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851
src/glwidget.cpp
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851
src/glwidget.cpp
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//
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// Created by Lenn on 2025/12/16.
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//
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#include "glwidget.h"
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#include <QOpenGLShaderProgram>
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#include <QByteArray>
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#include <QtMath>
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#include <QFile>
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#include <QDebug>
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#include <qevent.h>
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#include <QVector3D>
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#include <QVector2D>
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#include <QVector4D>
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#include <QImage>
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#include <QPainter>
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#include <QFontMetrics>
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#include <limits>
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// 读取文本文件内容(这里主要用来从 Qt Resource `:/shaders/...` 读取 shader 源码)
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static QByteArray readFile(const QString& path) {
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QFile f(path);
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if (!f.open(QIODevice::ReadOnly)) return {};
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return f.readAll();
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}
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// 简单的 4x4 单位矩阵(目前只用于保留的 float[16] 版本)
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static void matIdentity(float m[16]) {
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for (int i = 0; i < 16; i++) {
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m[i] = 0;
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}
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m[0] = m[5] = m[10] = m[15] = 1;
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}
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GLWidget::GLWidget(QWidget *parent)
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: QOpenGLWidget(parent) {
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setMinimumSize(640, 480);
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}
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GLWidget::~GLWidget() {
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makeCurrent();
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delete m_bgProg;
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delete m_panelProg;
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delete m_dotsProg;
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if (m_panelIbo)
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glDeleteBuffers(1, &m_panelIbo);
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if (m_panelVbo)
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glDeleteBuffers(1, &m_panelVbo);
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if (m_panelVao)
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glDeleteVertexArrays(1, &m_panelVao);
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if (m_dotsVao)
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glDeleteVertexArrays(1, &m_dotsVao);
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if (m_dotsVbo)
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glDeleteBuffers(1, &m_dotsVbo);
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if (m_instanceVbo)
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glDeleteBuffers(1, &m_instanceVbo);
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if (m_bgVbo)
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glDeleteBuffers(1, &m_bgVbo);
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if (m_bgVao)
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glDeleteVertexArrays(1, &m_bgVao);
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if (m_dotTex)
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glDeleteTextures(1, &m_dotTex);
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doneCurrent();
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}
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void GLWidget::setPanelSize(float w, float h, float d) {
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m_panelW = w;
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m_panelH = h;
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m_panelD = d;
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m_panelGeometryDirty = true;
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update();
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}
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void GLWidget::setPanelThickness(float h) {
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if (qFuzzyCompare(m_panelH, h))
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return;
