Fri, 15 Mar 2013 20:11:18 +0200
Initial commit
#include <QtGui> #include <QGLWidget> #include "common.h" #include "io.h" #include "draw.h" #include "bbox.h" renderer::renderer (QWidget* parent) { parent = parent; // shhh, GCC fRotX = fRotY = fRotZ = 0.0; fZoom = 1.0; } void renderer::initializeGL () { glLoadIdentity(); glMatrixMode (GL_MODELVIEW); glClearColor (0.8f, 0.8f, 0.85f, 1.0f); glEnable (GL_DEPTH_TEST); glShadeModel (GL_SMOOTH); glEnable (GL_MULTISAMPLE); CompileObjects (); } void renderer::hardRefresh () { CompileObjects (); paintGL (); } void renderer::resizeGL (int w, int h) { glViewport (0, 0, w, h); } void renderer::paintGL () { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glTranslatef ( (g_BBox.v0.x + g_BBox.v1.x) / -2.0, (g_BBox.v0.y + g_BBox.v1.y) / -2.0, (g_BBox.v0.z + g_BBox.v1.z) / -2.0 ); // glTranslatef (0.0f, 0.0f, -5.0f); glTranslatef (0.0f, 0.0f, fZoom); // glScalef (0.75f, 1.15f, 0.0f); glRotatef (fRotX, 1.0f, 0.0f, 0.0f); glRotatef (fRotY, 0.0f, 1.0f, 0.0f); glRotatef (fRotZ, 0.0f, 0.0f, 1.0f); glMatrixMode (GL_MODELVIEW); glCallList (objlist); glColor3f (0.0, 0.5, 1.0); glPopMatrix (); } void renderer::CompileObjects () { printf ("compile all objects\n"); objlist = glGenLists (1); glNewList (objlist, GL_COMPILE); if (!g_CurrentFile) { printf ("renderer: no files loaded, cannot compile anything\n"); return; } for (ulong i = 0; i < g_CurrentFile->objects.size(); i++) CompileOneObject (g_CurrentFile->objects[i]); glEndList (); } #define GL_VERTEX(V) \ glVertex3d (V.x, V.y, V.z); void renderer::CompileOneObject (LDObject* obj) { if (!obj) return; switch (obj->getType ()) { case OBJ_CondLine: // For now, treat condlines like normal lines. case OBJ_Line: { glColor3f (0.0f, 0.0f, 0.0f); // Draw all lines black for now // draw lines LDLine* line = static_cast<LDLine*> (obj); glBegin (GL_LINES); for (short i = 0; i < 2; ++i) GL_VERTEX (line->vaCoords[i]) glEnd (); } break; case OBJ_Triangle: { LDTriangle* tri = static_cast<LDTriangle*> (obj); glColor3f (0.5f, 0.5f, 0.5f); // Draw all polygons gray for now glBegin (GL_TRIANGLES); for (short i = 0; i < 3; ++i) GL_VERTEX (tri->vaCoords[i]) glEnd (); } break; case OBJ_Quad: { LDQuad* quad = static_cast<LDQuad*> (obj); glColor3f (0.5f, 0.5f, 0.5f); glBegin (GL_QUADS); for (short i = 0; i < 4; ++i) GL_VERTEX (quad->vaCoords[i]) glEnd (); } break; default: break; } } void renderer::ClampAngle (double& fAngle) { while (fAngle < 0) fAngle += 360.0; while (fAngle > 360.0) fAngle -= 360.0; } void renderer::mouseMoveEvent (QMouseEvent *event) { int dx = event->x () - lastPos.x (); int dy = event->y () - lastPos.y (); if (event->buttons () & Qt::LeftButton) { fRotX = fRotX + (dy); fRotY = fRotY + (dx); ClampAngle (fRotX); ClampAngle (fRotY); } if (event->buttons () & Qt::RightButton) { fRotX = fRotX + (dy); fRotZ = fRotZ + (dx); ClampAngle (fRotX); ClampAngle (fRotZ); } if (event->buttons () & Qt::MidButton) { fZoom += (dy / 100.0); fZoom = clamp (fZoom, 0.1, 10.0); } printf ("%.3f %.3f %.3f %.3f\n", fRotX, fRotY, fRotZ, fZoom); lastPos = event->pos(); updateGL (); }