#include "opglwidget.h" #include #include #include void OPGLWidget::initializeGL() { glClearDepth(1.0f); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat light_array[] = {0.4, 0.4, 0.4, 0.4}; GLfloat light_position[] = {10.0, 20.0, 10.0, 1.0}; glLightfv(GL_LIGHT0, GL_AMBIENT, light_array); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_array); glLightfv(GL_LIGHT0, GL_SPECULAR, light_array); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); obj.load_mtl("untitled.mtl"); obj.load_obj("untitled.obj"); } void OPGLWidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); reorient(); glPolygonMode(GL_FRONT, GL_FILL); glBegin(GL_TRIANGLES); for (int i = 0; i < obj.faces.size(); i++) { Material* mtl_ptr = obj.faces[i].mtl; if (mtl_idx != mtl_ptr->idx) { glMaterialfv(GL_FRONT, GL_AMBIENT, mtl_ptr -> ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mtl_ptr -> diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mtl_ptr -> specular); glMaterialf(GL_FRONT, GL_SHININESS, {128.0f}); mtl_idx =mtl_ptr->idx; }; for (int j = 0; j < 3; j++) { glVertex3fv(obj.faces[i].vertices[j] -> pos); glNormal3fv(obj.faces[i].normals[j] -> dir); }; }; glEnd(); glFlush(); } void OPGLWidget::reorient() { float F_mag = pow(pow(loc[0], 2) + pow(loc[1], 2) +pow(loc[2], 2), 0.5); GLfloat f[] = {-loc[0]/F_mag, -loc[1] / F_mag, -loc[2] / F_mag}; GLfloat s[] = {-f[2], 0, f[0]}; float s_mag = pow(pow(s[0], 2) + pow(s[1], 2) + pow(s[2], 2), 0.5); GLfloat u[] = {(s[1] * f[2] - s[2] * f[1]) / s_mag, -(s[0] * f[2] - s[2] * f[0]) / s_mag, (s[0] * f[1] - s[1] * f[0]) / s_mag}; const GLfloat m[] = {s[0], u[0], -f[0], 0, s[1], u[1], -f[1], 0, s[2], u[2], -f[2], 0, 0, 0, 0, 1}; glMultMatrixf(m); glTranslatef(-loc[0], -loc[1], -loc[2]); } void OPGLWidget::resizeGL(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); float aspect = w / float(h); float top = 0.2f * tan(M_PI / 8); float right = 0.2f * tan(M_PI / 8) * aspect; glFrustum(-right, right, -top, top, 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); }