void QoccHarnessWindow::createActions() { newAction = new QAction(tr("&New"), this); newAction->setShortcut(tr("Ctrl+N")); newAction->setStatusTip(tr("Create a new file")); connect(newAction, SIGNAL(triggered()), this, SLOT(newFile())); openAction = new QAction(tr("&Open..."), this); openAction->setShortcut(tr("Ctrl+O")); openAction->setStatusTip(tr("Open an existing file")); connect(openAction, SIGNAL(triggered()), this, SLOT(open())); saveAction = new QAction(tr("&Save"), this); saveAction->setShortcut(tr("Ctrl+S")); saveAction->setStatusTip(tr("Save the document to disk")); connect(saveAction, SIGNAL(triggered()), this, SLOT(save())); printAction = new QAction(tr("&Print..."), this); printAction->setShortcut(tr("Ctrl+P")); printAction->setStatusTip(tr("Print the document")); connect(printAction, SIGNAL(triggered()), this, SLOT(print())); exitAction = new QAction(tr("E&xit"), this); exitAction->setShortcut(tr("Ctrl+X")); exitAction->setStatusTip(tr("Exit the application")); connect(exitAction, SIGNAL(triggered()), this, SLOT(close())); undoAction = new QAction(tr("&Undo"), this); undoAction->setShortcut(tr("Ctrl+Z")); undoAction->setStatusTip(tr("Undo the last operation")); connect(undoAction, SIGNAL(triggered()), this, SLOT(undo())); redoAction = new QAction(tr("&Redo"), this); redoAction->setShortcut(tr("Ctrl+Y")); redoAction->setStatusTip(tr("Redo the last operation")); connect(redoAction, SIGNAL(triggered()), this, SLOT(redo())); cutAction = new QAction(tr("Cu&t"), this); cutAction->setShortcut(tr("Ctrl+X")); cutAction->setStatusTip(tr("Cut the current selection's contents to the clipboard")); connect(cutAction, SIGNAL(triggered()), this, SLOT(cut())); copyAction = new QAction(tr("&Copy"), this); copyAction->setShortcut(tr("Ctrl+C")); copyAction->setStatusTip(tr("Copy the current selection's contents to the clipboard")); connect(copyAction, SIGNAL(triggered()), this, SLOT(copy())); pasteAction = new QAction(tr("&Paste"), this); pasteAction->setShortcut(tr("Ctrl+V")); pasteAction->setStatusTip(tr("Paste the clipboard's contents into the current selection")); connect(pasteAction, SIGNAL(triggered()), this, SLOT(paste())); aboutAction = new QAction(tr("&About"), this); aboutAction->setStatusTip(tr("Show the application's About box")); connect(aboutAction, SIGNAL(triggered()), this, SLOT(about())); aboutQtAction = new QAction(tr("About &Qt"), this); aboutQtAction->setStatusTip(tr("Show the Qt library's About box")); connect(aboutQtAction, SIGNAL(triggered()), qApp, SLOT(aboutQt())); connect(aboutQtAction, SIGNAL(triggered()), this, SLOT(aboutQt())); // Now for the QtOCCViewWidget slots. /* fitAction = new QAction(tr("&Fit Window"), this); fitAction->setShortcut(tr("Ctrl+F")); fitAction->setStatusTip(tr("Fit to window")); connect(fitAction, SIGNAL(triggered()), myOCC, SLOT(fitExtents())); */ fitAllAction = new QAction(tr("&Fit All"), this); fitAllAction->setShortcut(tr("Ctrl+F")); fitAllAction->setStatusTip(tr("Fit contents to viewport")); connect(fitAllAction, SIGNAL(triggered()), myOCC, SLOT(fitAll())); zoomAction = new QAction(tr("&Zoom"), this); zoomAction->setStatusTip(tr("Zoom in window")); connect(zoomAction, SIGNAL(triggered()), myOCC, SLOT(fitArea())); panAction = new QAction(tr("&Pan"), this); panAction->setStatusTip(tr("Window