3dobj-renderer/opglwidget.cpp
2023-05-03 16:14:44 +05:00

75 lines
2.3 KiB
C++

#include "opglwidget.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
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);
}