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m_panelH = h;
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m_panelGeometryDirty = true;
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update();
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}
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void GLWidget::setSpec(int rows, int cols, float pitch, float dotRaius) {
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m_rows = qMax(0, rows);
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m_cols = qMax(0, cols);
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m_pitch = qMax(0.0f, pitch);
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m_dotRadius = qMax(0.0f, dotRaius);
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// 自动根据点阵尺寸调整 panel 的尺寸(保证圆点不会越过顶面边界)。
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// 约定:点中心覆盖的范围是 (cols-1)*pitch / (rows-1)*pitch,面板需要额外留出 dotRadius 的边缘空间。
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const float gridW = float(qMax(0, m_cols - 1)) * m_pitch;
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const float gridD = float(qMax(0, m_rows - 1)) * m_pitch;
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m_panelW = gridW + 2.0f * m_dotRadius;
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m_panelD = gridD + 2.0f * m_dotRadius;
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m_panelGeometryDirty = true;
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m_dotsGeometryDirty = true;
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QMutexLocker lk(&m_dataMutex);
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m_latestValues.resize(dotCount());
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for (int i = 0; i < m_latestValues.size(); ++i) {
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m_latestValues[i] = m_min;
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}
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m_valuesDirty = true;
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m_hasData = false;
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update();
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}
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void GLWidget::submitValues(const QVector<float> &values) {
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if (values.size() != dotCount()) return;
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{
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QMutexLocker lk(&m_dataMutex);
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m_latestValues = values;
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m_valuesDirty = true;
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m_hasData = true;
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}
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update();
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}
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void GLWidget::setRange(int minV, int maxV) {
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m_min = minV;
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m_max = maxV;
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update();
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}
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void GLWidget::setYaw(float yawDeg) {
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if (qFuzzyCompare(m_camYawDeg, yawDeg))
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return;
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m_camYawDeg = yawDeg;
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emit yawChanged();
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update();
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}
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void GLWidget::setRenderModeString(const QString &mode) {
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RenderMode next = DataViz;
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if (mode.compare(QStringLiteral("realistic"), Qt::CaseInsensitive) == 0) {
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next = Realistic;
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} else if (mode.compare(QStringLiteral("dataViz"), Qt::CaseInsensitive) == 0) {
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next = DataViz;
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}
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if (m_renderMode == next)
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return;
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m_renderMode = next;
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update();
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}
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void GLWidget::setLabelModeString(const QString &mode) {
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LabelMode next = LabelsOff;
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if (mode.compare(QStringLiteral("hover"), Qt::CaseInsensitive) == 0) {
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next = LabelsHover;
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} else if (mode.compare(QStringLiteral("always"), Qt::CaseInsensitive) == 0) {
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next = LabelsAlways;
