applied coding conventions

This commit is contained in:
denizdiktas 2023-06-07 10:58:16 +03:00
parent 3737f3a66f
commit 6acd902d2f
2 changed files with 143 additions and 117 deletions

View File

@ -8,11 +8,10 @@
#include <cmath>
#include <iostream>
#include <string>
using namespace std;
namespace {
// vertex shader
const char* vShader = R"vs(
const char* vertex_shader_code = R"vs(
#version 330
layout (location = 0) in vec3 pos;
@ -32,7 +31,7 @@ void main()
// GEOMETRY SHADER
// * I am using the geometry shader to compute the face-normals in the GPU on the fly
const char* gShader = R"gs(
const char* geometry_shader_code = R"gs(
#version 330
in vec3 vpos[];
@ -60,7 +59,7 @@ void main()
// FRAGMENT SHADER
static const char* fShader = R"fs(
static const char* fragment_shader_code = R"fs(
#version 330
in vec4 vCol;
@ -87,12 +86,12 @@ MainWidget::~MainWidget()
void MainWidget::mousePressEvent(QMouseEvent *e)
{
// Save mouse press position
mousePressPosition = QVector2D(e->position());
m_mouse_press_position = QVector2D(e->position());
}
void MainWidget::mouseReleaseEvent(QMouseEvent *e)
{
// Mouse release position - mouse press position
QVector2D diff = QVector2D(e->position()) - mousePressPosition;
QVector2D diff = QVector2D(e->position()) - m_mouse_press_position;
// Rotation axis is perpendicular to the mouse position difference
// vector
@ -102,22 +101,23 @@ void MainWidget::mouseReleaseEvent(QMouseEvent *e)
qreal acc = diff.length() / 100.0;
// Calculate new rotation axis as weighted sum
rotationAxis = (rotationAxis * angularSpeed + n * acc).normalized();
m_rotation_axis = (m_rotation_axis * m_angular_speed + n * acc).normalized();
// Increase angular speed
angularSpeed += acc;
m_angular_speed += acc;
}
void MainWidget::timerEvent(QTimerEvent *)
{
// Decrease angular speed (friction)
angularSpeed *= 0.99;
m_angular_speed *= 0.99;
// Stop rotation when speed goes below threshold
if (angularSpeed < 0.01) {
angularSpeed = 0.0;
if (m_angular_speed < 0.01) {
m_angular_speed = 0.0;
} else {
// Update rotation
rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed) * rotation;
m_rotation = QQuaternion::fromAxisAndAngle(m_rotation_axis, m_angular_speed) *
m_rotation;
// Request an update
update();
@ -146,51 +146,53 @@ void MainWidget::initializeGL()
//glEnable(GL_CULL_FACE);
// Use QBasicTimer because its faster than QTimer
timer.start(12, this);
m_timer.start(12, this);
}
void MainWidget::addShader(GLuint theProgram, const char* shaderCode, GLenum shaderType)
void MainWidget::addShader(GLuint the_program, const char* shader_code,
GLenum shader_type)
{
GLuint theShader = glCreateShader(shaderType);
GLuint the_shader = glCreateShader(shader_type);
const GLchar* theCode[] = { shaderCode };
GLint codeLength[] = { strlen(shaderCode) };
const GLchar* the_code[] = { shader_code };
GLint code_length[] = { strlen(shader_code) };
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);
glShaderSource(the_shader, 1, the_code, code_length);
glCompileShader(the_shader);
GLint result = 0;
GLchar elog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
glGetShaderiv(the_shader, GL_COMPILE_STATUS, &result);
if (!result)
{
string shaderTypeName;
switch (shaderType)
std::string shader_type_name;
switch (shader_type)
{
case GL_VERTEX_SHADER: shaderTypeName = "VERTEX"; break;
case GL_GEOMETRY_SHADER: shaderTypeName = "GEOMETRY"; break;
case GL_FRAGMENT_SHADER: shaderTypeName = "FRAGMENT"; break;
case GL_VERTEX_SHADER: shader_type_name = "VERTEX"; break;
case GL_GEOMETRY_SHADER: shader_type_name = "GEOMETRY"; break;
case GL_FRAGMENT_SHADER: shader_type_name = "FRAGMENT"; break;
}
glGetShaderInfoLog(theShader, sizeof(elog), NULL, elog);
cout << "! error compiling the " << shaderTypeName << " shader:\n" << elog << endl;
glGetShaderInfoLog(the_shader, sizeof(elog), NULL, elog);
std::cout << "! error compiling the " << shader_type_name <<
" shader:\n" << elog << std::endl;
return;
}
glAttachShader(theProgram, theShader);
