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