Mon, 20 Feb 2017 07:56:21 +0200
Made fixed cameras matrix-based. This simplifies some math.
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2017 Teemu Piippo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #pragma once #include <QOpenGLFunctions> #include <QGenericMatrix> #include "basics.h" class GLRotationMatrix : public QGenericMatrix<4, 4, GLfloat> { public: GLRotationMatrix() {} GLRotationMatrix(GLfloat values[16]) : QGenericMatrix<4, 4, GLfloat> {values} {} GLRotationMatrix(std::initializer_list<GLfloat>&& values) { auto iterator = values.begin(); for (int i = 0; i < 4; ++i) for (int j = 0; j < 4; ++j) { (*this)(i, j) = *iterator; ++iterator; } } }; inline void glMultMatrixf(const GLRotationMatrix& matrix) { glMultMatrixf(matrix.constData()); } class LDObject; struct LDPolygon { char num; Vertex vertices[4]; int id; int color; inline int numVertices() const { return (num == 5) ? 4 : num; } }; enum class VboClass { Lines, Triangles, Quads, ConditionalLines, _End }; MAKE_ITERABLE_ENUM(VboClass) enum class VboSubclass { Surfaces, NormalColors, PickColors, BfcFrontColors, BfcBackColors, RandomColors, Normals, _End }; MAKE_ITERABLE_ENUM(VboSubclass) enum { NumVbos = EnumLimits<VboClass>::Count * EnumLimits<VboSubclass>::Count }; // KDevelop doesn't seem to understand some VBO stuff #ifdef IN_IDE_PARSER using GLint = int; using GLsizei = int; using GLenum = unsigned int; using GLuint = unsigned int; void glBindBuffer (GLenum, GLuint); void glGenBuffers (GLuint, GLuint*); void glDeleteBuffers (GLuint, GLuint*); void glBufferData (GLuint, GLuint, void*, GLuint); void glBufferSubData (GLenum, GLint, GLsizei, void*); #endif