I'm trying to port my height map visualization program written on c++, from SFML to Qt, so it can be shown on widget and controlled by the GUI elements.
The problem is that when I start an application, a camera starts to roll around its center very fast(actually, it looks like a terrain mesh flying around a camera, like an Earth around the Sun :), without any actions from my side(e.g moving mouse, pressing buttons).
Camera should move forward, back, left, right when I press w,a,s,d and look around when I move the mouse(Just typical FPS camera behavior).
I think that problem are in the program's main loop, because it's no standard while(true){ //do something// } approach in qt, and it's a little confusing.
Here's my code:
OGLWidget class(here I'm drawing stuff. Problem somewhere here I think) :
class OGLWidget :
public QGLWidget
{
Q_OBJECT
public:
OGLWidget(QWidget *parent = 0);
~OGLWidget(void);
public:
void paintGL();
void initializeGL();
void resizeGL();
public:
void updateCamera();
public slots:
void mainLoop();
protected:
void keyPressEvent(QKeyEvent *e);
void keyReleaseEvent(QKeyEvent *e);
private:
Terrain _terrain;
Camera _camera;
private:
int _keyPressed;
QTimer _timer;
QElapsedTimer _elapsedTimer;
float _simulationTime;
float _fps;
};
OGLWidget::OGLWidget(QWidget *parent) : QGLWidget(parent)
{
_terrain.loadHeightMap("normalHeightMap256_2.png");
_camera.setScreenDimension(this->width(), this->height());
//setting vertical sync
QGLFormat frmt;
frmt.setSwapInterval(1);
setFormat(frmt);
setMouseTracking(true);
setFocus();
_simulationTime = 0;
_fps = 1.f / 60.f;
connect(&_timer, SIGNAL(timeout()), this, SLOT(mainLoop()));
_timer.start();
_elapsedTimer.start();
}
OGLWidget::~OGLWidget(void)
{
}
void OGLWidget::mainLoop()
{
_simulationTime += _elapsedTimer.elapsed();
_elapsedTimer.restart();
while(_simulationTime > _fps)
{
_simulationTime -= _fps;
updateCamera();
}
updateGL();
}
void OGLWidget::updateCamera()
{
QPoint p = mapFromGlobal(QCursor::pos());
_camera.computeMatrices(p.x(), p.y(), _fps, _keyPressed);
glm::mat4 ViewMatrix = _camera.getViewMatrix();
glm::mat4 ProjectionMatrix = _camera.getProjectionMatrix();
glm::mat4 ModelMatrix = glm::mat4(1.0);
_terrain.setMvp(ProjectionMatrix * ViewMatrix * ModelMatrix);
QPoint center = mapToGlobal(QPoint(this->width() / 2, this->height() / 2));
QCursor::setPos(center);
}
void OGLWidget::initializeGL()
{
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
return;
}
glViewport(0, 0, this->width(), this->height());
_terrain.init();
}
void OGLWidget::paintGL()
{
_terrain.draw();
}
void OGLWidget::resizeGL()
{
glViewport(0, 0, this->width(), this->height());
}
void OGLWidget::keyPressEvent(QKeyEvent *e)
{
switch(e->key())
{
case Qt::Key::Key_Escape:
exit(0);
break;
case Qt::Key::Key_W:
_keyPressed = Key::KEY_PRESSED_UP;
break;
case Qt::Key::Key_S:
_keyPressed = Key::KEY_PRESSED_DOWN;
break;
case Qt::Key::Key_A:
_keyPressed = Key::KEY_PRESSED_LEFT;
break;
case Qt::Key::Key_D:
_keyPressed = Key::KEY_PRESSED_RIGHT;
break;
}
}
void OGLWidget::keyReleaseEvent(QKeyEvent *e)
{
if(e->key() == Qt::Key::Key_W ||
e->key() == Qt::Key::Key_S ||
e->key() == Qt::Key::Key_A ||
e->key() == Qt::Key::Key_D)
_keyPressed = KEY_RELEASED;
}
I'm absolutely sure that Terrain and Camera classes are working correct, because I haven't changed code since my SFML project(Except of using QImage instead of sf::Image, but it's working correct too)
*Camera main algorithm: *
void Camera::computeMatrices(int mouseXpos, int mouseYpos, float deltaTime, int keyPressed)
{
_horizontalAngle += _mouseSpeed * deltaTime * float(_screenWidth / 2 - mouseXpos);
_verticalAngle += _mouseSpeed * deltaTime * float(_screenHeight / 2 - mouseYpos);
_direction = glm::vec3
(
cos(_verticalAngle) * sin(_horizontalAngle),
sin(_verticalAngle),
cos(_verticalAngle) * cos(_horizontalAngle)
);
glm::vec3 right = glm::vec3
(
sin(_horizontalAngle - 3.14f/2.0f),
0,
cos(_horizontalAngle - 3.14f/2.0f)
);
glm::vec3 up = glm::cross( right, _direction );
switch(keyPressed)
{
case Key::KEY_PRESSED_UP:
_position += _direction * deltaTime * _speed;
break;
case Key::KEY_PRESSED_DOWN:
_position -= _direction * deltaTime * _speed;
break;
case Key::KEY_PRESSED_LEFT:
_position -= right * deltaTime * _speed;
break;
case Key::KEY_PRESSED_RIGHT:
_position += right * deltaTime * _speed;
break;
case Key::KEY_RELEASED:
break;
}
_projectionMatrix = glm::perspective(_initialFoV, 4.0f / 3.0f, 0.1f, 1000.0f);
_viewMatrix = glm::lookAt
(
_position, // Camera is here
_position+_direction, // and looks here : at the same position, plus "direction"
up // Head is up (set to 0,-1,0 to look upside-down)
);
}
Help me fix this issue.