glAttachShader(the_program, the_shader);
}
void MainWidget::initShaderProgram()
{
shader = glCreateProgram();
if (!shader)
{
cout << "error creating shader program!\n";
std::cout << "error creating shader program!\n";
return;
}
addShader(shader, vShader, GL_VERTEX_SHADER);
addShader(shader, gShader, GL_GEOMETRY_SHADER);
addShader(shader, fShader, GL_FRAGMENT_SHADER);
addShader(shader, vertex_shader_code, GL_VERTEX_SHADER);
addShader(shader, geometry_shader_code, GL_GEOMETRY_SHADER);
addShader(shader, fragment_shader_code, GL_FRAGMENT_SHADER);
GLint result = 0;
GLchar elog[1024] = { 0 };
@ -200,7 +202,7 @@ void MainWidget::initShaderProgram()
if (!result)
{
glGetProgramInfoLog(shader, sizeof(elog), NULL, elog);
cout << "! error linking program:\n" << elog << endl;
std::cout << "! error linking program:\n" << elog << std::endl;
return;
}
@ -209,12 +211,12 @@ void MainWidget::initShaderProgram()
if (!result)
{
glGetProgramInfoLog(shader, sizeof(elog), NULL, elog);
cout << "! error validating program:\n" << elog << endl;
std::cout << "! error validating program:\n" << elog << std::endl;
return;
}
uniformMVP = glGetUniformLocation(shader, "MVP");
cout << "uniform loc = " << uniformMVP << endl;
m_uniform_mvp = glGetUniformLocation(shader, "MVP");
std::cout << "uniform loc = " << m_uniform_mvp << std::endl;
}
@ -230,15 +232,15 @@ void MainWidget::initGeometry()
GLuint indices[] = { 0,1,2 };
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
{
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
{
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
@ -253,9 +255,9 @@ void MainWidget::initGeometry()
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void MainWidget::createSphere(int numSlices, int numStacks, float r)
void MainWidget::createSphere(int num_slices, int num_stacks, float r)
{
numStacks = std::max<int>(2, numStacks);
num_stacks = std::max<int>(2, num_stacks);
std::vector<QVector3D> vertices, normals;
// NORTH POLE
@ -265,23 +267,23 @@ void MainWidget::createSphere(int numSlices, int numStacks, float r)
// SOUTH POLE
vertices.push_back(QVector3D(0, 0, -r));
normals.push_back(QVector3D(0, 0, -1));
int startingIndexOfMiddleVertices = vertices.size();
int starting_index_of_middle_vertices = vertices.size();
for (int j = 1; j < numStacks; ++j)
for (int j = 1; j < num_stacks; ++j)
{
// Calculate the latitude (vertical angle) for the current stack
float lat = M_PI * j / numStacks;
float rxy = r * sin(lat);
float z = r * cos(lat);
float lat = M_PI * j / num_stacks;
float rxy = r * std::sin(lat);
float z = r * std::cos(lat);
for (int i = 0; i < numSlices; ++i)
for (int i = 0; i < num_slices; ++i)
{
// Calculate the longitude (horizontal angle) for the current slice
float lon = 2 * M_PI * i / numSlices;
float lon = 2 * M_PI * i / num_slices;
// Convert spherical coordinates to Cartesian coordinates
float x = rxy * cos(lon);
float y = rxy * sin(lon);
float x = rxy * std::cos(lon);
float y = rxy * std::sin(lon);
auto p = QVector3D(x, y, z);
auto n = p / p.length();
@ -303,13 +305,13 @@ void MainWidget::createSphere(int numSlices, int numStacks, float r)
std::vector<GLuint> indices;
// NORTH CAP
const int northVertexIndex = 0;
const int northCapVertexIndexStart = startingIndexOfMiddleVertices;
for (int i = 0; i < numSlices; i++)
const int north_vertex_index = 0;
const int north_cap_vertex_index_start = starting_index_of_middle_vertices;
for (int i = 0; i < num_slices; i++)
{
indices.push_back(northVertexIndex);
indices.push_back(northCapVertexIndexStart + i);
indices.push_back(northCapVertexIndexStart + (i + 1) % numSlices);
indices.push_back(north_vertex_index);
indices.push_back(north_cap_vertex_index_start + i);
indices.push_back(north_cap_vertex_index_start + (i + 1) % num_slices);
}
// 0 = NORTH VERTEX
@ -317,38 +319,42 @@ void MainWidget::createSphere(int numSlices, int numStacks, float r)
// [2, 2 + (numSlices-1)] = bottom vertices of the stack #1
// [2+numSlices, 2 + (2*numSlices - 1)] = bottom vertices of the stack #2
// ...
