#include "ViewCube.h" #include #include #include #include #include #include #include ViewCube::ViewCube() { for (int i = 0; i < 6; ++i) { m_faceTextures[i] = nullptr; } } ViewCube::~ViewCube() { for (int i = 0; i < 6; ++i) { delete m_faceTextures[i]; } delete m_textureShaderProgram; m_cubeVbo.destroy(); m_cubeVao.destroy(); m_axesVbo.destroy(); m_axesVao.destroy(); } void ViewCube::initializeGL() { initializeOpenGLFunctions(); initShaders(); createFaceTextures(); setupBuffers(); } void ViewCube::paintGL(QOpenGLShaderProgram* simpleShader, int simpleShaderColorLoc, const QMatrix4x4& viewMatrix, int width, int height, const QPoint& mousePos) { int viewCubeSize = 150 * QGuiApplication::primaryScreen()->devicePixelRatio(); glViewport(width - viewCubeSize, height - viewCubeSize, viewCubeSize, viewCubeSize); QRect viewCubeRect(width - viewCubeSize, 0, viewCubeSize, viewCubeSize); QPoint physicalMousePos = mousePos * QGuiApplication::primaryScreen()->devicePixelRatio(); float opacity = 0.25f; if (viewCubeRect.contains(physicalMousePos)) { opacity = 1.0f; } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClear(GL_DEPTH_BUFFER_BIT); QMatrix4x4 viewCubeProjection; viewCubeProjection.ortho(-2, 2, -2, 2, -10, 10); drawViewCube(viewCubeProjection, viewMatrix, opacity); drawAxes(simpleShader, simpleShaderColorLoc, viewCubeProjection, viewMatrix); glDisable(GL_BLEND); } void ViewCube::createFaceTextures() { QStringList labels = {"FRONT", "BACK", "TOP", "BOTTOM", "RIGHT", "LEFT"}; for (int i = 0; i < 6; ++i) { QImage image(128, 128, QImage::Format_RGBA8888); image.fill(qRgba(204, 204, 204, 255)); // light gray background QPainter painter(&image); painter.setPen(Qt::black); painter.setFont(QFont("Arial", 24, QFont::Bold)); painter.drawText(image.rect(), Qt::AlignCenter, labels[i]); m_faceTextures[i] = new QOpenGLTexture(image.mirrored(false, true)); m_faceTextures[i]->setMinificationFilter(QOpenGLTexture::Linear); m_faceTextures[i]->setMagnificationFilter(QOpenGLTexture::Linear); } } void ViewCube::initShaders() { m_textureShaderProgram = new QOpenGLShaderProgram(); if (!m_textureShaderProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/texture.vert")) { qCritical() << "ViewCube vertex shader compilation failed:" << m_textureShaderProgram->log(); return; } if (!m_textureShaderProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/texture.frag")) { qCritical() << "ViewCube fragment shader compilation failed:" << m_textureShaderProgram->log(); return; } if (!m_textureShaderProgram->link()) { qCritical() << "ViewCube shader program linking failed:" << m_textureShaderProgram->log(); return; } } void ViewCube::setupBuffers() { float size = 0.75; GLfloat vertices[] = { // positions // texture Coords // Front face -size, -size, size, 0.0f, 0.0f, size, -size, size, 1.0f, 0.0f, size, size, size, 1.0f, 1.0f, -size, size, size, 0.0f, 1.0f, // Back face -size, -size, -size, 1.0f, 0.0f, -size, size, -size, 1.0f, 1.0f, size, size, -size, 0.0f, 1.0f, size, -size, -size, 0.0f, 0.0f, // Top face -size, size, -size, 0.0f, 1.0f, -size, size, size, 0.0f, 0.0f, size, size, size, 1.0f, 0.0f, size, size, -size, 1.0f, 1.0f, // Bottom face -size, -size, -size, 1.0f, 1.0f, size, -size, -size, 0.0f, 1.0f, size, -size, size, 0.0f, 0.0f, -size, -size, size, 1.0f, 0.0f, // Right face size, -size, -size, 1.0f, 0.0f, size, size, -size, 1.0f, 1.0f, size, size, size, 0.0f, 1.0f, size, -size, size, 0.0f, 0.0f, // Left face -size, -size, -size, 0.0f, 0.0f, -size, -size, size, 1.0f, 0.0f, -size, size, size, 1.0f, 1.0f, -size, size, -size, 0.0f, 1.0f, }; m_cubeVao.create(); QOpenGLVertexArrayObject::Binder vaoBinder(&m_cubeVao); m_cubeVbo.create(); m_cubeVbo.bind(); m_cubeVbo.allocate(vertices, sizeof(vertices)); m_textureShaderProgram->enableAttributeArray(0); m_textureShaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, 5 * sizeof(GLfloat)); m_textureShaderProgram->enableAttributeArray(1); m_textureShaderProgram->setAttributeBuffer(1, GL_FLOAT, 3 * sizeof(GLfloat), 2, 5 * sizeof(GLfloat)); m_cubeVbo.release(); GLfloat axes_vertices[] = { 0.0f, 0.0f, 0.0f, 1.5f, 0.0f, 0.0f, // X 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.5f, // Y 0.0f, 0.0f, 0.0f, 0.0f, 1.5f, 0.0f // Z }; m_axesVao.create(); QOpenGLVertexArrayObject::Binder axesVaoBinder(&m_axesVao); m_axesVbo.create(); m_axesVbo.bind(); m_axesVbo.allocate(axes_vertices, sizeof(axes_vertices)); m_axesVbo.release(); } void ViewCube::drawViewCube(const QMatrix4x4& projection, const QMatrix4x4& view, float opacity) { if (!m_textureShaderProgram || !m_textureShaderProgram->isLinked()) return; glEnable(GL_CULL_FACE); m_textureShaderProgram->bind(); m_textureShaderProgram->setUniformValue("projectionMatrix", projection); m_textureShaderProgram->setUniformValue("modelViewMatrix", view); m_textureShaderProgram->setUniformValue("texture_diffuse1", 0); m_textureShaderProgram->setUniformValue("opacity", opacity); QOpenGLVertexArrayObject::Binder vaoBinder(&m_cubeVao); for (int i = 0; i < 6; ++i) { m_faceTextures[i]->bind(); glDrawArrays(GL_QUADS, i * 4, 4); } m_textureShaderProgram->release(); glDisable(GL_CULL_FACE); } void ViewCube::drawAxes(QOpenGLShaderProgram* simpleShader, int colorLoc, const QMatrix4x4& projection, const QMatrix4x4& view) { if (!simpleShader || !simpleShader->isLinked()) return; simpleShader->bind(); simpleShader->setUniformValue("projectionMatrix", projection); simpleShader->setUniformValue("modelViewMatrix", view); QOpenGLVertexArrayObject::Binder vaoBinder(&m_axesVao); m_axesVbo.bind(); simpleShader->enableAttributeArray(0); simpleShader->setAttributeBuffer(0, GL_FLOAT, 0, 3, 3 * sizeof(GLfloat)); m_axesVbo.release(); glLineWidth(2.0f); // X-axis (red) simpleShader->setUniformValue(colorLoc, QVector4D(1.0f, 0.0f, 0.0f, 1.0f)); glDrawArrays(GL_LINES, 0, 2); // Y-axis (green) simpleShader->setUniformValue(colorLoc, QVector4D(0.0f, 1.0f, 0.0f, 1.0f)); glDrawArrays(GL_LINES, 2, 2); // Z-axis (blue) simpleShader->setUniformValue(colorLoc, QVector4D(0.0f, 0.0f, 1.0f, 1.0f)); glDrawArrays(GL_LINES, 4, 2); glLineWidth(1.0f); }