panning")); connect(panAction, SIGNAL(triggered()), myOCC, SLOT(pan())); rotAction = new QAction(tr("&Rotate"), this); rotAction->setShortcut(tr("Ctrl+R")); rotAction->setStatusTip(tr("Window rotation")); connect(rotAction, SIGNAL(triggered()), myOCC, SLOT(rotation())); gridToggleAction = new QAction(tr("Toggle &Grid"), this); gridToggleAction->setShortcut(tr("Ctrl+G")); gridToggleAction->setStatusTip(tr("Turn the grid on or off")); connect(gridToggleAction, SIGNAL(triggered()), myVC, SLOT(gridToggle())); /* gridOffAction = new QAction(tr("Gri&d Off"), this); gridOffAction->setShortcut(tr("Ctrl+D")); gridOffAction->setStatusTip(tr("Turn the grid on")); connect(gridOffAction, SIGNAL(triggered()), myVC, SLOT(gridOff())); */ gridXYAction = new QAction(tr("XY Grid"), this); gridXYAction->setStatusTip(tr("Grid on XY Plane")); //gridOffAction->setShortcut(tr("Ctrl+Z")); connect(gridXYAction, SIGNAL(triggered()), myVC, SLOT(gridXY())); gridXZAction = new QAction(tr("XZ Grid"), this); gridXZAction->setStatusTip(tr("Grid on XZ Plane")); //gridXZAction->setShortcut(tr("Ctrl+Y")); connect(gridXZAction, SIGNAL(triggered()), myVC, SLOT(gridXZ())); gridYZAction = new QAction(tr("YZ Grid"), this); gridYZAction->setStatusTip(tr("Grid on YZ Plane")); //gridOffAction->setShortcut(tr("Ctrl+Z")); connect(gridYZAction, SIGNAL(triggered()), myVC, SLOT(gridYZ())); gridRectAction = new QAction(tr("Rectangular"), this); gridRectAction->setStatusTip(tr("Retangular grid")); //gridOffAction->setShortcut(tr("Ctrl+Z")); connect(gridRectAction, SIGNAL(triggered()), myVC, SLOT(gridRect())); gridCircAction = new QAction(tr("Circular"), this); gridCircAction->setStatusTip(tr("Circular grid")); //gridOffAction->setShortcut(tr("Ctrl+Z")); connect(gridCircAction, SIGNAL(triggered()), myVC, SLOT(gridCirc())); // Standard View viewFrontAction = new QAction(tr("Front"), this); viewFrontAction->setStatusTip(tr("View From Front")); connect(viewFrontAction, SIGNAL(triggered()), myOCC, SLOT(viewFront())); viewBackAction = new QAction(tr("Back"), this); viewBackAction->setStatusTip(tr("View From Back")); connect(viewBackAction, SIGNAL(triggered()), myOCC, SLOT(viewBack())); viewTopAction = new QAction(tr("Top"), this); viewTopAction->setStatusTip(tr("View From Top")); connect(viewTopAction, SIGNAL(triggered()), myOCC, SLOT(viewTop())); viewBottomAction = new QAction(tr("Bottom"), this); viewBottomAction->setStatusTip(tr("View From Bottom")); connect(viewBottomAction, SIGNAL(triggered()), myOCC, SLOT(viewBottom())); viewLeftAction = new QAction(tr("Left"), this); viewLeftAction->setStatusTip(tr("View From Left")); connect(viewLeftAction, SIGNAL(triggered()), myOCC, SLOT(viewLeft())); viewRightAction = new QAction(tr("Right"), this); viewRightAction->setStatusTip(tr("View From Right")); connect(viewRightAction, SIGNAL(triggered()), myOCC, SLOT(viewRight())); viewAxoAction = new QAction(tr("&Axonometric Fit"), this); viewAxoAction->setStatusTip(tr("Axonometric view and fit all")); viewAxoAction->setShortcut(tr("Ctrl+A")); connect(viewAxoAction, SIGNAL(triggered()), myOCC, SLOT(viewAxo())); viewGridAction = new QAction(tr("Grid"), this); viewGridAction->setStatusTip(tr("View from grid")); connect(viewGridAction, SIGNAL(triggered()), myOCC, SLOT(viewGrid())); viewResetAction = new QAction(tr("Reset"), this); viewResetAction->setStatusTip(tr("Reset the view")); connect(viewResetAction, SIGNAL(triggered()), myOCC, SLOT(viewReset())); backgroundAction = new QAction( tr("&Background"), this ); backgroundAction->setStatusTip(tr("Change the background colour")); connect(backgroundAction, SIGNAL(triggered()), myOCC, SLOT(background())); // The co-ordinates from the view connect( myOCC, SIGNAL(mouseMoved(V3d_Coordinate,V3d_Coordinate,V3d_Coordinate)), this, SLOT(xyzPosition(V3d_Coordinate,V3d_Coordinate,V3d_Coordinate)) ); // Add a point from the view connect( myOCC, SIGNAL(pointClicked(V3d_Coordinate,V3d_Coordinate,V3d_Coordinate)), this, SLOT (addPoint (V3d_Coordinate,V3d_Coordinate,V3d_Coordinate)) ); connect( myOCC, SIGNAL(sendStatus(const QString)), this, SLOT (statusMessage(const QString)) ); // And the bottle example bottleAction = new QAction(tr("Load &Bottle"), this); bottleAction->setShortcut(tr("Ctrl+B")); bottleAction->setStatusTip(tr("Bottle sample.")); connect(bottleAction, SIGNAL(triggered()), this, SLOT(bottle())); }
int main(){ int BOTTLE_COUNT = 7; // =========== LOAD IMAGES ========== sf::Texture odd_tile_image, even_tile_image, dice_img, bottle_label, bottle_two_label; bottle_label.loadFromFile("label.png"); bottle_two_label.loadFromFile("label.png"); sf::String dice_file = "dice.jpg"; sf::String odd_tile_file = "odd_tile.jpg"; sf::String even_tile_file = "even_tile.jpg"; if (!odd_tile_image.loadFromFile(odd_tile_file)){ std::cout << "Could not load " << odd_tile_file.getData(); } if (!even_tile_image.loadFromFile(even_tile_file)){ std::cout << "Could not load " << even_tile_file.getData(); } if (!dice_img.loadFromFile(dice_file)){ std::cout << "Could not load " << dice_file.getData(); } // =========== END LOAD IMAGES ========== int width = 1024, height = 960; sf::ContextSettings Settings; Settings.depthBits = 24; // Request a 24 bits depth buffer Settings.stencilBits = 8; // Request a 8 bits stencil buffer Settings.antialiasingLevel = 2; // Request 2 levels of antialiasing sf::RenderWindow window(sf::VideoMode(width, height, 32), "C00170460 - Keith Byrne CA2", sf::Style::Close, Settings); window.setFramerateLimit(60); sf::Clock Clock; // Help message sf::Font font; font.loadFromFile("C:\\Windows\\Fonts\\arial.TTF"); std::string instructions; instructions += "W A S D for Camera Movement\n"; instructions += "NUMPAD 4 6 8 2 for left/right/up/down Torch Movement\n"; instructions += "SPACEBAR for torch light switch\n"; instructions += "LEFT CTRL for torch light colour switch\n"; instructions += "P for global light switch."; sf::Text help; help.setFont(font); help.setString(instructions); help.setColor(sf::Color::White); help.setCharacterSize(20); help.setPosition(20, 40); bool global_switch = true; // Camera Setup Camera camera(1, // forward speed 5, // rotation speed Vector<float>(0, 5, -15), // position Vector<float>(0, 0, 20), // forward Vector<float>::YAXIS); // up glClearDepth(1.f); glClearColor(0.0f, 0.0f, 1.0f, 1.0f); //background colour glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); glDepthMask(GL_TRUE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); glEnable(GL_TEXTURE_2D); //set up a 3D Perspective View