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} else if (mode.compare(QStringLiteral("off"), Qt::CaseInsensitive) == 0) {
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next = LabelsOff;
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}
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if (m_labelMode == next)
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return;
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m_labelMode = next;
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if (m_labelMode == LabelsOff)
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m_hoveredIndex = -1;
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update();
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}
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void GLWidget::initializeGL() {
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initializeOpenGLFunctions();
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// 基础状态:开启深度测试,否则 3D 物体的遮挡关系会不正确
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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initPrograms_();
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initDotTexture_();
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initBackgroundGeometry_();
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initPanelGeometry_();
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initDotGeometry_();
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m_panelGeometryDirty = false;
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m_dotsGeometryDirty = false;
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matIdentity(m_modelPanel);
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matIdentity(m_view);
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matIdentity(m_proj);
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}
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void GLWidget::resizeGL(int w, int h) {
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glViewport(0, 0, w, h);
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}
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void GLWidget::paintGL() {
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// 如果点阵规格/面板尺寸发生变化,需要在有 GL 上下文时重建几何体 buffer。
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if (m_panelGeometryDirty) {
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initPanelGeometry_();
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m_panelGeometryDirty = false;
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}
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if (m_dotsGeometryDirty) {
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initDotGeometry_();
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m_dotsGeometryDirty = false;
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m_valuesDirty = true; // instanceVBO 重新分配后需要重新上传数据
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}
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// --- 背景:屏幕空间网格(不随相机旋转)---
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if (m_bgProg && m_bgVao) {
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const float dpr = devicePixelRatioF();
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const QVector2D viewport(float(width()) * dpr, float(height()) * dpr);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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m_bgProg->bind();
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m_bgProg->setUniformValue("uViewport", viewport);
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m_bgProg->setUniformValue("uMinorStep", 24.0f * dpr);
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m_bgProg->setUniformValue("uMajorStep", 120.0f * dpr);
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glBindVertexArray(m_bgVao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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m_bgProg->release();
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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}
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// 1) 更新相机/投影矩阵(MVP),决定如何把 3D 世界投影到屏幕
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updateMatrices_();
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// 2) 如果外部提交了新数据,就把 CPU 生成的 instance 数据更新到 GPU
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updateInstanceBufferIfNeeded_();
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if (m_panelProg) {
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m_panelProg->bind();
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// uniforms:每次 draw 前设置的一组“常量参数”(对当前 draw call 的所有顶点/片元都一致)
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// uMVP: Model-View-Projection 矩阵(把顶点从世界坐标 -> 裁剪空间;gl_Position 必须输出裁剪空间坐标)
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m_panelProg->setUniformValue("uMVP", m_mvp);
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m_panelProg->setUniformValue("uCameraPos", m_cameraPos);
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m_panelProg->setUniformValue("uPanelW", m_panelW);
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m_panelProg->setUniformValue("uPanelH", m_panelH);
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m_panelProg->setUniformValue("uPanelD", m_panelD);