Ok, I figured out the problem with spinning camera. The cause of it was that I hardcoded an aspect ratio in Camera::computeMatrices, and used a resolution of my widget which doesn't match to it:
_projectionMatrix = glm::perspective
(
_initialFoV,
4.0f / 3.0f, //here it is
0.1f,
1000.0f
);
I changed 4.0f / 3.0f on (float)_screenWidth / (float)_screenHeight but it didn't help too.
So then I just changed a resolution of my widget to 800 x 600 and it helped.
The new problem is that it works only on 4/3 dimensions(e.g 800x600, 1024x768).
The best way to correct
_direction = glm::vec3
(
cos(_verticalAngle) * sin(_horizontalAngle),
sin(_verticalAngle),
cos(_verticalAngle) * cos(_horizontalAngle)
);
_direction.normalize();
...
Related
I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.
ScreenToWorldSpace Method:
Vector3 Application::ScreenToWorldSpace(int mousex, int mousey)
{
double x = 2.0 * mousex / viewportWidth - 1;
double y = 2.0 * mousey / viewportHeight - 1;
Vector4 screenPos = Vector4(x, -y, -1.0f, 1.0f);
Matrix4 ProjectionViewMatrix = camera1->GetProjectionMatrix() * camera1->GetViewMatrix();
Matrix4 InverseProjectionViewMatrix = glm::inverse(ProjectionViewMatrix);
Vector4 worldPos = InverseProjectionViewMatrix * screenPos;
return Vector3(worldPos);
}
The above method works correctly.
But I'm using ScreenToWorldSpace coordinates to update camera position.
Render Method:
void Application::Render(float deltaTime)
{
Vector3 pos = ScreenToWorldSpace(mousePosition.x, mousePosition.y);
// This is the position of a tile not the camera
position = Vector3(0, 0, 0);
Vector3 rotation = Vector3(0, 0, 0);
Vector3 scale = Vector3(1);
Matrix4 translationMatrix = glm::translate(Matrix4(1.0f), position);
Matrix4 rotationMatrix = glm::eulerAngleYXZ(rotation.y, rotation.x, rotation.z);
Matrix4 scaleMatrix = glm::scale(Matrix4(1.0f), scale);
modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
if (mouseButtonDown)
{
Console << pos.x << ", " << pos.y << Endl;
camera1->position = Vector3(pos.x, pos.y, -10);
}
{
glScissor(0, 0, 900, 600);
glEnable(GL_SCISSOR_TEST);
glClearColor(236 / 255.0f, 64 / 255.0f, 122 / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 900, 600);
basicShader->Use();
dirt_grass_tex->Use();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
camera1->SetZoom(zoomFactor);
camera1->Update();
Matrix4 mvp = camera1->GetProjectionMatrix() * camera1->GetViewMatrix() * modelMatrix;
basicShader->SetUniformMat4("MVP", mvp);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDisable(GL_SCISSOR_TEST);
}
}
Camera Class:
#include "camera.h"
Camera::Camera(int width, int height)
{
swidth = width;
sheight = height;
position = Vector3(0, 0, -10);
rotation = Vector3(0, 0, 0);
m_direction = Vector3(0, 0, -5);
m_up = Vector3(0, 1, 0);
m_right = Vector3(1, 0, 0);
m_offset = Vector3(-swidth / 2 * m_zoom, -sheight / 2 * m_zoom, 0);
m_projection = glm::ortho(0.0f * m_zoom, (float)swidth * m_zoom, 0.0f * m_zoom, (float)sheight * m_zoom, -1000.0f, 0.0f);
}
Camera::~Camera()
{
}
void Camera::Update()
{
Vector3 finalPos = position + m_offset;
m_up = glm::cross(m_right, m_direction);
m_viewMatrix = glm::lookAt(finalPos, finalPos + m_direction, m_up);
m_viewMatrix = glm::scale(m_viewMatrix, Vector3(100));
}
void Camera::SetZoom(float zoom)
{
m_zoom = zoom;
m_offset = Vector3(-swidth / 2 * m_zoom, -sheight / 2 * m_zoom, 0);
m_projection = glm::ortho(0.0f * m_zoom, (float)swidth * m_zoom, 0.0f * m_zoom, (float)sheight * m_zoom, -1000.0f, 0.0f);
}
The following is the output I get when I try to move camera with mouse position converted from Screen to World Space:
if (mouseButtonDown)
{
Console << pos.x << ", " << pos.y << Endl;
position = Vector3(pos.x, pos.y, 0);
}
But if I use mouse position converted from Screen to World space using ScreenToWorldSpace Method the object moves perfectly. Have a look at the following gif:
Following is what I'm trying to achieve:
So I'm Trying to make Game Engine Editor, in that I want to implement Editor Scene Camera like unity / unreal engine scene camera. Following is the editor I'm currently working on:
I tried looking into different resources, but i'm clueless. Help me understand how to move the camera with mouse.
What I think is happening:
Since I'm converting mouse position from screen to world space using camera's projectionView matrix and using those world coordinates to move camera position is causing the problem, because when ever camera moves, projectionView is updated which in turn changes mouse position relative to viewMatrix recursively.
I would Appreciate some help.
Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).
What you probably want to do something along these lines:
Vector3 g_lastPosition;
void onMousePressed(int x, int y) {
// record starting position!
g_lastPosition = ScreenToWorldSpace(x, y);
}
void onMouseMove(int x, int y) {
// find the difference between new position, and last, in world space
Vector3 new_pos = ScreenToWorldSpace(x, y);
Vector3 offset = new_pos - g_lastPosition;
g_lastPosition = new_pos;
// now move camera by offset
camera->position += offset
}
If you are in an orthographic view, then really you don't need to worry about the projection matrix at all.
int g_lastX;
int g_lastY;
void onMousePressed(int x, int y) {
// store mouse pos
g_lastX = x;
g_lastY = y;
}
void onMouseMove(int x, int y) {
// find the difference between new position, and last, in pixels
int offsetX = x - g_lastX;
int offsetY = y - g_lastY;
// update mouse pos
g_lastX = x;
g_lastY = y;
// get as ratio +/- 1
float dx = ((float) offsetX) / swidth;
float dy = ((float) offsetY) / sheight;
// now move camera by offset (might need to multiply by 2 here?)
camera->position.x += camera->m_offset.x * dx;
camera->position.y += camera->m_offset.y * dy;
}
But in general, for any mouse based movement, you always want to be thinking in terms of adding an offset, rather than setting an exact position.