// [2+(k-1)*numSlices, 2 + (k*numSlices -1) ] = bottom vertices of the stack #k
// [2+(k-1)*numSlices, 2 + (k*numSlices -1)] = bottom vertices of the stack #k
// ..
// [2+(numStacks-1)*numSlices, 2+(numStacks*numSlices-1)] = bottom vertices of the last stack (# numStacks)
// [2+(numStacks-1)*numSlices, 2+(numStacks*numSlices-1)] = bottom vertices of
// the last stack (# numStacks)
// SOUTH CAP
const int southVertexIndex = 1;
const int southCapIndexStart = startingIndexOfMiddleVertices + (numStacks - 2) * numSlices;
for (int i = 0; i < numSlices; i++)
const int south_vertex_index = 1;
const int south_cap_index_start = starting_index_of_middle_vertices +
(num_stacks - 2) * num_slices;
for (int i = 0; i < num_slices; ++i)
{
const auto vi0 = southVertexIndex;
const auto vi1 = southCapIndexStart + i;
const auto vi2 = southCapIndexStart + (i + 1) % numSlices;
const auto vi0 = south_vertex_index;
const auto vi1 = south_cap_index_start + i;
const auto vi2 = south_cap_index_start + (i + 1) % num_slices;
indices.push_back(vi2);
indices.push_back(vi1);
indices.push_back(vi0);
}
// MIDDLE TRIANGLES
for (int k = 0; k < numStacks - 2; k++)
for (int k = 0; k < num_stacks - 2; ++k)
{
const int stackStartIndex = startingIndexOfMiddleVertices + k * numSlices;
const int nextStackStartIndex = stackStartIndex + numSlices;
for (int i = 0; i < numSlices; i++)
const int stack_start_index = starting_index_of_middle_vertices +
k * num_slices;
const int next_stack_start_index = stack_start_index + num_slices;
for (int i = 0; i < num_slices; ++i)
{
// check why the following code snippet does not work (winding order?)