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m_panelProg->setUniformValue("uRows", m_rows);
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m_panelProg->setUniformValue("uCols", m_cols);
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m_panelProg->setUniformValue("uPitch", m_pitch);
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m_panelProg->setUniformValue("uDotRadius", m_dotRadius);
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m_panelProg->setUniformValue("uRenderMode", int(m_renderMode));
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glBindVertexArray(m_panelVao);
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glDrawElements(GL_TRIANGLES, m_panelIndexCount, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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m_panelProg->release();
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}
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if (m_dotsProg) {
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m_dotsProg->bind();
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// uniforms:每次 draw 前设置的一组“常量参数”(对当前 draw call 的所有 instance 都一致)
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// uMVP: 同上;用于把每个 dot 的世界坐标变换到屏幕
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m_dotsProg->setUniformValue("uMVP", m_mvp);
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m_dotsProg->setUniformValue("uRenderMode", int(m_renderMode));
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// uDotRadius: dot 的半径(世界坐标单位)
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m_dotsProg->setUniformValue("uDotRadius", m_dotRadius);
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// uBaseY: dot 的高度(放在 panel 顶面上方一点点,避免 z-fighting/闪烁)
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m_dotsProg->setUniformValue("uBaseY", (m_panelH * 0.5f) + 0.001f);
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// uMinV/uMaxV: 传感值范围,用于 fragment shader 把 value 映射成颜色
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m_dotsProg->setUniformValue("uMinV", float(m_min));
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m_dotsProg->setUniformValue("uMaxV", float(m_max));
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const int hasData = (m_hasData.load() || m_dotTex == 0) ? 1 : 0;
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m_dotsProg->setUniformValue("uHasData", hasData);
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m_dotsProg->setUniformValue("uCameraPos", m_cameraPos);
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m_dotsProg->setUniformValue("uDotTex", 0);
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if (m_dotTex) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_dotTex);
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}
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glBindVertexArray(m_dotsVao);
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, m_instanceCount);
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glBindVertexArray(0);
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if (m_dotTex) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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m_dotsProg->release();
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}
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if (m_labelMode != LabelsOff && dotCount() > 0) {
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QVector<float> valuesCopy;
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{
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QMutexLocker lk(&m_dataMutex);
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valuesCopy = m_latestValues;
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}
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auto projectToScreen = [&](const QVector3D& world, QPointF& out) -> bool {
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const QVector4D clip = m_mvp * QVector4D(world, 1.0f);
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if (clip.w() <= 1e-6f)
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return false;
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const QVector3D ndc = clip.toVector3D() / clip.w();
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if (ndc.z() < -1.2f || ndc.z() > 1.2f)
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return false;
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out.setX((ndc.x() * 0.5f + 0.5f) * float(width()));
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out.setY((1.0f - (ndc.y() * 0.5f + 0.5f)) * float(height()));
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return true;
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};
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const float baseY = (m_panelH * 0.5f) + 0.001f;
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const float w = (m_cols - 1) * m_pitch;
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const float h = (m_rows - 1) * m_pitch;
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QPainter painter(this);
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painter.setRenderHint(QPainter::Antialiasing, true);
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painter.setRenderHint(QPainter::TextAntialiasing, true);