In my program I am trying to select an object on right mouse click event using glReadPixels method. Window for rendering is created using wxWidgets (by extending wxFrame and wxGLCanvas). However, I am getting wrong values. He is tutorial that I used
I was suggested to use this approach as it seems faster and easier than ray casting.
My code:
#include "MyGLCanvas.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
BEGIN_EVENT_TABLE(MyGLCanvas, wxGLCanvas)
EVT_PAINT(MyGLCanvas::paintEvent)
EVT_CHAR(MyGLCanvas::onKeyPressed)
EVT_LEFT_DOWN(MyGLCanvas::onLeftMouseDown)
EVT_LEFT_UP(MyGLCanvas::onLeftMouseUp)
EVT_RIGHT_DOWN(MyGLCanvas::onRightMouseDown)
EVT_RIGHT_UP(MyGLCanvas::onRightMouseUp)
EVT_KEY_UP(MyGLCanvas::onKeyUp)
EVT_MOUSEWHEEL(MyGLCanvas::onMouseWheel)
END_EVENT_TABLE()
MyGLCanvas::MyGLCanvas(wxFrame* parent, GLuint width, GLuint height) : wxGLCanvas(parent, wxID_ANY, 0, wxDefaultPosition, wxSize(width, height), 0, wxT("GLCanvas"), wxNullPalette) // parent, wxID_ANY, wxDefaultPosition, wxDefaultSize, 0, wxT("GLCanvas")
{
windowHeight = height;
windowWidth = width;
this->WarpPointer(windowWidth / 2, windowHeight / 2); // places mouse in the middle of screen
fpsCamera = new FPSCamera(glm::vec3(0.0f, 0.0f, 5.0f));
renderTimer = new RenderTimer(this);
renderTimer->Start();
glContext = new wxGLContext(this, NULL);
SetCurrent(*glContext);
init();
}
MyGLCanvas::~MyGLCanvas()
{
glDeleteProgram(shaderProgram);
delete mesh;
delete renderTimer;
delete glContext;
delete fpsCamera;
}
int MyGLCanvas::init()
{
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cerr << "Glew initialization failed " << std::endl;
return -1;
}
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, windowWidth, windowHeight);
mesh = new Mesh();
mesh->loadOBJ();
return 0;
}
void MyGLCanvas::paintEvent(wxPaintEvent& evt)
{
wxPaintDC dc(this);
draw(dc);
}
void MyGLCanvas::paintNow()
{
wxClientDC dc(this);
draw(dc);
}
void MyGLCanvas::onLeftMouseDown(wxMouseEvent& event)
{
xLastPosition = wxGetMousePosition().x;
yLastPosition = wxGetMousePosition().y;
Bind(wxEVT_MOTION, &MyGLCanvas::onMouseMove, this, wxID_ANY);
}
void MyGLCanvas::onLeftMouseUp(wxMouseEvent& event)
{
Unbind(wxEVT_MOTION, &MyGLCanvas::onMouseMove, this, wxID_ANY);
}
void MyGLCanvas::onRightMouseDown(wxMouseEvent& event)
{
GLuint index;
glReadPixels(wxGetMousePosition().x, windowHeight - wxGetMousePosition().y - 1, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_INT, &index);
wxMessageOutputDebug().Printf("index = %i", index);
}
void MyGLCanvas::onRightMouseUp(wxMouseEvent& event)
{
wxMessageOutputDebug().Printf("Right mouse up!!");
}
void MyGLCanvas::onMouseMove(wxMouseEvent& event)
{
if (event.Entering())
{
SetFocus();
}
GLdouble dxMouse, dyMouse;
dxMouse = xLastPosition - wxGetMousePosition().x;
dyMouse = yLastPosition - wxGetMousePosition().y;
xLastPosition = wxGetMousePosition().x;
yLastPosition = wxGetMousePosition().y;
fpsCamera->rotate((GLfloat)dxMouse * MOUSE_SENSITIVITY, (GLfloat)dyMouse * MOUSE_SENSITIVITY);
event.Skip();
}
void MyGLCanvas::onKeyPressed(wxKeyEvent& event)
{
switch (event.GetKeyCode())
{
case (119): // lower case w
{
fpsCamera->move(mouseSpeed * fpsCamera->getLook());
mouseSpeed += 0.1f;
break;
}
case (97): // lower case a
{
fpsCamera->move(mouseSpeed * -fpsCamera->getRight());
mouseSpeed += 0.1f;
break;
}
case (115): // lower case s
{
fpsCamera->move(mouseSpeed * -fpsCamera->getLook());
mouseSpeed += 0.1f;
break;
}
case (100): // lower case d
{
fpsCamera->move(mouseSpeed * fpsCamera->getRight());
mouseSpeed += 0.1f;
break;
}
case (120): // lower case x
{
fpsCamera->move(mouseSpeed * -fpsCamera->getUp());
mouseSpeed += 0.1f;
break;
}
case (121): // lower case y
{
fpsCamera->move(mouseSpeed * fpsCamera->getUp());
mouseSpeed += 0.1f;
break;
}
default:
break;
}
}
void MyGLCanvas::onKeyUp(wxKeyEvent& event)
{
mouseSpeed = 0.1;
}
void MyGLCanvas::onMouseWheel(wxMouseEvent& event)
{
GLdouble fov;
if (event.GetWheelRotation() > 0)
{
fov = fpsCamera->getFOV() + ZOOM_SENSITIVITY;
}
else
{
fov = fpsCamera->getFOV() - ZOOM_SENSITIVITY;
}
fov = glm::clamp(fov, 1.0, 120.0);
fpsCamera->setFOV((GLfloat)fov);
}
void MyGLCanvas::draw(wxDC& dc)
{
glm::vec3 modelPos = glm::vec3(0.0f, -10.0f, -50.0f);
glm::mat4 model, view;
model = glm::translate(model, modelPos);
view = fpsCamera->getViewMatrix();
projection = glm::perspective(glm::radians(fpsCamera->getFOV()), (float)(windowWidth / windowHeight), 0.1f, 100.0f);
glm::mat4 trans;
// trans = glm::rotate(trans, degree, glm::vec3(0.0f, 1.0f, 0.0f));
trans = glm::rotate(trans, 30.0f, glm::vec3(0.0f, 1.0f, 0.0f));
trans = glm::scale(trans, glm::vec3(0.01, 0.01, 0.01));
ShaderProgram shaderProgram;
