--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/gl/partrenderer.cpp Fri Dec 13 15:55:56 2019 +0200 @@ -0,0 +1,118 @@ +#include <QMouseEvent> +#include <GL/glut.h> // teapot +#include "partrenderer.h" + +PartRenderer::PartRenderer(QWidget* parent) : + QOpenGLWidget{parent} +{ + this->setMouseTracking(true); +} + +void PartRenderer::initializeGL() +{ + this->initializeOpenGLFunctions(); + if (this->glGetError() != GL_NO_ERROR) + { + abort(); + } + this->initializeLighting(); + this->initialized = true; + this->rotation = QQuaternion::fromAxisAndAngle({1, 0, 0}, 30); + this->rotation *= QQuaternion::fromAxisAndAngle({0, 1, 0}, 330); +} + +// https://stackoverflow.com/a/12943456 +static void perspectiveGL(GLdouble fovY, GLdouble aspect, GLdouble zNear, GLdouble zFar) +{ + //fH = tan( (fovY / 2) / 180 * pi ) * zNear; + const GLdouble fH = std::tan(fovY / 360 * pi) * zNear; + const GLdouble fW = fH * aspect; + glFrustum(-fW, fW, -fH, fH, zNear, zFar); +} + +/* + * Pads a 3×3 matrix into a 4×4 one by adding cells from the identity matrix. + */ +static QMatrix4x4 padMatrix(const QMatrix3x3& stub) +{ + return { + stub(0, 0), stub(0, 1), stub(0, 2), 0, + stub(1, 0), stub(1, 1), stub(1, 2), 0, + stub(2, 0), stub(2, 1), stub(2, 2), 0, + 0, 0, 0, 1 + }; +} + + +void PartRenderer::initializeLighting() +{ + GLfloat materialShininess[] = {5.0}; + GLfloat lightPosition[] = {1.0, 1.0, 1.0, 0.0}; + GLfloat ambientLightingLevel[] = {0.5, 0.5, 0.5, 1.0}; + glShadeModel(GL_SMOOTH); + glMaterialfv(GL_FRONT, GL_SHININESS, materialShininess); + glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLightingLevel); + glLightfv(GL_LIGHT0, GL_DIFFUSE, ambientLightingLevel); + glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_COLOR_MATERIAL); + glEnable(GL_DEPTH_TEST); +} + +void PartRenderer::resizeGL(int width, int height) +{ + constexpr GLfloat near = 1.0f; + constexpr GLfloat far = 1.0e+05f; + glViewport (0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + ::perspectiveGL(45.0f, static_cast<double>(width) / static_cast<double>(height), near, far); + glMatrixMode(GL_MODELVIEW); +} + +// https://www.codemiles.com/c-opengl-examples/drawing-teapot-using-opengl-t9010.html?mobile=on +void PartRenderer::paintGL() +{ + glMatrixMode(GL_MODELVIEW); + // clear the drawing buffer. + glClear(GL_COLOR_BUFFER_BIT); + // clear the identity matrix. + glLoadIdentity(); + // traslate the draw by z = -4.0 + // Note this when you decrease z like -8.0 the drawing will looks far , or smaller. + glTranslatef(0.0,0.0,-4.5); + // Red color used to draw. + glColor3f(0.8, 0.2, 0.1); + glMultMatrixf(padMatrix(this->rotation.toRotationMatrix()).constData()); + glutSolidTeapot(1.0); + glFlush(); +} + +static QPointF pointToPointF(const QPoint& point) +{ + return {static_cast<qreal>(point.x()), static_cast<qreal>(point.y())}; +} + +/* +static QPoint pointFToPoint(const QPointF& point) +{ + return {static_cast<int>(std::round(point.x())), static_cast<int>(std::round(point.y()))}; +} +*/ + +void PartRenderer::mouseMoveEvent(QMouseEvent* event) +{ + const bool left = event->buttons() & Qt::LeftButton; + const QPointF move = pointToPointF(event->pos()) - this->lastMousePosition; + if (left and not move.isNull()) + { + const QQuaternion versor = QQuaternion::fromAxisAndAngle( + QVector3D{static_cast<float>(move.y()), static_cast<float>(move.x()), 0.0f}, + 0.6 * std::hypot(move.x(), move.y()) + ); + this->rotation = versor * this->rotation; + this->update(); + } + this->lastMousePosition = pointToPointF(event->pos()); +}