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QFont font = painter.font();
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font.setPixelSize(11);
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painter.setFont(font);
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const QFontMetrics fm(font);
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auto drawLabel = [&](const QPointF& anchor, const QPointF& offset, const QString& text) {
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QRectF box = fm.boundingRect(text);
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box.adjust(-6.0, -3.0, 6.0, 3.0);
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box.moveCenter(anchor + offset);
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const float margin = 4.0f;
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if (box.left() < margin) box.moveLeft(margin);
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if (box.top() < margin) box.moveTop(margin);
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if (box.right() > width() - margin) box.moveRight(width() - margin);
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if (box.bottom() > height() - margin) box.moveBottom(height() - margin);
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painter.setPen(Qt::NoPen);
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painter.setBrush(QColor(0, 0, 0, 150));
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painter.drawRoundedRect(box, 4.0, 4.0);
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painter.setPen(QColor(255, 255, 255, 235));
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painter.drawText(box, Qt::AlignCenter, text);
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};
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auto dotWorldCenter = [&](int i) -> QVector3D {
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const int rr = (m_cols > 0) ? (i / m_cols) : 0;
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const int cc = (m_cols > 0) ? (i % m_cols) : 0;
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const float x = (cc * m_pitch) - w * 0.5f;
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const float z = (rr * m_pitch) - h * 0.5f;
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return QVector3D(x, baseY, z);
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};
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auto dotRadiusPx = [&](const QVector3D& worldCenter, const QPointF& centerPx) -> float {
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QPointF edge;
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if (!projectToScreen(worldCenter + QVector3D(m_dotRadius, 0.0f, 0.0f), edge))
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return 0.0f;
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const float dx = float(edge.x() - centerPx.x());
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const float dy = float(edge.y() - centerPx.y());
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return std::sqrt(dx * dx + dy * dy);
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};
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if (m_labelMode == LabelsAlways && valuesCopy.size() == dotCount()) {
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painter.setPen(QColor(255, 255, 255, 220));
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for (int i = 0; i < dotCount(); ++i) {
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QPointF centerPx;
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const QVector3D world = dotWorldCenter(i);
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if (!projectToScreen(world, centerPx))
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continue;
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const float rPx = dotRadiusPx(world, centerPx);
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if (rPx < 12.0f)
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continue;
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const QString text = QString::number(int(valuesCopy[i] + 0.5f));
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drawLabel(centerPx, QPointF(0.0, 0.0), text);
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}
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}
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if (m_hoveredIndex >= 0 && m_hoveredIndex < dotCount() && valuesCopy.size() == dotCount()) {
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QPointF centerPx;
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const QVector3D world = dotWorldCenter(m_hoveredIndex);
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if (projectToScreen(world, centerPx)) {
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const float rPx = dotRadiusPx(world, centerPx);
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painter.setBrush(Qt::NoBrush);
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painter.setPen(QPen(QColor(255, 255, 255, 210), 1.5));
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painter.drawEllipse(centerPx, rPx * 1.08f, rPx * 1.08f);
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if (m_labelMode == LabelsHover) {
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const QString text = QString::number(int(valuesCopy[m_hoveredIndex] + 0.5f));