shaderProgram.loadShaders("basic.vert", "basic.frag");
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shaderProgram.use();
shaderProgram.setUniform("transform", trans);
shaderProgram.setUniform("model", model);
shaderProgram.setUniform("view", view);
shaderProgram.setUniform("projection", projection);
shaderProgram.setUniform("color", glm::vec3(0.310f, 0.747f, 0.185f));
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, -1);
mesh->draw();
glDisable(GL_STENCIL_TEST);
//degree += 0.05f;
SwapBuffers();
}
RenderTimer::RenderTimer(MyGLCanvas* canvas) : wxTimer()
{
RenderTimer::m_canvas = canvas;
}
void RenderTimer::Notify()
{
m_canvas->Refresh(false);
};
void RenderTimer::Start()
{
wxTimer::Start();
};
Qt3D documentation is increasing but still lacking some information especially on how to do things without Qml/QtQuick. After heavily searching the web about rendering a mesh in wireframe mode, I found a lot of helpful hints and examples that all together resulted in an example viewer that I wanted to present here as a contribution to all the guys that wrote the articles and others who may have searched similar examples.
The most helpful links were these:
Qt basic shapes example
Qt wireframe example
Qt material documentation
Qt MyCylinder example
Stackoverflow question and answer about using an event filter in Qt3DWindow: Mouse controls over Qt 3D Window
The mesh can be rotated and zoomed with the mouse.
A screenshot of the viewer
Any comments on how to improve this are welcome. Especially, I'm interested in how to write a shader program that can render front and back faces in different colors or render the colors per vertex.
And here's the code:
// ######### Opening the viewer #########
void MainWindow::import3dMeshInMeshViewer(QString name)
{
if (!m_viewer3D)
{
m_viewer3D = new Viewer3D(this);
}
m_viewer3D->sceneModifier()->addTriangleMeshCustomMaterial(name, m_meshVector);
m_viewer3D->show();
}
// ######### Viewer class h #########
class Viewer3D : public QDialog
{
Q_OBJECT
public:
Viewer3D(QWidget *parent = 0);
SceneModifier* sceneModifier() {return m_sceneModifier;}
protected:
bool eventFilter(QObject *obj, QEvent *ev);
void mouseMoveEvent(QMouseEvent *ev);
void mousePressEvent(QMouseEvent *ev);
void mouseReleaseEvent(QMouseEvent *ev);
void wheelEvent(QWheelEvent *we);
private:
QPointer<Qt3DCore::QEntity> m_rootEntity;
QPointer<SceneModifier> m_sceneModifier;
Qt3DExtras::Qt3DWindow *m_view;
QPoint m_moveStartPoint;
QMatrix4x4 m_cameraMatrix;
};
// ######### Viewer class cpp #########
Viewer3D::Viewer3D(QWidget *parent) :
QDialog(parent)
{
setAttribute(Qt::WA_DeleteOnClose);
m_moveStartPoint.setX(-1);
m_view = new Qt3DExtras::Qt3DWindow();
m_view->installEventFilter(this);
m_view->defaultFrameGraph()->setClearColor(QColor(QRgb(0x4d4d4f)));
QWidget *container = QWidget::createWindowContainer(m_view);
QSize screenSize = m_view->screen()->size();
container->setMinimumSize(QSize(200, 100));
container->setMaximumSize(screenSize);
QHBoxLayout *hLayout = new QHBoxLayout(this);
QVBoxLayout *vLayout = new QVBoxLayout();
hLayout->addWidget(container, 1);
setWindowTitle(QStringLiteral("Mesh Viewer"));
// Root entity
m_rootEntity = new Qt3DCore::QEntity();
// Scene modifier
m_sceneModifier = new SceneModifier(m_rootEntity);
// Window geometry
resize(parent->geometry().width() * 0.8, parent->geometry().height() * 0.8);
move(parent->geometry().center() - QPoint(width() / 2, height() / 2));
// Camera
Qt3DRender::QCamera *cameraEntity = m_view->camera();
//cameraEntity->lens()->setPerspectiveProjection(22.5f, m_view->width()/m_view->height(), 0.01f, 1000.0f);
cameraEntity->setPosition(QVector3D(0, 0, 500.0f));
cameraEntity->setUpVector(QVector3D(0, 1, 0));
cameraEntity->setViewCenter(QVector3D(0, 0, 0));
cameraEntity->transform()->setScale(1.f);
// Set root object of the scene
m_view->setRootEntity(m_rootEntity);
}
bool Viewer3D::eventFilter(QObject *obj, QEvent *ev)
{
if (ev->type() == QEvent::Wheel)
{
wheelEvent(dynamic_cast<QWheelEvent*>(ev));
return true;
}
else if (ev->type() == QEvent::MouseButtonPress)
{
mousePressEvent(dynamic_cast<QMouseEvent*>(ev));
return true;
}
else if (ev->type() == QEvent::MouseMove)
{
mouseMoveEvent(dynamic_cast<QMouseEvent*>(ev));
return true;
}
else if (ev->type() == QEvent::MouseButtonRelease)
{
mouseReleaseEvent(dynamic_cast<QMouseEvent*>(ev));
return true;
}
return QObject::eventFilter(obj, ev);
}
void Viewer3D::wheelEvent(QWheelEvent *we)
{
Qt3DCore::QTransform* transform = m_view->camera()->transform();
float scale = transform->scale();
QPoint delta = we->angleDelta();
float zoom_distance = scale * static_cast<float>(delta.y()) / 500.f;
scale -= zoom_distance;
scale = std::min(10.0000f, scale);
