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Copy pathTRendererWidget.cpp
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197 lines (172 loc) · 5.25 KB
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#include "TRendererWidget.h"
#include "./ui_TRendererWidget.h"
#include <QDebug>
#include <chrono>
#include <TRendererCore/TRendererDevice.h>
int lastFrameTime; // 上一帧的时间戳
int deltaTime; // 两帧之间的时间差
QPoint lastPos; // 两帧之间的时间差
QPoint currentPos; // 当前鼠标位置
int ratio; // 滚轮缩放比例
Qt::MouseButtons currentBtns; // 当前鼠标按键状态
glm::mat4 ModelMatrix; // 模型变换矩阵
// 初始化相机参数和渲染设备
TRendererWidget::TRendererWidget(QWidget *parent) :
QWidget(parent),camera((float)DEFAULT_WIDTH/DEFAULT_HEIGHT, FIXED_CAMERA_FAR),
w(DEFAULT_WIDTH),h(DEFAULT_HEIGHT),
ui(new Ui::TRendererWidget),model(nullptr)
{
ui->setupUi(this);
setFixedSize(w, h);
ui->FPSLabel->setStyleSheet("background:transparent");
ui->FPSLabel->setVisible(false);
InitDevice();
// 渲染频率
connect(&timer, &QTimer::timeout, this,&TRendererWidget::Render);
timer.start(1);
}
TRendererWidget::~TRendererWidget()
{
delete ui;
delete model;
}
void TRendererWidget::ResetCamera()
{
ui->FPSLabel->setVisible(true);
camera.SetModel(model->centre,model->GetYRange());
// 初始为单位矩阵
ModelMatrix = glm::mat4(1.0f);
}
void TRendererWidget::SetRenderColor(Color color, RenderColorType type)
{
switch(type)
{
case BACKGROUND:
TRendererDevice::GetInstance().clearColor = color;
break;
case LINE:
TRendererDevice::GetInstance().lineColor = color;
break;
case POINT:
TRendererDevice::GetInstance().pointColor = color;
}
}
void TRendererWidget::SetLightColor(Color color, LightColorType type)
{
switch(type)
{
case DIFFUSE:
TRendererDevice::GetInstance().shader->lightList[0].diffuse = color;
break;
case SPECULAR:
TRendererDevice::GetInstance().shader->lightList[0].specular = color;
break;
case AMBIENT:
TRendererDevice::GetInstance().shader->lightList[0].ambient = color;
break;
}
}
void TRendererWidget::LoadModel(QString path)
{
Model *newModel = new Model(path);
if(!newModel->loadSuccess)
{
QMessageBox::critical(this,"Error","Model loading error!");
delete newModel;
return;
}
if(model != nullptr)
delete model;
model = newModel;
meshNum = model->meshNum;
emit SendModelData(model->triangleCount, model->vertexCount);
ResetCamera();
}
void TRendererWidget::InitDevice()
{
TRendererDevice::Init(w,h);
TRendererDevice::GetInstance().shader = std::make_unique<BlinnPhongShader>();
TRendererDevice::GetInstance().shader->lightList.push_back(Light());
}
void TRendererWidget::paintEvent(QPaintEvent *)
{
QPainter painter(this);
painter.drawImage(0, 0, TRendererDevice::GetInstance().GetBuffer());
}
void TRendererWidget::mousePressEvent(QMouseEvent *event)
{
currentBtns = event->buttons();
currentPos = event->pos();
lastPos = {0,0};
}
void TRendererWidget::mouseReleaseEvent(QMouseEvent *event)
{
currentBtns = event->buttons();
}
void TRendererWidget::mouseMoveEvent(QMouseEvent *event)
{
currentPos = event->pos();
}
void TRendererWidget::wheelEvent(QWheelEvent *event)
{
QPoint numPixels = event->pixelDelta();
QPoint numDegrees = event->angleDelta() / 8;
QPoint res;
if (!numPixels.isNull()) {
res = numPixels;
} else if (!numDegrees.isNull()) {
QPoint numSteps = numDegrees / 15;
res = numSteps;
}
ratio += res.y();
}
void TRendererWidget::ProcessInput()
{
if((currentBtns & Qt::LeftButton) || (currentBtns & Qt::RightButton))
{
if(!lastPos.isNull())
{
Vector2D motion = {(float)(currentPos - lastPos).x(),(float)(currentPos - lastPos).y()};
// 将鼠标移动距离转换为相对窗口宽度和高度的比例
motion.x = (motion.x / w);
motion.y = (motion.y / h);
// 左键被按下, 相机围绕目标点旋转
if(currentBtns & Qt::LeftButton)
{
camera.RotateAroundTarget(motion);
}
// 右键被按下, 相机移动目标点
if(currentBtns & Qt::RightButton)
{
camera.MoveTarget(motion);
}
}
lastPos = currentPos;
}
if(ratio != 0)
{
// 调整相机的近/远平面距离
camera.CloseToTarget(ratio);
ratio = 0;
}
}
void TRendererWidget::Render()
{
TRendererDevice::GetInstance().ClearBuffer();
if(model == nullptr) return;
int nowTime = QTime::currentTime().msecsSinceStartOfDay();
if(lastFrameTime != 0)
{
deltaTime = nowTime - lastFrameTime;
ui->FPSLabel->setText(QStringLiteral("FPS : ")+QString::number(1000.0 / deltaTime, 'f', 0));
}
lastFrameTime = nowTime;
ProcessInput();
TRendererDevice::GetInstance().shader->Model = ModelMatrix;
TRendererDevice::GetInstance().shader->View = camera.GetViewMatrix();
TRendererDevice::GetInstance().shader->Projection = camera.GetProjectionMatrix();
TRendererDevice::GetInstance().shader->eyePos = camera.position;
TRendererDevice::GetInstance().shader->material.shininess = 150.f;
model->Draw();
update();
}