//int vi0 = stackStartIndex + i;
//int vi1 = nextStackStartIndex + i;
//int vi2 = nextStackStartIndex + (i + 1) % numSlices;
//int vi3 = stackStartIndex + (i + 1) % numSlices;
int vi0 = stackStartIndex + i;
int vi1 = stackStartIndex + (i + 1) % numSlices;
int vi2 = nextStackStartIndex + i;
int vi3 = nextStackStartIndex + (i + 1) % numSlices;
int vi0 = stack_start_index + i;
int vi1 = stack_start_index + (i + 1) % num_slices;
int vi2 = next_stack_start_index + i;
int vi3 = next_stack_start_index + (i + 1) % num_slices;
indices.push_back(vi0);
indices.push_back(vi2);
@ -359,41 +365,61 @@ void MainWidget::createSphere(int numSlices, int numStacks, float r)
indices.push_back(vi1);
}
}
numIndices = indices.size();
m_num_indices = indices.size();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
{
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), reinterpret_cast<const void*>(indices.data()), GL_STATIC_DRAW);
// DEFINE OPENGL BUFFERS
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
{
glBufferData(GL_ARRAY_BUFFER, sizeof(QVector3D) * vertex_data.size(), reinterpret_cast<const void*>(vertex_data.data()), GL_STATIC_DRAW);
// Index buffer
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
auto indices_size = sizeof(GLuint) * indices.size();
auto indices_data = reinterpret_cast<const void*>(indices.data());
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
indices_size,
indices_data,
GL_STATIC_DRAW);
// positions
GLint positionAttribIndex = 0;
GLsizei stride = 6 * sizeof(float);
glVertexAttribPointer(positionAttribIndex, 3, GL_FLOAT, GL_FALSE, stride, 0);
glEnableVertexAttribArray(positionAttribIndex);
//normals
GLint normalAttribIndex = 1;
auto* normal_offset = reinterpret_cast<const void*>(3 * sizeof(float));
glVertexAttribPointer(normalAttribIndex, 3, GL_FLOAT, GL_FALSE, stride, normal_offset);
glEnableVertexAttribArray(normalAttribIndex);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Vertex Buffer
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
auto vertex_buffer_size = sizeof(QVector3D) * vertex_data.size();
auto vertex_buffer_data = reinterpret_cast<const void*>(vertex_data.data());
glBufferData(GL_ARRAY_BUFFER,
vertex_buffer_size,
vertex_buffer_data,
GL_STATIC_DRAW);
}
// Position Vertex-Attribute
GLint position_attrib_index = 0;
const void* position_offset = 0;
GLsizei stride = 6 * sizeof(float);
glVertexAttribPointer(position_attrib_index,
3,
GL_FLOAT, GL_FALSE,
stride,
position_offset);
glEnableVertexAttribArray(position_attrib_index);
// Normal Vertex-Attribute
GLint normal_attrib_index = 1;
auto* normal_offset = reinterpret_cast<const void*>(3 * sizeof(float));
glVertexAttribPointer(normal_attrib_index,
3,
GL_FLOAT,
GL_FALSE,
stride,
normal_offset);
glEnableVertexAttribArray(normal_attrib_index);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Note: calling this before glBindVertexArray(0) results in no output!
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
//! [3]
void MainWidget::resizeGL(int w, int h)
@ -405,8 +431,8 @@ void MainWidget::resizeGL(int w, int h)
const qreal z_near = 1.0, z_far = 100.0, fov = 45.0;
// Reset projection
projection.setToIdentity();
projection.perspective(fov, aspect, z_near, z_far);
m_projection.setToIdentity();
m_projection.perspective(fov, aspect, z_near, z_far);
}
void MainWidget::paintGL()
@ -428,15 +454,15 @@ void MainWidget::paintGL()
glUseProgram(shader);
auto mvp = projection * view * model;
glUniformMatrix4fv(uniformMVP, 1, GL_FALSE, mvp.data());
auto mvp = m_projection * view * model;
glUniformMatrix4fv(m_uniform_mvp, 1, GL_FALSE, mvp.data());
{
// DRAW TRIANGLE
glBindVertexArray(vao);
glBindVertexArray(m_vao);
{
//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, m_num_indices, GL_UNSIGNED_INT, 0);
}
glBindVertexArray(0);
}

View File

@ -36,24 +36,24 @@ protected:
void paintGL() override;
GLuint vao, vbo, ibo, shader, numIndices;
GLuint uniformMVP; // ModelViewProjection
void addShader(GLuint theProgram, const char* shaderCode, GLenum shaderType);
GLuint m_vao, m_vbo, m_ibo, shader, m_num_indices;
GLuint m_uniform_mvp; // uniform location for MVP-matrix in the shader
void addShader(GLuint program, const char* shader_code, GLenum shader_type);
void initShaderProgram();
void initGeometry();
void createSphere(int numSlices, int numStacks, float r);
void createSphere(int num_slices, int num_stacks, float r);
private:
QBasicTimer timer;
QBasicTimer m_timer;
QMatrix4x4 projection;
QMatrix4x4 m_projection;
QVector2D mousePressPosition;
QVector3D rotationAxis;
qreal angularSpeed = 0;
QQuaternion rotation;
QVector2D m_mouse_press_position;
QVector3D m_rotation_axis;
qreal m_angular_speed = 0;
QQuaternion m_rotation;
};
#endif // MAINWIDGET_H