volume gluPerspective(90.f, (float)width / height, 1.f, 50.0f);//fov, aspect, zNear, zFar double t = 0.0; double tetha; double fi_tetha = (2 * M_PI) / 60; // Dice Dice dice(2, //3D Cube dimension Vector<float>(0, 0, -2)); //Initial positioning auto dice_rotation_vector = Vector<float>::YAXIS; { auto xVector = dice.getXVector(); auto yVector = dice.getYVector(); auto zv = dice.getZVector(); auto xv = xVector.rotateAroundAxis(zv, 45); xv = xv.rotateAroundAxis(xVector, -45); auto yv = yVector.rotateAroundAxis(zv, 45); yv = yv.rotateAroundAxis(xVector, -45); dice.setXYVectors(xv, yv); } dice.initDiceTexture(&dice_img); dice.setColor({ 1, 1, 1, 0.2f}); std::vector<Bottle> bottles; int modulo_factor = BOTTLE_COUNT / 3; #pragma region Bottle Set A //Create six packesque bottle arrangement for (int i = 0; i < BOTTLE_COUNT - 1; i++){ //Bottle instantiation as follows //Position (x,y,z) global construct //Tapering object radius array (bottom to top) //Object heights (liquid, etc..) //Thickness //Liquid measure float x_pos = -10; float y_pos = 0.5f; float z_pos = -10; if (i % modulo_factor == 0) { z_pos = -7.5; z_pos += i; x_pos = -7.5; Bottle bottle(Vector<float>(x_pos, y_pos, z_pos), { 1, 1, .95f, .85f, .7f, .5f, .4f, .4f }, { 3.85f, .2f, .2f, .2f, .2f, 2, 1 }, .1f, 4.2f); bottle.label = Label(1, 3, 200, Vector<float>(x_pos, y_pos + 1.0f, z_pos)); bottle.label.slices = 500; //Set label global colour to full opacity bottle.outerColour = { 1.0f, 1.0f, 1.0f, 0.3f }; bottle.innerColour = { 1.0f, 1.0f, 1.0f, 0.3f }; bottle.liquidColour = { 1.000f, 0.843f, 0.000f, 0.6f }; bottle.labelColour = { 0, 0, 0, 1 }; bottle.label.setTexture(&bottle_label, bottle.label.generateTextureVertices()); bottle.init(); bottles.push_back(bottle); } else { z_pos += i; Bottle bottle(Vector<float>(x_pos, y_pos, z_pos), { 1, 1, .95f, .85f, .7f, .5f, .4f, .4f }, { 3.85f, .2f, .2f, .2f, .2f, 2, 1 }, .1f, 4.2f); // thickness of bottle, height of liquid bottle.label = Label(1, 3, 200, Vector<float>(x_pos, y_pos + 1.0f, z_pos)); bottle.label.slices = 500; //Set label global colour to full opacity bottle.outerColour = { 1.0f, 1.0f, 1.0f, 0.3f }; bottle.innerColour = { 1.0f, 1.0f, 1.0f, 0.3f }; bottle.liquidColour = { 1.000f, 0.843f, 0.000f, 0.6f }; bottle.labelColour = { 0, 0, 0, 1 }; bottle.label.setTexture(&bottle_label, bottle.label.generateTextureVertices()); bottle.init(); bottles.push_back(bottle); } } #pragma endregion // Torch Torch torch(0.5f, 1, // radius 1, radius 2, height Vector<float>(-5, 10, 0), // position GL_LIGHT1); // light torch.setYVector(Vector<float>(0, -1, 0)); torch.addColor({ 1, 1, 1, 1 }); torch.addColor({ 1, 1, 0, 1 }); torch.addColor({ 0, 1, 1, 1 }); torch.addColor({ 0, 1, 0, 1 }); torch.setColor(0); torch.setfv(GL_DIFFUSE, { .8f, .8f, .8f, .8f }); torch.setfv(GL_SPECULAR, { 1, 1, 1, 1 }); torch.setf(GL_SPOT_CUTOFF, 30); torch.setf(GL_SPOT_EXPONENT, 5); torch.setf(GL_CONSTANT_ATTENUATION, .001); torch.setf(GL_LINEAR_ATTENUATION, .001); torch.setf(GL_QUADRATIC_ATTENUATION, .01); // Odd/Even tiled floor setup. 