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Widget.cpp
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#include "Widget.h"
//constructor
Widget::Widget(QWidget *parent) : QOpenGLWidget(parent)
{
this->setFocusPolicy(Qt::NoFocus);
//grabMouse();
//setMouseTracking(true);
timer = new QTimer(this);
timer->start(0);
dtimer = new QElapsedTimer();
dtimer->start();
timeStamp = dtimer->elapsed();
//timer for controls
(void)connect(timer, SIGNAL(timeout()), this, SLOT(timerFunction()));
atmosphere = new Atmosphere();
}
Widget::~Widget()
{
delete timer;
delete dtimer;
delete quadRenderer;
}
//called when OpenGL context is set up
void Widget::initializeGL()
{
initializeOpenGLFunctions();
//set the widget background colour
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
//enable depth check
glEnable(GL_DEPTH_TEST);
//cull backfaces, we will never see the other side of polygon anyway
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//if normals are >1.0, then rescale to 0.0-1.0 range, useful for dealing with normals like (1.0,1.0,1.0)
glEnable(GL_RESCALE_NORMAL);
quadRenderer = new Renderer(width(), height(), atmosphere);
cam[1] += quadRenderer->atmosphere->Rg;
}
//called every time the widget is resized
void Widget::resizeGL(const int w, const int h)
{
}
//called every time the widget needs painting
void Widget::paintGL()
{
//Rebind all textures
if (quadRenderer != nullptr)
{
if ((quadRenderer->width != width()) || (quadRenderer->height != height()))
{
quadRenderer->rebindPrecomputedTextures();
quadRenderer->rebuildFramebuffer(width(), height());
}
}
//Time calculations
//Check time delta since last frame
dtime = dtimer->elapsed() - timeStamp;
//Time governing
if (dtime > 0)
{
//rotate and move the world according to FPS view
if (focus)
{
QVector3D camTemp;
const float speedMod = 100000.0f;
camTemp[0] = cam[0] + velocity.x() * dtime * speedMod;
camTemp[1] = cam[1] + velocity.y() * dtime * speedMod;
camTemp[2] = cam[2] + velocity.z() * dtime * speedMod;
if (camTemp.length() - quadRenderer->atmosphere->Rg > 1.5f)
cam = camTemp;
else
cam = camTemp.normalized() * (quadRenderer->atmosphere->Rg + 1.5f);
}
timeStamp = dtimer->elapsed();
}
quadRenderer->renderAtmosphere(angleX, angleY, cam);
}
//Enables or disables widget focus and its controls
void Widget::changeFocus()
{
focus = !focus;
if (focus)
{
//Removes cursor remembering its position
this->setCursor(Qt::BlankCursor);
oldPoint = QCursor::pos();
const QPoint cursorPos(width() / 2, height() / 2);
QCursor::setPos(mapToGlobal(cursorPos).x(), mapToGlobal(cursorPos).y());
setFocus();
}
else
{
//Restores cursor
QCursor::setPos(oldPoint);
this->setCursor(Qt::ArrowCursor);
dynamic_cast<QWidget*>(parent())->setFocus();
up = false;
down = false;
forward = false;
back = false;
sideL = false;
sideR = false;
}
}
bool Widget::getFocus() const
{
return focus;
}
void Widget::mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::RightButton)
changeFocus();
}
//All key event handlers are here, triggers bool flags
void Widget::keyPressEvent(QKeyEvent * event)
{
if (event->key() == Qt::Key_R)
up = true;
if (event->key() == Qt::Key_F)
down = true;
if (event->key() == Qt::Key_W)
