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// constructeur
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(parent)
{
xRot = 0;
yRot = 0;
zRot = 0;
xRotanc = 0;
yRotanc = 0;
zRotanc = 0;
xTrans = 0;
yTrans = 0;
couleurback=0;
}
GLWidget::~GLWidget()
{
makeCurrent();
glDeleteLists(form, 1);
}
// initialisation
void GLWidget::initializeGL()
{
this->lumiere=1;
this->mode=1;
this->debut=1;
this->select=0;
this->selectstalag=0;
static const GLfloat lightPos[4] = { 5.0f, 5.0f, 10.0f, 1.0f };
static const GLfloat reflectance1[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
static const GLfloat reflectance2[4] = { 0.0f, 0.8f, 0.2f, 1.0f };
static const GLfloat reflectance3[4] = { 0.2f, 0.2f, 1.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
form=dessinForm(GL_RENDER);
glEnable(GL_NORMALIZE);
couleurback=0;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
xTrans=0;
yTrans=0;
zTrans=0;
xRot=0.0;
yRot=0.0;
zRot=0.0;
afficheaxe=0;
affichenormale=0;
affichecercle=0;
}
// fonction de changement de dimension
void GLWidget::resizeGL(int width, int height)
{
this->w=width;
this->h=height;
int side = qMax(width, height);
glViewport((width - side) / 2, (height - side) / 2, side, side);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, +1.0, -1.0, 1.0, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslated(0.0, 0.0, -15.0);
}
// fonction d'affichage GL
void GLWidget::paintGL()
{
glRenderMode (GL_RENDER);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
if(xTrans!=0 ||yTrans!=0){
glTranslated(xTrans/100.0, -yTrans/100.0,0.0);
}
if(xRot!=0 ||yRot!=0||zRot!=0){
glRotated(-xRot/16.0, 1.0, 0.0, 0.0);
glRotated(yRot/16.0, 0.0, 1.0, 0.0);
glRotated(zRot/16.0, 0.0, 0.0, 1.0);
}
glColor3f(0.75f,0.75f,1.0f);
glCallList(form);
glPopMatrix();
glFlush ();
}
// construction de l'objet à afficher
GLuint GLWidget::dessinForm(GLenum mode){
GLuint list = glGenLists(1);
glNewList(list, GL_COMPILE);
for(i=0;i<n;i++){
v1=o->getM_faces()[i].getM_v1();
v2=o->getM_faces()[i].getM_v2();
v3=o->getM_faces()[i].getM_v3();
p=o->getM_vert()[v1].getNorm();
x1=p->x();
y1=p->y();
z1=p->z();
glNormal3d(x1,y1,z1);
if(o->getM_vert()[v1].getM_visible()==1 && o->getM_vert()[v2].getM_visible()==1 && o->getM_vert()[v3].getM_visible()==1){
glBegin(GL_TRIANGLES);
// Drawing Using Triangles
x=o->getM_vert()[v1].getX();
y=o->getM_vert()[v1].getY();
z=o->getM_vert()[v1].getZ();
glColor3ub(o->getM_vert()[v1].GetColor()->r(),o->getM_vert()[v1].GetColor()->g(),o->getM_vert()[v1].GetColor()->b());
glVertex3d( x, y, z); // Top
p=o->getM_vert()[v2].getNorm();
x1=p->x();
y1=p->y();
z1=p->z();
glNormal3d(x1,y1,z1);
glColor3ub(o->getM_vert()[v2].GetColor()->r(),o->getM_vert()[v2].GetColor()->g(),o->getM_vert()[v2].GetColor()->b());
glVertex3d(o->getM_vert()[v2].getX(),o->getM_vert()[v2].getY(), o->getM_vert()[v2].getZ()); // Bottom Left
p=o->getM_vert()[v3].getNorm();
x1=p->x();
y1=p->y();
z1=p->z();
glNormal3d(x1,y1,z1);
glColor3ub(o->getM_vert()[v3].GetColor()->r(),o->getM_vert()[v3].GetColor()->g(),o->getM_vert()[v3].GetColor()->b());
glVertex3d( o->getM_vert()[v3].getX(),o->getM_vert()[v3].getY(), o->getM_vert()[v3].getZ()); // Bottom Right
// Finished Drawing
glEnd();
glEndList();
return list;
} |
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