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drawLabel(centerPx, QPointF(0.0, -rPx - 12.0f), text);
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}
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}
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}
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}
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}
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void GLWidget::mousePressEvent(QMouseEvent *event) {
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m_lastPos = event->pos();
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if (event->button() == Qt::RightButton) {
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m_rightDown = true;
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event->accept();
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return;
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}
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QOpenGLWidget::mousePressEvent(event);
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event) {
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const QPoint delta = event->pos() - m_lastPos;
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m_lastPos = event->pos();
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if (m_rightDown) {
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m_camYawDeg += delta.x() * 0.3f;
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m_camPitchDeg = qBound(-89.0f, m_camPitchDeg + delta.y() * 0.3f, 89.0f);
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emit yawChanged();
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update();
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event->accept();
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return;
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}
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if (m_labelMode != LabelsOff && dotCount() > 0) {
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auto projectToScreen = [&](const QVector3D& world, QPointF& out) -> bool {
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const QVector4D clip = m_mvp * QVector4D(world, 1.0f);
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if (clip.w() <= 1e-6f)
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return false;
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const QVector3D ndc = clip.toVector3D() / clip.w();
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if (ndc.z() < -1.2f || ndc.z() > 1.2f)
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return false;
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|
||||
out.setX((ndc.x() * 0.5f + 0.5f) * float(width()));
|
||||
out.setY((1.0f - (ndc.y() * 0.5f + 0.5f)) * float(height()));
|
||||
return true;
|
||||
};
|
||||
|
||||
const QPoint mousePos = event->pos();
|
||||
const float baseY = (m_panelH * 0.5f) + 0.001f;
|
||||
const float w = (m_cols - 1) * m_pitch;
|
||||
const float h = (m_rows - 1) * m_pitch;
|
||||
|
||||
int best = -1;
|
||||
float bestDist2 = std::numeric_limits<float>::infinity();
|
||||
for (int i = 0; i < dotCount(); ++i) {
|
||||
const int rr = (m_cols > 0) ? (i / m_cols) : 0;
|
||||
const int cc = (m_cols > 0) ? (i % m_cols) : 0;
|
||||
const float x = (cc * m_pitch) - w * 0.5f;
|
||||
const float z = (rr * m_pitch) - h * 0.5f;
|
||||
|
||||
QPointF center;
|
||||
const QVector3D worldCenter(x, baseY, z);
|
||||
if (!projectToScreen(worldCenter, center))
|
||||
continue;
|
||||
|
||||
QPointF edge;
|
||||
if (!projectToScreen(worldCenter + QVector3D(m_dotRadius, 0.0f, 0.0f), edge))
|
||||
continue;
|
||||
|
||||
const float radDx = float(edge.x() - center.x());
|
||||
const float radDy = float(edge.y() - center.y());
|
||||
const float radPx = std::sqrt(radDx * radDx + radDy * radDy);
|
||||
const float threshold = radPx + 6.0f;
|
||||
|
||||
const float dx = float(mousePos.x()) - float(center.x());
|
||||
const float dy = float(mousePos.y()) - float(center.y());
|
||||
const float dist2 = dx * dx + dy * dy;
|
||||
if (dist2 <= threshold * threshold && dist2 < bestDist2) {
|
||||
best = i;
|
||||
bestDist2 = dist2;
|
||||
}
|
||||
}
|
||||
|
||||
if (best != m_hoveredIndex) {
|
||||
m_hoveredIndex = best;
|
||||
update();
|
||||
}
|
||||
}
|
||||
|
||||
QOpenGLWidget::mouseMoveEvent(event);
|
||||
}
|
||||
|
||||
void GLWidget::mouseReleaseEvent(QMouseEvent *event) {
|
||||
if (event->button() == Qt::RightButton) {
|
||||
m_rightDown = false;
|
||||
event->accept();
|
||||
return;
|
||||
}
|
||||
QOpenGLWidget::mouseReleaseEvent(event);
|
||||
}
|
||||
|
||||
void GLWidget::wheelEvent(QWheelEvent *event) {
|
||||
const float steps = event->angleDelta().y() / 120.0f;
|
||||
const float factor = std::pow(0.9f, steps);
|
||||
m_zoom_ = qBound(0.2f, m_zoom_ * factor, 45.0f);
|
||||
update();
|
||||
event->accept();
|
||||
}
|
||||
|
||||
void GLWidget::initBackgroundGeometry_() {
|
||||
if (m_bgVbo) {
|
||||
glDeleteBuffers(1, &m_bgVbo);
|
||||
m_bgVbo = 0;
|
||||
}
|
||||
if (m_bgVao) {
|
||||
glDeleteVertexArrays(1, &m_bgVao);
|
||||
m_bgVao = 0;
|
||||
}
|
||||
|
||||
// 全屏 quad(两个三角形),坐标直接是裁剪空间 NDC [-1,1]
|
||||
const float verts[] = {
|
||||
-1.0f, -1.0f,
|
||||
1.0f, -1.0f,
|
||||
1.0f, 1.0f,
|
||||
-1.0f, -1.0f,
