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satellite_renderer.cpp
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149 lines (117 loc) · 4.62 KB
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#include "satellite_renderer.h"
#include <QtMath>
SatelliteRenderer::SatelliteRenderer()
: Renderer()
, indexBuffer(QOpenGLBuffer::IndexBuffer)
, vertexCount(0)
{
time = 0.0f;
}
SatelliteRenderer::~SatelliteRenderer()
{
if (indexBuffer.isCreated())
indexBuffer.destroy();
}
void SatelliteRenderer::initialize()
{
initShaders();
initGeometry();
}
void SatelliteRenderer::initShaders()
{
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/sat_vertex.glsl"))
qDebug() << "Failed to compile satellite vertex shader";
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/sat_fragment.glsl"))
qDebug() << "Failed to compile satellite fragment shader";
if (!program.link())
qDebug() << "Failed to link satellite shader program";
}
void SatelliteRenderer::initGeometry()
{
vao.create();
vao.bind();
vbo.create();
indexBuffer.create();
createSphere(RINGS, SEGMENTS);
vao.release();
}
void SatelliteRenderer::createSphere(int rings, int segments)
{
QVector<GLfloat> vertices;
QVector<GLuint> indices;
// Генерация вершин сферы
for (int ring = 0; ring <= rings; ++ring) {
float phi = ring * M_PI / rings;
for (int segment = 0; segment <= segments; ++segment) {
float theta = segment * 2.0f * M_PI / segments;
// Позиция
float x = sin(phi) * cos(theta);
float y = cos(phi);
float z = sin(phi) * sin(theta);
// Позиция
vertices << x << y << z;
// Нормали (совпадают с позицией для сферы)
vertices << x << y << z;
}
}
// Генерация индексов
for (int ring = 0; ring < rings; ++ring) {
for (int segment = 0; segment < segments; ++segment) {
GLuint first = ring * (segments + 1) + segment;
GLuint second = first + segments + 1;
indices << first << first + 1 << second;
indices << second << first + 1 << second + 1;
}
}
vertexCount = indices.size();
// Загружаем данные в буферы
vbo.bind();
vbo.allocate(vertices.constData(), vertices.size() * sizeof(GLfloat));
indexBuffer.bind();
indexBuffer.allocate(indices.constData(), indices.size() * sizeof(GLuint));
// Настраиваем атрибуты вершин
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(1); // normal
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
reinterpret_cast<void*>(3 * sizeof(GLfloat)));
}
void SatelliteRenderer::updateSatellites(const QMap<int, Satellite>& newSatellites)
{
satellites = newSatellites;
}
void SatelliteRenderer::render(const QMatrix4x4& projection, const QMatrix4x4& view, const QMatrix4x4& model)
{
program.bind();
vao.bind();
// Включаем прозрачность и сглаживание
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_MULTISAMPLE);
for (const auto& satellite : satellites) {
QMatrix4x4 satMatrix = model;
satMatrix.translate(satellite.position);
// Вычисляем расстояние до камеры для масштабирования
QVector3D satelliteWorldPos = model * satellite.position;
QVector3D cameraPos = view.inverted().column(3).toVector3D();
QVector3D toCameraVector = cameraPos - satelliteWorldPos;
float distanceToCamera = toCameraVector.length();
// Масштабируем размер спутника пропорционально расстоянию
float scale = distanceToCamera * 0.005f;
satMatrix.scale(scale);
// Устанавливаем униформы
program.setUniformValue("mvp", projection * view * satMatrix);
program.setUniformValue("model", satMatrix);
program.setUniformValue("normalMatrix", satMatrix.normalMatrix());
program.setUniformValue("viewPos", cameraPos);
program.setUniformValue("isSelected", satellite.isSelected);
time += 0.016f; // Примерно 60 FPS
program.setUniformValue("time", time);
// Рендерим спутник
glDrawElements(GL_TRIANGLES, vertexCount, GL_UNSIGNED_INT, nullptr);
}
// Восстанавливаем состояние OpenGL
glDisable(GL_BLEND);
vao.release();
program.release();
}