200x200 Floor floor(Vector<int>(200, 200), Vector<float>(1, 1), Vector<float>(-100, -100), odd_tile_image, //Map odd floor texture even_tile_image); //Map even floor texture //Setup HSR glClearDepth(1.0f); glClearColor(0.00f, 0.00f, 0.1f, 1.0f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glEnable(GL_TEXTURE_2D); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glShadeModel(GL_SMOOTH); //Lighting Config glEnable(GL_LIGHTING); GLfloat global_ambient[] = { 0.2f, 0.2f, 0.2f, 0.2f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient); Light globalLight(GL_LIGHT0); globalLight.setfv(GL_AMBIENT, { .0f, .0f, .0f, 0.05f }); globalLight.setfv(GL_DIFFUSE, { .0f, .0f, .0f, 0.05f }); globalLight.setfv(GL_SPECULAR, { .0f, .0f, .0f, 0.05f }); globalLight.setfv(GL_POSITION, { -50, -50, 0, 1 }); //globalLight.enable(); Light masterLight(GL_LIGHT2); masterLight.setfv(GL_AMBIENT, { .5f, .5f, 1.0f, 0.4f }); masterLight.setfv(GL_DIFFUSE, { .1f, .1f, .1f, .0f }); masterLight.setfv(GL_SPECULAR, { 1, 1, 1, 0.1f }); masterLight.setfv(GL_POSITION, { 0, -50, 0, 1 }); //masterLight.enable(); global_switch = false; // Material glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); GLfloat materialSpecular[4] = { 1, 1, 1, 1 }; GLfloat materialAmbient[4] = { .1f, .1f, .1f, .1f }; GLfloat materialDiffuse[4] = { .8f, .8f, .8f, .8f }; glMaterialfv(GL_FRONT, GL_SPECULAR, materialSpecular); glMaterialfv(GL_FRONT, GL_AMBIENT, materialAmbient); glMaterialfv(GL_FRONT, GL_DIFFUSE, materialDiffuse); glMateriali(GL_FRONT, GL_SHININESS, 100); // Start game loop while (window.isOpen()){ // Process events sf::Event Event; while (window.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) window.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) window.close(); //update the camera if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::P)){ if (global_switch == true) { masterLight.disable(); global_switch = false; } else{ masterLight.enable(); global_switch = true; } } if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::PageUp)){ for (int i = 0; i < BOTTLE_COUNT - 1; i++) { float liquid = bottles[i].liquid; liquid += 0.5f; bottles[i].incrementLiquid(); } } if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::PageDown)){ for (int i = 0; i < BOTTLE_COUNT - 1; i++) { float liquid = bottles[i].heights[0]; liquid -= 0.5f; bottles[i].decrementLiquid(); } } torch.update(Event); } camera.updateKeyboardEvent(); torch.updateKeyboardEvent(); //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations //initialise the worldview matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //get the viewing transform from the camera camera.ViewingTransform(); //make the world spin //TODO:probably should remove this in final static float ang = 0.0; //ang+=0.01f; //glRotatef(ang*2,0,1,0);//spin about y-axis auto light_position = torch.getPosition(); auto yVector = torch.getYVector(); //make sure light object follows absolute position and direction of torch source torch.setfv(GL_POSITION, { light_position.x, light_position.y, light_position.z, 1 }); torch.setfv(GL_SPOT_DIRECTION, { yVector.x, yVector.y, yVector.z }); window.draw(floor); dice.rotate(dice_rotation_vector, 5); window.draw(dice); for (int i = 0; i < BOTTLE_COUNT-1; i++){ bottles[i].rotate(Vector<float>(1, 1, 2), 2); window.draw(bottles[i]); } window.draw(torch); window.pushGLStates(); window.draw(help); window.popGLStates(); //Render all objects to display window.display(); } return EXIT_SUCCESS; }