scale = std::max(0.001f, scale);
transform->setScale(scale);
}
void Viewer3D::mousePressEvent(QMouseEvent *ev)
{
if (ev->button() == Qt::LeftButton)
{
m_moveStartPoint = ev->pos();
m_cameraMatrix = m_view->camera()->transform()->matrix();
}
}
void Viewer3D::mouseMoveEvent(QMouseEvent *ev)
{
if (m_moveStartPoint.x() > -1)
{
QPoint delta = ev->pos() - m_moveStartPoint;
float angle = static_cast<float>(QPoint::dotProduct(delta, delta)) / 100.f;
QVector3D axis = QVector3D(delta.y(), delta.x(), 0);
QMatrix4x4 rotationMatrix = Qt3DCore::QTransform::rotateAround(-m_view->camera()->position(), angle, axis);
QMatrix4x4 matrix = rotationMatrix * m_cameraMatrix;
m_view->camera()->transform()->setMatrix(matrix);
}
}
void Viewer3D::mouseReleaseEvent(QMouseEvent *ev)
{
if (m_moveStartPoint.x() > -1)
{
m_moveStartPoint.setX(-1);
m_cameraMatrix = m_view->camera()->transform()->matrix();
}
}
// ######### Scene modifier class h #########
class SceneModifier : public QObject
{
Q_OBJECT
public:
SceneModifier(Qt3DCore::QEntity* rootEntity);
void addTriangleMeshCustomMaterial(QString name, const std::vector<Import3d::Triangle>& meshVector);
private:
Qt3DCore::QEntity* m_rootEntity;
};
// ######### Scene modifier class cpp #########
#include "SceneModifier.h"
#include "TriangleMeshRenderer.h"
#include "MaterialWireFrame.h"
SceneModifier::SceneModifier(Qt3DCore::QEntity* rootEntity) :
m_rootEntity(rootEntity),
QObject(rootEntity)
{
}
void SceneModifier::addTriangleMeshCustomMaterial(QString name, const std::vector<Import3d::Triangle>& meshVector)
{
if (!m_rootEntity)
{
return;
}
// Mesh entity
Qt3DCore::QEntity *triangleMeshEntity = new Qt3DCore::QEntity(m_rootEntity);
triangleMeshEntity->setObjectName(QStringLiteral("customMeshEntity"));
TriangleMeshRenderer *triangleMeshRenderer = new TriangleMeshRenderer(meshVector);
MaterialWireFrame* materialWireFrame = new MaterialWireFrame();
Qt3DCore::QTransform *transform = new Qt3DCore::QTransform;
transform->setScale(1.f);
triangleMeshEntity->addComponent(triangleMeshRenderer);
triangleMeshEntity->addComponent(transform);
triangleMeshEntity->addComponent(materialWireFrame);
//emit meshAdded(name, triangleMeshEntity);
}
// ######### Point and Triangle structs #########
struct Point
{
QVector3D p; //point x, y, z
QVector3D c; //color red, green, blue
Point() {}
Point(float xp, float yp, float zp)
{
p = QVector3D(xp, yp, zp);
c = QVector3D(0, 0, 0);
}
Point(QVector3D pos, unsigned char r, unsigned char g, unsigned char b)
{
p = pos;
c = QVector3D(static_cast<float>(r) / 255.f,
static_cast<float>(g) / 255.f,
static_cast<float>(b) / 255.f);
}
};
struct Triangle
{
Point vertices[3];
Triangle()
{
}
Triangle(Point p1, Point p2, Point p3)
{
vertices[0] = p1;
vertices[1] = p2;
vertices[2] = p3;
}
};
// ######### TriangleMeshRenderer class h #########
class TriangleMeshRenderer : public Qt3DRender::QGeometryRenderer
{
Q_OBJECT
public:
explicit TriangleMeshRenderer(const std::vector<Import3d::Triangle>& meshVector, Qt3DCore::QNode *parent = 0);
~TriangleMeshRenderer();
};
class TriangleMeshGeometry : public Qt3DRender::QGeometry
{
Q_OBJECT
public:
TriangleMeshGeometry(const std::vector<Import3d::Triangle>& meshVector, TriangleMeshRenderer *parent);
};
// ######### TriangleMeshRenderer class cpp #########
TriangleMeshRenderer::TriangleMeshRenderer(const std::vector<Import3d::Triangle>& meshVector, QNode *parent)
: Qt3DRender::QGeometryRenderer(parent)
{
setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
setGeometry(new TriangleMeshGeometry(meshVector, this));
}
TriangleMeshRenderer::~TriangleMeshRenderer()
{
}
TriangleMeshGeometry::TriangleMeshGeometry(const std::vector<Import3d::Triangle>& meshVector, TriangleMeshRenderer *parent)
: Qt3DRender::QGeometry(parent)
{
Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, this);
Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, this);
// Vertexbuffer
QByteArray vertexBufferData;
// Buffer size = triangle count * 3 * (3 + 3 + 3), 3 vertices per trinalge, each 3 floats for vertex position x,y,z, 3 floats normal and 3 floats color
int bytesPerVertex = 9 * sizeof(float);
int bytesPerTriangle = 3 * bytesPerVertex;
vertexBufferData.resize(static_cast<int>(meshVector.size()) * bytesPerTriangle);
char* pByte = vertexBufferData.data();
int i = 0;
// Indexbuffer
QByteArray indexBufferData;
indexBufferData.resize(static_cast<int>(meshVector.size()) * 3 * sizeof(uint));
uint* rawIndexArray = reinterpret_cast<uint*>(indexBufferData.data());
int idx = 0;
for (int n = 0; n < meshVector.size(); ++n)
{
QVector3D nt = QVector3D::normal(meshVector[n].vertices[0].p, meshVector[n].vertices[1].p, meshVector[n].vertices[2].p);
for (int v = 0; v < 3; ++v)
{
// Vertex
*reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].p.x(); pByte += 4;
*reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].p.y(); pByte += 4;
*reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].p.z(); pByte += 4;
// Normal
*reinterpret_cast<float*>(pByte) = nt.x(); pByte += 4;
*reinterpret_cast<float*>(pByte) = nt.y(); pByte += 4;
*reinterpret_cast<float*>(pByte) = nt.z(); pByte += 4;
// Color
*reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].c.x(); pByte += 4;
*reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].c.y(); pByte += 4;
*reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].c.z(); pByte += 4;
// Index
rawIndexArray[idx] = static_cast<uint>(idx++);
}
}
vertexDataBuffer->setData(vertexBufferData);
indexDataBuffer->setData(indexBufferData);
// Attributes
Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute();
positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
positionAttribute->setBuffer(vertexDataBuffer);
positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
positionAttribute->setDataSize(3);
positionAttribute->setByteOffset(0);
positionAttribute->setByteStride(bytesPerVertex);
positionAttribute->setCount(3 * static_cast<int>(meshVector.size()));
positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute();
normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
normalAttribute->setBuffer(vertexDataBuffer);
normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
normalAttribute->setDataSize(3);
normalAttribute->setByteOffset(3 * sizeof(float));
normalAttribute->setByteStride(bytesPerVertex);
normalAttribute->setCount(3 * static_cast<int>(meshVector.size()));
normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
Qt3DRender::QAttribute *colorAttribute = new Qt3DRender::QAttribute();
colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
colorAttribute->setBuffer(vertexDataBuffer);
colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
colorAttribute->setDataSize(3);
colorAttribute->setByteOffset(6 * sizeof(float));
colorAttribute->setByteStride(bytesPerVertex);
colorAttribute->setCount(3 * static_cast<int>(meshVector.size()));
colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());
Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
indexAttribute->setBuffer(indexDataBuffer);
indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedInt);
indexAttribute->setDataSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(3 * static_cast<int>(meshVector.size()));
addAttribute(positionAttribute);
addAttribute(normalAttribute);
addAttribute(colorAttribute);
addAttribute(indexAttribute);
parent->setGeometry(this);
}
The OP is interested on write a shader program, so its necessary to write OpenGL in Qt, right? Like in https://doc.qt.io/qt-5/qtgui-openglwindow-example.html and https://doc.qt.io/qt-5/qtopengl-hellogl2-example.htm.
There is a simple shader example on https://doc.qt.io/qt-5/qopenglshaderprogram.html
program.addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertex;\n"
"uniform highp mat4 matrix;\n"
"void main(void)\n"
"{\n"
" gl_Position = matrix * vertex;\n"
"}");
program.addShaderFromSourceCode(QOpenGLShader::Fragment,
"uniform mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = color;\n"
"}");
From https://learnopengl.com/Getting-started/Hello-Triangle
To draw your triangles in wireframe mode, you can configure how OpenGL
draws its primitives via glPolygonMode(GL_FRONT_AND_BACK, GL_LINE).
The first argument says we want to apply it to the front and back of
all triangles and the second line tells us to draw them as lines. Any
subsequent drawing calls will render the triangles in wireframe mode
until we set it back to its default using
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL).
And from https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
The gl_FrontFacing variable tells us if the current fragment is part
of a front-facing or a back-facing face. We could, for example, decide
to output different colors for all back faces.
I have been following along with this tutorial series, whilst customising the code for my own goals (to render a 3D point cloud). I am able to render and move the point cloud around based on the mouse_input callback and can scroll in/out using the scroll callback. From what I've read/understood, the camera should be able to orbit around the point cloud (model) via the keyboard input. I am using W,S,A,D as forward, back, left, right inputs. I've tried lowercase and uppercase input (dont know if that makes a difference). I cant seem to get a response from the model.
I have gone over the code a few times and really can't see where I am going wrong.
Code below.
I am using Visual Studio 2017 Community.