forward = true;
if (event->key() == Qt::Key_S)
back = true;
if (event->key() == Qt::Key_A)
sideL = true;
if (event->key() == Qt::Key_D)
sideR = true;
if (event->key() == Qt::Key_E)
sunAngleIncrease = true;
if (event->key() == Qt::Key_Q)
sunAngleDecrease = true;
}
//On release bool flags are removed
void Widget::keyReleaseEvent(QKeyEvent * event)
{
if (event->key() == Qt::Key_R)
up = false;
if (event->key() == Qt::Key_F)
down = false;
if (event->key() == Qt::Key_W)
forward = false;
if (event->key() == Qt::Key_S)
back = false;
if (event->key() == Qt::Key_A)
sideL = false;
if (event->key() == Qt::Key_D)
sideR = false;
if (event->key() == Qt::Key_E)
sunAngleIncrease = false;
if (event->key() == Qt::Key_Q)
sunAngleDecrease = false;
}
//Depending on bool flags camera is either turned or moved
void Widget::controlTimerEvent()
{
velocity = QVector3D(0.0, 0.0, 0.0);
QVector3D addVelocity;
if (forward)
{
addVelocity = QVector3D(sinf(angleY / 180.0f * M_PIF) * cosf(angleX / 180.0f * M_PIF),
sinf(angleX / 180.0f * M_PIF),
-cosf(angleY / 180.0f * M_PIF) * cosf(angleX / 180.0f * M_PIF));
velocity += addVelocity;
}
if (back)
{
addVelocity = QVector3D(-sinf(angleY / 180.0f * M_PIF) * cosf(angleX / 180.0f * M_PIF),
-sinf(angleX / 180.0f * M_PIF),
cosf(angleY / 180.0f * M_PIF) * cosf(angleX / 180.0f * M_PIF));
velocity += addVelocity;
}
if (sideL)
{
addVelocity = QVector3D(-cosf(angleY / 180.0f * M_PIF),
0.0f,
-sinf(angleY / 180.0f * M_PIF));
velocity += addVelocity;
}
if (sideR)
{
addVelocity = QVector3D(cosf(angleY / 180.0f * M_PIF),
0.0f,
sinf(angleY / 180.0f * M_PIF));
velocity += addVelocity;
}
if (up)
{
addVelocity = QVector3D(0.0f,
1.0f,
0.0f);
velocity += addVelocity;
}
if (down)
{
addVelocity = QVector3D(0.0f,
-1.0f,
0.0f);
velocity += addVelocity;
}
velocity.normalize();
velocity *= speedModifier;
if (sunAngleIncrease)
atmosphere->updateS(0.25f * dtime);
if (sunAngleDecrease)
atmosphere->updateS(-0.25f * dtime);
}
//Sensitivity
void Widget::wheelEvent(QWheelEvent *event)
{
const QPoint numDegrees = event->angleDelta() / 8;
if (numDegrees.y() > 0 && sensi > 1)
sensi -= 1;
if (numDegrees.y() < 0 && sensi < 30)
sensi += 1;
}
//Mouse control
void Widget::checkMouse()
{
const QPoint screenCenter(width() / 2, height() / 2);
//X increases from left to right, hence vector of horizontal direction is given by cursor pos minus center of screen
const float dx = static_cast<float>(mapFromGlobal(QCursor::pos()).x() - screenCenter.x());
//Y increases from top to bottom, hence vector of vertical direction is given by center of screen minus cursor pos
const float dy = static_cast<float>(screenCenter.y() - mapFromGlobal(QCursor::pos()).y());
//Mouse logic
angleX += dy / sensi;
angleY += dx / sensi;
if (angleX > 90)
angleX = 90;
if (angleX < -90)
angleX = -90;
if (angleY > 360)
angleY = angleY - 360;
if (angleY < 0)
angleY = 360 + angleY;
QCursor::setPos(mapToGlobal(screenCenter).x(), mapToGlobal(screenCenter).y());
}
void Widget::startTimer() const
{
timer->start(0);
}
void Widget::stopTimer() const
{
timer->stop();
}
void Widget::timerFunction()
{
//If widget is focused, enable controls
if (focus)
{
checkMouse();
controlTimerEvent();
}
repaint();
}