImage("face/green.png").mirrored());
texture[6] = new QOpenGLTexture(QImage("face/gray.png").mirrored());
for(int i=0;i<7;i++){
texture[i]->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,QOpenGLTexture::Linear);
texture[i]->setWrapMode(QOpenGLTexture::DirectionS,QOpenGLTexture::Repeat);
texture[i]->setWrapMode(QOpenGLTexture::DirectionT,QOpenGLTexture::Repeat);
}
}
void Face::setFaceColor(int face[6])
{
for(int i=0;i<6;i++){
faceColor[i] = face[i];
}
}
void Face::draw(QMatrix4x4 mMat,QMatrix4x4 vMat,QMatrix4x4 pMat)
{
shaderProgram.bind();
for(int i=0;i<6;i++){
VAO[i].bind();
texture[faceColor[i]]->bind(0); //将texture绑定到纹理单元0
QVector3D lightColor(1.0f,1.0f,1.0f);
//QVector3D objectColor(1.0f,0.5f,0.31f);//QVector3D lightPos(-4.0f,0.0f,0.5f);
QVector3D lightPos(0.0f,0.0f,5.0f);
QVector3D viewPos(0.0f,0.0f,5.0f);
shaderProgram.setUniformValue("lightColor",lightColor);
shaderProgram.setUniformValue("lightPos", lightPos);
shaderProgram.setUniformValue("viewPos", viewPos);
shaderProgram.setUniformValue("mMat",mMat);
shaderProgram.setUniformValue("vMat",vMat);
shaderProgram.setUniformValue("pMat",pMat);
//让着色采样器ourTexture从纹理单元0中获取纹理数据
shaderProgram.setUniformValue("texture",0);
//glDrawArrays(GL_TRIANGLES, 0, 36);
glDrawElements(GL_TRIANGLE_STRIP, indices[i].size(), GL_UNSIGNED_INT, 0);
VAO[i].release();
texture[faceColor[i]]->release(0);
}
shaderProgram.release();
}
void Face::drawPick(QMatrix4x4 mMat,QMatrix4x4 vMat,QMatrix4x4 pMat,QVector4D pickingColor)
{
pickingProgram.bind();
for(int i=0;i<6;i++){
VAO[i+6].bind();
pickingProgram.setUniformValue("mMat",mMat);
pickingProgram.setUniformValue("vMat",vMat);
pickingProgram.setUniformValue("pMat",pMat);
pickingProgram.setUniformValue("pickingColor",pickingColor);
pickingColor+=QVector4D(1.0f/255.0f,1.0f/255.0f,1.0f/255.0f,1.0f);
glDrawElements(GL_TRIANGLE_STRIP, indices[i].size(), GL_UNSIGNED_INT, 0);
VAO[i+6].release();
}
pickingProgram.release();
}