Source.cpp
#include <glad/glad.h>
#include <C:\\Users\\jhansen\\Desktop\\OpenGL\\glad\\KHR\\khrplatform.h>
#include <C:\\Users\\jhansen\\Desktop\\OpenGL\\glad\\glad.c>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <Shader.h>
#include <Camera.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 800;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
Shader ourShader("VertexShader.vs",
"FragShader.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
struct Point
{
float x;
float y;
float z;
};
Point points[32000];
// Generate 32000 points
for (int i = 0; i < 32000; i++)
{
points[i].x = (float)((rand() % SCR_WIDTH) + 1);
points[i].y = (float)((rand() % SCR_WIDTH) + 1);
points[i].z = (float)((rand() % SCR_WIDTH) + 1);
// X Coords to Normalised Device coordinates
if (points[i].x > 400)
{
points[i].x = points[i].x * 0.00125f;
}
else if (points[i].x < 400)
{
points[i].x = points[i].x * -0.00125f;
}
else if (points[i].x == 400)
{
points[i].x = 0.0f;
}
// Y Coords to Normalised Device coordinates
if (points[i].y > 400)
{
points[i].y = points[i].y * 0.00125f;
}
else if (points[i].y < 400)
{
points[i].y = points[i].y * -0.00125f;
}
else if (points[i].y == 400)
{
points[i].y = 0.0f;
}
// Z Coords to Normalised Device coordinates
if (points[i].z > 400)
{
points[i].z = points[i].z * 0.00125f;
}
else if (points[i].z < 400)
{
points[i].z = points[i].z * -0.00125f;
}
else if (points[i].z == 400)
{
points[i].z = 0.0f;
}
//cout << points[i].x << ", " << points[i].y << ", " << points[i].z << endl;
}
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate shader
ourShader.use();
// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix();
ourShader.setMat4("view", view);
glm::mat4 model;
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.3f, 0.5f));
ourShader.setMat4("model", model);
// draw our points array
//glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glPointSize(3.0f);
glDrawArrays(GL_POINTS, 0, 32000);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
Camera.h
#ifndef CAMERA_H
#define CAMERA_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
// Default camera values
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVTY = 0.1f;
const float ZOOM = 45.0f;
// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
class Camera
{
public:
// Camera Attributes
glm::vec3 Position;
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
// Eular Angles
float Yaw;
float Pitch;
// Camera options
float MovementSpeed;
float MouseSensitivity;
float Zoom;
// Constructor with vectors
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
{
Position = position;
WorldUp = up;
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
// Constructor with scalar values
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
{
Position = glm::vec3(posX, posY, posZ);
WorldUp = glm::vec3(upX, upY, upZ);
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
glm::mat4 GetViewMatrix()
{
return glm::lookAt(Position, Position + Front, Up);
}
// Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
void ProcessKeyboard(Camera_Movement direction, float deltaTime)
{
float velocity = MovementSpeed * deltaTime;
if (direction == FORWARD)
Position += Front * velocity;
if (direction == BACKWARD)
Position -= Front * velocity;
if (direction == LEFT)
Position -= Right * velocity;
if (direction == RIGHT)
Position += Right * velocity;
}
// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
// Make sure that when pitch is out of bounds, screen doesn't get flipped
if (constrainPitch)
{
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
}
// Update Front, Right and Up Vectors using the updated Eular angles
updateCameraVectors();
}
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(float yoffset)
{
if (Zoom >= 1.0f && Zoom <= 45.0f)
Zoom -= yoffset;
if (Zoom <= 1.0f)
Zoom = 1.0f;
if (Zoom >= 45.0f)
Zoom = 45.0f;
}
private:
// Calculates the front vector from the Camera's (updated) Eular Angles
void updateCameraVectors()
{
// Calculate the new Front vector
glm::vec3 front;
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
front.y = sin(glm::radians(Pitch));
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Front = glm::normalize(front);
// Also re-calculate the Right and Up vector
Right = glm::normalize(glm::cross(Front, WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
Up = glm::normalize(glm::cross(Right, Front));
}
};
#endif
This might help you as a good reference for this is out of my Player::move() method where different movements are enumerated types.
// -----------------------------------------------------------------------
// move()
// Move The Player In A Desired Direction
void Player::move( Action action, float fDeltaTime ) {
Vector3 v3LookDirection;
v3LookDirection = m_v3LookCenter - m_v3Position;
switch ( action ) {
case MOVING_FORWARD: {
// Prevent Vertical Motion
v3LookDirection.m_fY = 0.0f;
m_v3Position += v3LookDirection * fDeltaTime * m_fLinearSpeed;
m_v3LookCenter += v3LookDirection * fDeltaTime * m_fLinearSpeed;
break;
}
case MOVING_BACK: {
// Prevent Vertical Motion
v3LookDirection.m_fY = 0.0f;
m_v3Position -= v3LookDirection * fDeltaTime * m_fLinearSpeed;
m_v3LookCenter -= v3LookDirection * fDeltaTime * m_fLinearSpeed;
break;
}
case MOVING_LEFT: {
// Get "Side" Direction & Prevent Vertical Motion
v3LookDirection.m_fY = v3LookDirection.m_fX;
v3LookDirection.m_fX = -v3LookDirection.m_fZ;
v3LookDirection.m_fZ = v3LookDirection.m_fY;
v3LookDirection.m_fY = 0.0f;
m_v3Position -= v3LookDirection * fDeltaTime * m_fLinearSpeed;
m_v3LookCenter -= v3LookDirection * fDeltaTime * m_fLinearSpeed;
break;
}
case MOVING_RIGHT: {
// Get "Side" Direction & Prevent Vertical Motion
v3LookDirection.m_fY = v3LookDirection.m_fX;
v3LookDirection.m_fX = -v3LookDirection.m_fZ;
v3LookDirection.m_fZ = v3LookDirection.m_fY;
v3LookDirection.m_fY = 0.0f;
m_v3Position += v3LookDirection * fDeltaTime * m_fLinearSpeed;
m_v3LookCenter += v3LookDirection * fDeltaTime * m_fLinearSpeed;
break;
}
case LOOKING_LEFT: {
/*float fSin = -sin( fDeltaTime * m_fAngularSpeed );
float fCos = cos( fDeltaTime * m_fAngularSpeed );
m_v3LookCenter.m_fX = m_v3Position.m_fX + (-fSin * v3LookDirection.m_fZ + fCos * v3LookDirection.m_fX );
m_v3LookCenter.m_fZ = m_v3Position.m_fZ + ( fCos * v3LookDirection.m_fZ + fSin * v3LookDirection.m_fX );
break;*/
// Third Person
float fSin = sin( fDeltaTime * m_fAngularSpeed );
float fCos = -cos( fDeltaTime * m_fAngularSpeed );
m_v3Position.m_fX = m_v3LookCenter.m_fX + (-fSin * v3LookDirection.m_fZ + fCos * v3LookDirection.m_fX );
m_v3Position.m_fZ = m_v3LookCenter.m_fZ + ( fCos * v3LookDirection.m_fZ + fSin * v3LookDirection.m_fX );
break;
}
case LOOKING_RIGHT: {
/*float fSin = sin( fDeltaTime * m_fAngularSpeed );
float fCos = cos( fDeltaTime * m_fAngularSpeed );
m_v3LookCenter.m_fX = m_v3Position.m_fX + (-fSin * v3LookDirection.m_fZ + fCos * v3LookDirection.m_fX );
m_v3LookCenter.m_fZ = m_v3Position.m_fZ + ( fCos * v3LookDirection.m_fZ + fSin * v3LookDirection.m_fX );
break;*/
// Third Person
float fSin = -sin( fDeltaTime * _fAngularSpeed );
float fCos = -cos( fDeltaTime * _fAngularSpeed );
m_v3Position.m_fX = m_v3LookCenter.m_fX + (-fSin * v3LookDirection.m_fZ + fCos * v3LookDirection.m_fX );
m_v3Position.m_fZ = m_v3LookCenter.m_fZ + ( fCos * v3LookDirection.m_fZ + fSin * v3LookDirection.m_fX );
break;
}
case LOOKING_UP: {
m_v3LookCenter.m_fY -= fDeltaTime * m_fAngularSpeed * m_MouseLookState;
// Check Maximum Values
if ( m_v3LookCenter.m_fY > (m_v3Position.m_fY + m_fMaxUp ) ) {
m_v3LookCenter.m_fY = m_v3Position.m_fY + m_fMaxUp;
} else if ( m_v3LookCenter.m_fY < (m_v3Position.m_fY - m_fMaxDown) ) {
m_v3LookCenter.m_fY = m_v3Position.m_fY - _fMaxDown;
}
break;
}
}
} // move
This is coming from an old project when I was learning OpenGL 1.0 (Legacy). Everything was done manually without existing libraries; even had to write a few vector libraries. This player class is independent from the Camera class but gets it's position and look direction vectors from it. These are tightly integrated into an GameOGL class that creates a window, message proc, message handler and sets up all of OpenGL stuff as well as a very large Scene class object. The math used here works as this belongs to a 3D Game Engine in which a Third Person View dungeon type game is made. Just make sure you are using the appropriate rotation matrices and trig methods for doing rotations based on the handedness of your 3D graph system.