|
||||
1.0f, 1.0f,
|
||||
-1.0f, 1.0f,
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &m_bgVao);
|
||||
glBindVertexArray(m_bgVao);
|
||||
|
||||
glGenBuffers(1, &m_bgVbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_bgVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void GLWidget::initPanelGeometry_() {
|
||||
// panel:目前只画“顶面矩形”,y 固定在 +panelH/2
|
||||
if (m_panelIbo) {
|
||||
glDeleteBuffers(1, &m_panelIbo);
|
||||
m_panelIbo = 0;
|
||||
}
|
||||
if (m_panelVbo) {
|
||||
glDeleteBuffers(1, &m_panelVbo);
|
||||
m_panelVbo = 0;
|
||||
}
|
||||
if (m_panelVao) {
|
||||
glDeleteVertexArrays(1, &m_panelVao);
|
||||
m_panelVao = 0;
|
||||
}
|
||||
|
||||
const float y = m_panelH * 0.5f;
|
||||
const float hw = m_panelW * 0.5;
|
||||
const float hd = m_panelD * 0.5f;
|
||||
|
||||
struct V {
|
||||
float x, y, z;
|
||||
float nx, ny, nz;
|
||||
};
|
||||
V verts[24] = {
|
||||
// +Y 顶面 (normal 0, +1, 0)
|
||||
{-hw, +y, -hd, 0, +1, 0}, // 0
|
||||
{+hw, +y, -hd, 0, +1, 0}, // 1
|
||||
{+hw, +y, +hd, 0, +1, 0}, // 2
|
||||
{-hw, +y, +hd, 0, +1, 0}, // 3
|
||||
|
||||
// +Z 前面 (normal 0, 0, +1)
|
||||
{-hw, +y, +hd, 0, 0, +1}, // 4
|
||||
{+hw, +y, +hd, 0, 0, +1}, // 5
|
||||
{+hw, -y, +hd, 0, 0, +1}, // 6
|
||||
{-hw, -y, +hd, 0, 0, +1}, // 7
|
||||
|
||||
// -Y 底面 (normal 0, -1, 0)
|
||||
{-hw, -y, +hd, 0, -1, 0}, // 8
|
||||
{+hw, -y, +hd, 0, -1, 0}, // 9
|
||||
{+hw, -y, -hd, 0, -1, 0}, // 10
|
||||
{-hw, -y, -hd, 0, -1, 0}, // 11
|
||||
|
||||
// -Z 后面 (normal 0, 0, -1)
|
||||
{+hw, +y, -hd, 0, 0, -1}, // 12
|
||||
{-hw, +y, -hd, 0, 0, -1}, // 13
|
||||
{-hw, -y, -hd, 0, 0, -1}, // 14
|
||||
{+hw, -y, -hd, 0, 0, -1}, // 15
|
||||
|
||||
// -X 左面 (normal -1, 0, 0)
|
||||
{-hw, +y, -hd, -1, 0, 0}, // 16
|
||||
{-hw, +y, +hd, -1, 0, 0}, // 17
|
||||
{-hw, -y, +hd, -1, 0, 0}, // 18
|
||||
{-hw, -y, -hd, -1, 0, 0}, // 19
|
||||
|
||||
// +X 右面 (normal +1, 0, 0)
|
||||
{+hw, +y, +hd, +1, 0, 0}, // 20
|
||||
{+hw, +y, -hd, +1, 0, 0}, // 21
|
||||
{+hw, -y, -hd, +1, 0, 0}, // 22
|
||||
{+hw, -y, +hd, +1, 0, 0}, // 23
|
||||
};
|
||||
|
||||
unsigned int idx[36] = {
|
||||
0, 1, 2, 0, 2, 3, // top
|
||||
4, 5, 6, 4, 6, 7, // front
|
||||
8, 9, 10, 8, 10,11, // bottom
|
||||
12,13,14, 12,14,15, // back
|
||||
16,17,18, 16,18,19, // left
|
||||
20,21,22, 20,22,23 // right
|
||||
};
|
||||
|
||||
m_panelIndexCount = 36;
|
||||
|
||||
glGenVertexArrays(1, &m_panelVao);
|
||||
glBindVertexArray(m_panelVao);
|
||||
|
||||
glGenBuffers(1, &m_panelVbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_panelVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &m_panelIbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_panelIbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idx), idx, GL_STATIC_DRAW);
|
||||
|
||||
// attribute layout:
|
||||
// location 0: position (x,y,z)
|
||||
// location 1: normal (nx,ny,nz) —— 当前 shader 没用到,先留着
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), (void*)(3*sizeof(float)));
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void GLWidget::initDotGeometry_() {
|
||||
// dot:使用 instanced rendering 画很多个“圆点”(本质是一个 quad + fragment shader 里 discard 成圆)
|
||||
// vertex buffer 里只有一个单位 quad,instance buffer 里存每个点的位置和数值。
|
||||
if (m_instanceVbo) {
|
||||
glDeleteBuffers(1, &m_instanceVbo);
|
||||
m_instanceVbo = 0;
|
||||
}
|
||||
if (m_dotsVbo) {
|
||||
glDeleteBuffers(1, &m_dotsVbo);
|
||||
m_dotsVbo = 0;
|
||||
}
|
||||
if (m_dotsVao) {
|
||||
glDeleteVertexArrays(1, &m_dotsVao);
|
||||
m_dotsVao = 0;
|
||||
}
|
||||
|
||||
struct V {
|
||||
float x, y;
|
||||
float u, v;
|
||||
};
|
||||
V quad[6] = {
|
||||
{-1,-1, 0,0},
|
||||
{ 1,-1, 1,0},
|
||||
{ 1, 1, 1,1},
|
||||
{-1,-1, 0,0},
|
||||
{ 1, 1, 1,1},
|
||||
{-1, 1, 0,1},
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &m_dotsVao);
|
||||
glBindVertexArray(m_dotsVao);
|
||||
glGenBuffers(1, &m_dotsVbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_dotsVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
|
||||
|
||||
// attribute layout:
|
||||
// location 0: quad 顶点位置 (x,y),范围 [-1,1]
|
||||
// location 1: UV (u,v),用于 fragment shader 生成圆形
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(V), (void*)(2 * sizeof(float)));
|
||||
|
||||
// instance buffer:每个点 3 个 float(offsetX, offsetZ, value)
|
||||
// layout location 2/3 对应 shader 里的 iOffsetXZ / iValue
|
||||
glGenBuffers(1, &m_instanceVbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_instanceVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * qMax(1, dotCount()), nullptr, GL_DYNAMIC_DRAW);
|
||||
|
||||
// location 2: vec2 iOffsetXZ(每个 instance 一次,divisor=1)
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
glVertexAttribDivisor(2, 1);
|
||||
|
||||
// location 3: float iValue(每个 instance 一次,divisor=1)
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)(2 * sizeof(float)));
|
||||
glVertexAttribDivisor(3, 1);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void GLWidget::initDotTexture_() {
|
||||
if (m_dotTex) {
|
||||
glDeleteTextures(1, &m_dotTex);
|
||||
m_dotTex = 0;
|
||||
}
|
||||
|
||||
const QString path = QStringLiteral(":/images/metal.jpeg");
|
||||
QImage img(path);
|
||||
if (img.isNull()) {
|
||||
qWarning() << "dot texture load failed:" << path;
|
||||
return;
|
||||
}
|
||||
|
||||
QImage rgba = img.convertToFormat(QImage::Format_RGBA8888);
