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glwin.cpp
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#include "glwin.h"
GLWin::GLWin(QWidget *parent)
: QGLWidget(parent)
{
xTra = 0;
yTra = 0;
zTra = 0;
iRot = 0;
shadingMode = true;//true is SMOOTH
fov = 45;// Field of view in degrees
zN = 5; //near Z near
zF = 100;// Z far
LightAmbient[0] = 1.0f;
LightAmbient[1] = 1.0f;
LightAmbient[2] = 1.0f;
LightAmbient[0] = 1.0f;
LightDiffuse[0] = 1.0f;
LightDiffuse[1] = 1.0f;
LightDiffuse[2] = 1.0f;
LightDiffuse[3] = 1.0f;
LightPosition[0] = 0.0f;
LightPosition[1] = 0.0f;
LightPosition[2] = 2.0f;
LightPosition[3] = 1.0f;
resize(400,300);//window size
cube = new ModelObj(QString("cube.obj"));
idx = 0;
timer = new QTimer(this);
timer->start(20);//50 fps
//connectors
connect(timer,SIGNAL(timeout()),this,SLOT(updateGL()));
}
GLWin::~GLWin()
{
glDeleteLists(idx, 1);
}
void GLWin::initializeGL()
{
qglClearColor(Qt::black);
idx = paintMdl();
//glClearDepth( 1.0f );
glEnable(GL_DEPTH_TEST);
glDepthFunc( GL_LEQUAL );
glEnable (GL_LIGHTING); //enable the lighting
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
//glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.0);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.2);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.4);
glEnable(GL_LIGHT0);
glShadeModel(GL_FLAT);
glEnable(GL_CULL_FACE);
}
void GLWin::resizeGL(int nWidth, int nHeight)
{
GLdouble ratio = nWidth/nHeight; //aspect ratio
GLdouble t = tan((fov*M_PI)/360.0)*zN;
GLdouble b = -t;
GLdouble l = ratio*b;
GLdouble r = -l;
glViewport(0, 0, (GLint)nWidth, (GLint)nHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(l, r, b, t, zN, zF);
glTranslatef(0.0, 0.0, -20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void GLWin::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(xTra, yTra, zTra);
glRotatef(iRot, 0.0, 1.0, 0.0);
glCallList(idx);
}
void GLWin::keyPressEvent(QKeyEvent *ke)
{
switch (ke->key())
{
case Qt::Key_S:
if(shadingMode) {
glEnable (GL_LIGHTING);
shadingMode = false;
}
else {
glDisable(GL_LIGHTING);
shadingMode = true;
}
break;
case Qt::Key_Space:
iRot=iRot+1;
break;
case Qt::Key_Up:
yTra=yTra-0.2;
break;
case Qt::Key_Down:
yTra=yTra+0.2;
break;
case Qt::Key_Left:
xTra=xTra-0.2;
break;
case Qt::Key_Right:
xTra=xTra+0.2;
break;
case Qt::Key_Comma:
zTra=zTra-0.2;
break;
case Qt::Key_Period:
zTra=zTra+0.2;
break;
}
}
GLuint GLWin::paintMdl()
{
GLuint list;
list = glGenLists(1);
glNewList(list, GL_COMPILE);
qglColor(Qt::red);
glBegin(GL_TRIANGLES);
faceArray faces = cube->GetFaces();
uint facesNum = faces.size();
vtxArray vetices = cube->GetVertices();
for(uint i=0;i<facesNum;i++) {
face curFace = faces.at(i);
vertex v1 = vetices.at((curFace.x-1));
vertex v2 = vetices.at((curFace.y-1));
vertex v3 = vetices.at((curFace.z-1));
//calculating normal
glNormal3f(((v2.y-v1.y)*(v3.z-v1.z))-((v3.y-v1.y)*(v2.z-v1.z)), ((v2.x-v1.x)*(v3.z-v1.z))-((v3.x-v1.x)*(v2.z-v1.z)), ((v2.x-v1.x)*(v3.y-v1.y))-((v3.x-v1.x)*(v2.y-v1.y)));
glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v2.x, v2.y, v2.z);
glVertex3f(v3.x, v3.y, v3.z);
}
glEnd();
glEndList();
return list;
}