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openglwindow.cpp
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openglwindow.cpp
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#include "openglwindow.h"
#include <gl/freeglut.h>
#define SCALE_FACTOR 0.1f
#define ROTATE_FACTOR 2.0f
#define TRANSLATE_FACTOR 15.0f
#define LOOKING_DISTANCE_FACTOR 4.0f
GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[] = { 0.0f, 300.0f, 0.0f, 1.0f }; //光照位置
GLfloat LightPosition2[] = { 0.0f, -300.0f, 0.0f, 1.0f };
float int2float(int intensity) {
return (float)intensity / 255.0f;
}
OpenglWindow::OpenglWindow(QWidget *parent) :QOpenGLWidget(parent) {
size = 1.f;
rotateAngleHoriFi = rotateAngleVertFi = 0;
rotateAngleHori = rotateAngleVert = 0;
translateHoriFi = translateVertFi = 0;
translateHori = translateVert = 0;
mouseOriPosX = -1;
mouseOriPosY = -1;
modelManager = new ModelManager;
}
OpenglWindow::~OpenglWindow() {
delete modelManager;
}
void OpenglWindow::initializeGL() {
if (!modelManager->importModel("modelPath.txt"))
cout << "Import model error!" << endl;
glEnable(GL_TEXTURE_2D);
glClearColor(int2float(40), int2float(10), int2float(40), 1.f);
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculation
//设置光照
glEnable(GL_NORMALIZE); //法向量单位化
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
glEnable(GL_LIGHT2);
glLightfv(GL_LIGHT2, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT2, GL_POSITION, LightPosition2);
}
void OpenglWindow::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, (modelManager->scene_max.z - modelManager->scene_min.z) * LOOKING_DISTANCE_FACTOR,
0, 0, -(modelManager->scene_max.z - modelManager->scene_min.z) * LOOKING_DISTANCE_FACTOR,
0, 1.0f, 0);
//放缩
glScalef(size, size, size);
//平移
glTranslatef(translateHoriFi + translateHori, translateVertFi + translateVert, 0);
//旋转
glRotatef(rotateAngleHoriFi + rotateAngleHori, 0.f, 1.f, 0.f);
glRotatef(rotateAngleVertFi + rotateAngleVert, 1.f, 0.f, 0.f);
//平移:把中心固定为模型中心
glTranslatef(-(modelManager->scene_center.x),
-(modelManager->scene_center.y),
-(modelManager->scene_center.z));
modelManager->renderTheModel();
//repaint
update();
}
void OpenglWindow::resizeGL(int width, int height) {
if (height == 0)
height = 1;
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)width/(GLfloat)height, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void OpenglWindow::mousePressEvent(QMouseEvent *event) {
if (event->buttons() == Qt::LeftButton) {
mouseOriPosX = event->pos().x();
mouseOriPosY = event->pos().y();
}
}
void OpenglWindow::mouseMoveEvent(QMouseEvent *event) {
int mouseNowPosX = event->pos().x();
int mouseNowPosY = event->pos().y();
int dx = mouseNowPosX - mouseOriPosX; //相对距离
int dy = mouseNowPosY - mouseOriPosY;
if (modelManager->transformMode == Rotation) {
rotateAngleHori = (GLfloat)dx / ROTATE_FACTOR;
rotateAngleVert = (GLfloat)dy / ROTATE_FACTOR;
}
else {
translateHori = (GLfloat)dx / TRANSLATE_FACTOR;
translateVert = (GLfloat)-dy / TRANSLATE_FACTOR;
}
}
void OpenglWindow::mouseReleaseEvent(QMouseEvent *event) {
if (modelManager->transformMode == Rotation) {
rotateAngleHoriFi += rotateAngleHori;
rotateAngleHori = 0;
rotateAngleVertFi += rotateAngleVert;
rotateAngleVert = 0;
}
else {
translateHoriFi += translateHori;
translateHori = 0;
translateVertFi += translateVert;
translateVert = 0;
}
}
void OpenglWindow::wheelEvent(QWheelEvent * event) {
if (event->delta() > 0) {
if (size > SCALE_FACTOR)
size -= SCALE_FACTOR;
}
else {
if (size < SCALE_FACTOR * 30.0f)
size += SCALE_FACTOR;
}
}
void OpenglWindow::loadTextureOp() {
if (modelManager->textureState == TextureOff) {
if (!modelManager->loadTextures())
cout << "Load Texture Failure..." << endl;
}
modelManager->textureState = TextureOn;
}
void OpenglWindow::deleteTextureOp() {
modelManager->textureState = TextureOff;
}
void OpenglWindow::showWireframe() {
modelManager->displayMode = Wireframe;
}
void OpenglWindow::showFlat() {
modelManager->displayMode = Flat;
}
void OpenglWindow::showFlatlines() {
modelManager->displayMode = Flatlines;
}
void OpenglWindow::showColorNone() {
modelManager->displayColor = None;
}
void OpenglWindow::showColorRed() {
modelManager->displayColor = Red;
}
void OpenglWindow::showColorGreen() {
modelManager->displayColor = Green;
}
void OpenglWindow::shadingGouraud() {
modelManager->shadingMode = Gouraud;
}
void OpenglWindow::shadingPhong() {
modelManager->shadingMode = Phong;
}
void OpenglWindow::shadingFlat() {
modelManager->shadingMode = FlatS;
}
void OpenglWindow::rotationOp() {
modelManager->transformMode = Rotation;
}
void OpenglWindow::translationOp() {
modelManager->transformMode = Translation;
}
void OpenglWindow::subdivisionOn() {
modelManager->subdivisionDepth = 1;
}
void OpenglWindow::subdivisionOff() {
modelManager->subdivisionDepth = 0;
}