|
||||
glGenTextures(1, &m_dotTex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_dotTex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_RGBA8,
|
||||
rgba.width(),
|
||||
rgba.height(),
|
||||
0,
|
||||
GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,
|
||||
rgba.constBits()
|
||||
);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void GLWidget::initPrograms_() {
|
||||
// Qt Resource 里打包的 shader 文件路径:使用 `:/` 前缀(不是文件系统路径)
|
||||
const QString vsd_path = QStringLiteral(":/shaders/dots.vert");
|
||||
const QString fsd_path = QStringLiteral(":/shaders/dots.frag");
|
||||
const QString vsb_path = QStringLiteral(":/shaders/bg.vert");
|
||||
const QString fsb_path = QStringLiteral(":/shaders/bg.frag");
|
||||
const QString vsp_path = QStringLiteral(":/shaders/panel.vert");
|
||||
const QString fsp_path = QStringLiteral(":/shaders/panel.frag");
|
||||
|
||||
{
|
||||
auto *p = new QOpenGLShaderProgram;
|
||||
const bool okV = p->addShaderFromSourceCode(QOpenGLShader::Vertex, readFile(vsb_path));
|
||||
const bool okF = p->addShaderFromSourceCode(QOpenGLShader::Fragment, readFile(fsb_path));
|
||||
const bool okL = okV && okF && p->link();
|
||||
if (!okL) {
|
||||
qWarning() << "bg program build failed:" << vsb_path << fsb_path << p->log();
|
||||
delete p;
|
||||
p = nullptr;
|
||||
}
|
||||
m_bgProg = p;
|
||||
}
|
||||
{
|
||||
auto *p = new QOpenGLShaderProgram;
|
||||
const bool okV = p->addShaderFromSourceCode(QOpenGLShader::Vertex, readFile(vsp_path));
|
||||
const bool okF = p->addShaderFromSourceCode(QOpenGLShader::Fragment, readFile(fsp_path));
|
||||
const bool okL = okV && okF && p->link();
|
||||
if (!okL) {
|
||||
qWarning() << "panel program build failed:" << vsp_path << fsp_path << p->log();
|
||||
delete p;
|
||||
p = nullptr;
|
||||
}
|
||||
m_panelProg = p;
|
||||
}
|
||||
{
|
||||
auto *p = new QOpenGLShaderProgram;
|
||||
const bool okV = p->addShaderFromSourceCode(QOpenGLShader::Vertex, readFile(vsd_path));
|
||||
const bool okF = p->addShaderFromSourceCode(QOpenGLShader::Fragment, readFile(fsd_path));
|
||||
const bool okL = okV && okF && p->link();
|
||||
if (!okL) {
|
||||
qWarning() << "dots program build failed:" << vsd_path << fsd_path << p->log();
|
||||
delete p;
|
||||
p = nullptr;
|
||||
}
|
||||
m_dotsProg = p;
|
||||
}
|
||||
}
|
||||
|
||||
void GLWidget::updateInstanceBufferIfNeeded_() {
|
||||
if (dotCount() <= 0) {
|
||||
m_instanceCount = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
QVector<float> valuesCopy;
|
||||
bool dirty = false;
|
||||
{
|
||||
QMutexLocker lk(&m_dataMutex);
|
||||
dirty = m_valuesDirty;
|
||||
if (dirty) {
|
||||
valuesCopy = m_latestValues;
|
||||
m_valuesDirty = false;
|
||||
}
|
||||
}
|
||||
if (!dirty)
|
||||
return;
|
||||
|
||||
const int n = dotCount();
|
||||
m_instanceCount = n;
|
||||
QVector<float> inst;
|
||||
// 每个点 3 个 float:offsetX, offsetZ, value(对应 dots.vert: iOffsetXZ + iValue)
|
||||
inst.resize(n * 3);
|
||||
|
||||
const float w = (m_cols - 1) * m_pitch;
|
||||
const float h = (m_rows - 1) * m_pitch;
|
||||
|
||||
// 把点阵居中到原点附近(x/z 以中心对称)
|
||||
for (int i = 0; i < n; ++i) {
|
||||
const int r = (m_cols > 0) ? (i / m_cols) : 0;
|
||||
const int c = (m_cols > 0) ? (i % m_cols) : 0;
|
||||
|
||||
const float x = (c * m_pitch) - w * 0.5f;
|
||||
const float z = (r * m_pitch) - h * 0.5f;
|
||||
|
||||
inst[i * 3 + 0] = x;
|
||||
inst[i * 3 + 1] = z;
|
||||
inst[i * 3 + 2] = (i < valuesCopy.size()) ? valuesCopy[i] : m_min;
|
||||
}
|
||||
|
||||
// 把 CPU 生成的 instance 数据上传到 GPU(后续 draw 时由 VAO 里的 attribute 2/3 读取)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_instanceVbo);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, inst.size() * sizeof(float), inst.constData());
|
||||
}
|
||||
|
||||
void GLWidget::updateMatrices_() {
|
||||
// MVP = Projection * View * Model
|
||||
//
|
||||
// OpenGL 的顶点最终要写到 gl_Position(裁剪空间),所以我们需要一个矩阵把“世界坐标”变成“屏幕可见”的坐标。
|
||||
// 这里为了入门简单:
|
||||
// - panel/dots 顶点数据直接当作世界坐标(Model=Identity)
|
||||
// - View 用 lookAt 放一个相机
|
||||
// - Projection 用透视投影(perspective)
|
||||
const int w = width();
|
||||
const int h = height();
|
||||
if (w <= 0 || h <= 0) {
|
||||
m_mvp.setToIdentity();
|
||||
return;
|
||||
}
|
||||
|
||||
const float aspect = float(w) / float(h);
|
||||
const float radius = 0.5f * qSqrt(m_panelW * m_panelW + m_panelD * m_panelD);
|
||||
const float distance = qMax(0.5f, radius * 2.5f);
|
||||
|
||||
// 让相机看向 panel 的中心点
|
||||
const QVector3D center(0.0f, m_panelH * 0.5f, 0.0f);
|
||||
|
||||
// yaw/pitch 控制相机绕目标点“环绕”(orbit camera)
|
||||
const float yawRad = qDegreesToRadians(m_camYawDeg);
|
||||
const float pitchRad = qDegreesToRadians(m_camPitchDeg);
|
||||
const float cosPitch = qCos(pitchRad);
|
||||
const float sinPitch = qSin(pitchRad);
|
||||
|
||||
const QVector3D eye = center + QVector3D(
|
||||
distance * cosPitch * qCos(yawRad),
|
||||
distance * sinPitch,
|
||||
distance * cosPitch * qSin(yawRad)
|
||||
);
|
||||
m_cameraPos = eye;
|
||||
|
||||
QMatrix4x4 view;
|
||||
view.lookAt(eye, center, QVector3D(0.0f, 1.0f, 0.0f));
|
||||
|
||||
QMatrix4x4 proj;
|
||||
// fov=45°,near=0.01,far=足够大(保证 panel + dots 在裁剪范围内)
|
||||
proj.perspective(m_zoom_, aspect, 0.01f, qMax(10.0f, distance * 10.0f));
|
||||
|
||||
m_mvp = proj * view;
|
||||
}
|
||||
Reference in New Issue
Block a user