Also the rotational motion that you are trying to achieve might be different. This causes the player - camera to turn left and right as if you are looking into the distance. The type of rotation you might want would be almost considered the inverse of that where your looking direction & distance remains fixed to the model but your camera is rotating through the world at a specific rotational velocity.
I am trying to implement an arcball/trackball controller using Open GL and Qt. However, I am quite new to OpenGL. I am having a terrible, terrible, terrible time getting things to work.
I started by following this video: https://www.youtube.com/watch?v=3IQV65ApWGs
I am using Qt for my window, using their QtWidget class.
Basically, I have a cube around the origin. I want to orbit the camera around the cube with the mouse. Right now, when I drag the camera seems to stay put while the cube orbits around the sphere. Kind of the opposite of what I need.
I hope you guys can help. I feel like I've tried nearly everything here.
First my mouse handling:
void GLWidget::wheelEvent(QWheelEvent *e){
scrollDelta += e->delta() / 120;
}
void GLWidget::mousePressEvent(QMouseEvent *e){
rotate=false;
if(e->button() == Qt::LeftButton){
oldX = e->x(); // Set this to the mouse position
oldY = e->y(); // Set this to the mouse position
newX = e->x();
newY = e->y();
qDebug() << oldX << oldY << newX << newY;
rotate = true;
useArcBall = true;
}
}
void GLWidget::mouseMoveEvent(QMouseEvent *e){
if(e->buttons() & Qt::LeftButton){
//qDebug() << QString::number(e->x());
if(rotate){
newX = e->x();
newY = e->y();
updateMouse();
}
oldX = e->x();
oldY = e->y();
}
}
void GLWidget::mouseReleaseEvent(QMouseEvent *e){
if(e->button() == Qt::LeftButton)
useArcBall = false;
}
void GLWidget::updateMouse()
{
QVector3D v = getArcBallVector(oldX,oldY); // from the mouse
QVector3D u = getArcBallVector(newX, newY);
float angle = std::acos(std::min(1.0f, QVector3D::dotProduct(u,v)));
QVector3D rotAxis = QVector3D::crossProduct(v,u);
QMatrix4x4 eye2ObjSpaceMat = rotationMat.inverted();
QVector3D objSpaceRotAxis = eye2ObjSpaceMat * rotAxis;
qDebug() << 4 * qRadiansToDegrees(angle);
//modelview.rotate(4 * qRadiansToDegrees(angle), rotAxis);
//oldRot = newRot;
//oldX = newX;
//oldY = newY;
//qDebug() << objSpaceRotAxis.normalized();
if(true){
rotationMat.rotate(4 * qRadiansToDegrees(angle), objSpaceRotAxis);
}
}
Now the arcball related math:
QVector3D GLWidget::getArcBallVector(int x, int y)
{
QVector3D pt = QVector3D(2.0 * x / GLWidget::width() - 1.0, 2.0 * y / GLWidget::height() - 1.0 , 0);
pt.setY(pt.y() * -1);
// compute z-coordinates
float xySquared = pt.x() * pt.x() + pt.y() * pt.y();
if(xySquared <= 1.0)
pt.setZ(std::sqrt(1.0 - xySquared));
else
pt.normalize();
return pt;
}
And this is the part where I render everything:
void GLWidget::paintGL()
{
QMatrix4x4 modelview;
QPainter painter;
painter.begin(this);
painter.beginNativePainting();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFrontFace(GL_CW);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
modelview.perspective(90.0f, 4.0f / 3.0f, 0.1f, 3000.0f);
modelview.lookAt(QVector3D(eyeX,eyeY,eyeZ), QVector3D(0,0,0), QVector3D(0,1,0));
// New Trackball code
modelview = rotationMat * modelview;
modelview.scale(1 - scrollDelta / 10);
What am I doing wrong?
Is my approach unsound?
update So I fixed some of the mouse handling. Now my issue is that cube is rotating around the surface of sphere, rather than the camera. Is this because I am using the lookat command?
Also, the cube is being occluded by background color as I turn it. Is this a projection problem?
looks like your matrices are applied in the wrong order
in paintGL you should do:
modelview *= rotationMat;
and in updateMouse you should do
QMatrix4x4 tmp;
tmp.rotate(4 * qRadiansToDegrees(angle), objSpaceRotAxis);
rotationMat = tmp * rotationMat;