/// @overload QGLWidget void paintGL(){ vao.bind(); program.bind(); { ///--- Update modelview #ifdef WITH_QGLVIEWER /// use the trackball to specify the matrices setup_modelview(camera(), program); #else ///--- simple unit cube orthographic view static Eigen::Matrix4f M = Eigen::Matrix4f::Identity(); static Eigen::Matrix4f P = Eigen::ortho(-1.0f, +1.0f, -1.0f, +1.0f, -1.0f, +1.0f); static Eigen::Matrix4f V = Eigen::Matrix4f::Identity(); static Eigen::Matrix4f MV = V*M; static Eigen::Matrix4f MVP = P*MV; GLint MVP_id = glGetUniformLocation(program.programId(), "MVP"); glUniformMatrix4fv(MVP_id, 1, GL_FALSE, MVP.data()); GLint MV_id = glGetUniformLocation(program.programId(), "MV"); glUniformMatrix4fv(MV_id, 1, GL_FALSE, MV.data()); #endif ///--- clear & draw glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glDrawElements(GL_TRIANGLES, triangles.size(), GL_UNSIGNED_INT, 0); } vao.release(); program.release(); }
/// @overload QGLWidget void paintGL(){ program.bind(); vao.bind(); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); ///< we have 4 verts vao.release(); program.release(); }
/// @overload QGLWidget void initializeGL(){ printf("OpenGL %d.%d\n",this->format().majorVersion(),this->format().minorVersion()); ///--- Create an array object to store properties { bool success = vao.create(); Q_ASSERT(success); vao.bind(); } ///--- Load/compile shaders { bool vok = program.addShaderFromSourceCode(QGLShader::Vertex, vshader); bool fok = program.addShaderFromSourceCode(QGLShader::Fragment, fshader); bool lok = program.link (); Q_ASSERT(lok && vok && fok); bool success = program.bind(); Q_ASSERT(success); } ///--- Create vertex buffer/attributes "position" { static float vertices[] = { -1.0000,-1.0000,+0.0000, +1.0000,-1.0000,+0.0000, -1.0000,+1.0000,+0.0000, +1.0000,+1.0000,+0.0000,}; vertexbuffer = QGLBuffer(QGLBuffer::VertexBuffer); bool success = vertexbuffer.create(); Q_ASSERT(success); vertexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = vertexbuffer.bind(); Q_ASSERT(success); vertexbuffer.allocate( vertices, sizeof(vertices) ); program.setAttributeBuffer("position", GL_FLOAT, 0, 3 ); program.enableAttributeArray("position"); } ///--- Unbind to avoid pollution vao.release(); program.release(); ///--- Background glClearColor(1.0, 1.0, 1.0, 1.0); ///--- Setup opengl flags glDisable(GL_DEPTH_TEST); }
void Viewer_impl::showDistance(QPoint pixel) { static bool isAset = false; bool found; CGAL::qglviewer::Vec point; point = viewer->camera()->pointUnderPixel(pixel, found); if(!isAset && found) { //set APoint APoint = point; isAset = true; clearDistancedisplay(); } else if (found) { //set BPoint BPoint = point; isAset = false; // fills the buffers std::vector<float> v; v.resize(6); v[0] = float(APoint.x); v[1] = float(APoint.y); v[2] = float(APoint.z); v[3] = float(BPoint.x); v[4] = float(BPoint.y); v[5] = float(BPoint.z); vao.bind(); buffer.bind(); buffer.allocate(v.data(),6*sizeof(float)); rendering_program_dist.enableAttributeArray("vertex"); rendering_program_dist.setAttributeBuffer("vertex",GL_FLOAT,0,3); buffer.release(); vao.release(); distance_is_displayed = true; double dist = std::sqrt((BPoint.x-APoint.x)*(BPoint.x-APoint.x) + (BPoint.y-APoint.y)*(BPoint.y-APoint.y) + (BPoint.z-APoint.z)*(BPoint.z-APoint.z)); QFont font; font.setBold(true); TextItem *ACoord = new TextItem(float(APoint.x), float(APoint.y), float(APoint.z), QString("A(%1,%2,%3)").arg(APoint.x-viewer->offset().x).arg(APoint.y-viewer->offset().y).arg(APoint.z-viewer->offset().z), true, font, Qt::red, true); distance_text.append(ACoord); TextItem *BCoord = new TextItem(float(BPoint.x), float(BPoint.y), float(BPoint.z), QString("B(%1,%2,%3)").arg(BPoint.x-viewer->offset().x).arg(BPoint.y-viewer->offset().y).arg(BPoint.z-viewer->offset().z), true, font, Qt::red, true); distance_text.append(BCoord); CGAL::qglviewer::Vec centerPoint = 0.5*(BPoint+APoint); TextItem *centerCoord = new TextItem(float(centerPoint.x), float(centerPoint.y), float(centerPoint.z), QString(" distance: %1").arg(dist), true, font, Qt::red, true); distance_text.append(centerCoord); Q_FOREACH(TextItem* ti, distance_text) textRenderer->addText(ti); Q_EMIT(viewer->sendMessage(QString("First point : A(%1,%2,%3), second point : B(%4,%5,%6), distance between them : %7") .arg(APoint.x-viewer->offset().x) .arg(APoint.y-viewer->offset().y) .arg(APoint.z-viewer->offset().z) .arg(BPoint.x-viewer->offset().x) .arg(BPoint.y-viewer->offset().y) .arg(BPoint.z-viewer->offset().z) .arg(dist))); } }
/// @overload QGLWidget void initializeGL(){ printf("OpenGL %d.%d\n",this->format().majorVersion(),this->format().minorVersion()); ///--- Background glClearColor(1.0, 1.0, 1.0, 1.0); ///--- Viewport (simple, for unresizeable window) glViewport(0, 0, this->width(), this->height()); ///--- Setup opengl flags glEnable(GL_DEPTH_TEST); ///--- Create the triangle index buffer { assert(mesh.is_triangle_mesh()); triangles.clear(); for(auto f: mesh.faces()) for(auto v: mesh.vertices(f)) triangles.push_back(v.idx()); } ///--- Create an array object to store properties { bool success = vao.create(); assert(success); vao.bind(); } ///--- Load/compile shaders { bool vok = program.addShaderFromSourceFile(QGLShader::Vertex, ":/vshader.glsl"); bool fok = program.addShaderFromSourceFile(QGLShader::Fragment, ":/fshader.glsl"); bool lok = program.link (); assert(lok && vok && fok); bool success = program.bind(); assert(success); } ///--- Create vertex buffer/attributes "position" { auto vpoints = mesh.get_vertex_property<Vec3>("v:point"); bool success = vertexbuffer.create(); assert(success); vertexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = vertexbuffer.bind(); assert(success); vertexbuffer.allocate( vpoints.data(), sizeof(Vec3) * mesh.n_vertices() ); program.setAttributeBuffer("vpoint", GL_FLOAT, 0, 3 ); program.enableAttributeArray("vpoint"); } ///--- Create vertex buffer/attributes "normal" { auto vnormal = mesh.get_vertex_property<Vec3>("v:normal"); bool success = normalbuffer.create(); assert(success); normalbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = normalbuffer.bind(); assert(success); normalbuffer.allocate( vnormal.data(), sizeof(Vec3) * mesh.n_vertices() ); program.setAttributeBuffer("vnormal", GL_FLOAT, 0, 3 ); program.enableAttributeArray("vnormal"); } ///--- Create the index "triangle" buffer { bool success = indexbuffer.create(); assert(success); indexbuffer.setUsagePattern( QGLBuffer::StaticDraw ); success = indexbuffer.bind(); assert(success); indexbuffer.allocate(&triangles[0], triangles.size()*sizeof(unsigned int)); } #ifdef WITH_QGLVIEWER ///--- Setup camera { Box3 bbox = OpenGP::bounding_box(mesh); camera()->setType(qglviewer::Camera::ORTHOGRAPHIC); camera()->setSceneCenter(qglviewer::tr(bbox.center())); camera()->setSceneRadius(bbox.diagonal().norm()/2.0); camera()->showEntireScene(); } #endif ///--- Unbind to avoid pollution vao.release(); program.release(); }