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YASMIN/map/MapView.cpp
2016-07-15 16:39:38 +02:00

130 lines
2.9 KiB
C++

#include "MapView.h"
#include <QGLShaderProgram>
#include "Geometry.h"
// http://doc.qt.io/qt-5/qtopengl-cube-example.html
MapView::MapView(QWidget* parent) : QOpenGLWidget(parent) {
};
void MapView::timerEvent(QTimerEvent *) {
update();
}
void MapView::initializeGL() {
//qglClearColor(Qt::black);
//glEnable(GL_DEPTH_TEST);
//glEnable(GL_CULL_FACE);
//glShadeModel(GL_SMOOTH);
//glEnable(GL_LIGHTING);
//glEnable(GL_LIGHT0);
//static GLfloat lightPosition[4] = { 0, 0, 10, 1.0 };
//glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
initializeOpenGLFunctions();
geo = new Geometry();
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/res/gl/vertex1.glsl")) {throw "1";}
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/res/gl/fragment1.glsl")) {throw "2";}
if (!program.link()) {throw "3";}
if (!program.bind()) {throw "4";}
timer.start(60, this);
}
void MapView::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glLoadIdentity();
//glTranslatef(0.0, 0.0, -10.0);
//glRotatef(20 / 16.0, 1.0, 0.0, 0.0);
//glRotatef(30 / 16.0, 0.0, 1.0, 0.0);
//glRotatef(60 / 16.0, 0.0, 0.0, 1.0);
draw();
}
void MapView::resizeGL(int w, int h) {
// Calculate aspect ratio
qreal aspect = qreal(w) / qreal(h ? h : 1);
// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
const qreal zNear = 3.0, zFar = 7.0, fov = 45.0;
// Reset projection
projection.setToIdentity();
// Set perspective projection
projection.perspective(fov, aspect, zNear, zFar);
}
void MapView::draw() {
static float angularSpeed = 0;
angularSpeed += 0.5;
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//texture->bind();
QVector3D rotationAxis(1,1,1);
QQuaternion rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed);
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0, 0.0, -5.0);
matrix.rotate(rotation);
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", projection * matrix);
// Use texture unit 0 which contains cube.png
program.setUniformValue("texture", 0);
// Draw cube geometry
geo->drawCubeGeometry(&program);
//qglColor(Qt::red);
/*glBegin(GL_QUADS);
glNormal3f(0,0,-1);
glVertex3f(-1,-1,0);
glVertex3f(-1,1,0);
glVertex3f(1,1,0);
glVertex3f(1,-1,0);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3f(0,-1,0.707);
glVertex3f(-1,-1,0);
glVertex3f(1,-1,0);
glVertex3f(0,0,1.2);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3f(1,0, 0.707);
glVertex3f(1,-1,0);
glVertex3f(1,1,0);
glVertex3f(0,0,1.2);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3f(0,1,0.707);
glVertex3f(1,1,0);
glVertex3f(-1,1,0);
glVertex3f(0,0,1.2);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3f(-1,0,0.707);
glVertex3f(-1,1,0);
glVertex3f(-1,-1,0);
glVertex3f(0,0,1.2);
glEnd();*/
}