GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent) { gear1 = 0; gear2 = 0; gear3 = 0; xRot = 0; yRot = 0; zRot = 0; gear1Rot = 0; QTimer *timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(advanceGears())); timer->start(20); }
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent) { initializeGL(); xRot = 0; yRot = 0; zRot = 0; gear1Rot=0; isrotating=false; lightcolor=10; lighteffect=0; modelambient=0; modeldiffuse=0; modelspecular=0; modelshininess=0; modelemission=0; QTimer *timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(advanceGears())); timer->start(80); }
GLWidget::GLWidget(std::string bPath,QWidget *parent) : QGLWidget(parent) { binaryPath=bPath; glewInit(); GLboolean bGLEW = glewIsSupported("GL_VERSION_2_0 GL_ARB_pixel_buffer_object"); cli = new CL(); RenderSettings rs; //rs.blending=false; rs.blending=false; float nf[2]; glGetFloatv(GL_DEPTH_RANGE,nf); rs.m_near = nf[0]; rs.m_far = nf[1]; //dout<<"near = "<<rs.near<<endl; //dout<<"far = "<<rs.far<<endl; //dout<<"spacing = "<<systems["water"]->getSpacing()<<endl; //rs.particleRadius = systems["water"]->getSpacing()*20.f; //rs.windowWidth=windowWidth; //rs.windowHeight=windowHeight; lib = new ShaderLibrary(); string shaderpath=bPath+"/shaders"; lib->initializeShaders(shaderpath); effects["default"]=new ParticleEffect(rs,*lib); //effects["sprite"]=new ParticleEffect(); rs.blending=true; //rs.particleRadius =systems["water"]->getSpacing()*.6f; effects["ssfr"]=new SSEffect(rs, *lib); meshRenderer=new MeshEffect(rs, *lib); translation.x = -5.00f; translation.y = -5.00f;//300.f; translation.z = 5.00f; rotation.x=0.0f; rotation.y=0.0f; light.diffuse.x=1.0;light.diffuse.y=1.0;light.diffuse.z=1.0; //light.ambient.x=0.3;light.ambient.y=0.3;light.ambient.z=0.3; light.ambient.x=1.0;light.ambient.y=1.0;light.ambient.z=1.0; light.specular.x=1.0;light.specular.y=1.0;light.specular.z=1.0; light.pos.x=-0.5f; light.pos.y=1.5f; light.pos.z=5.0f; //mass=100.0f; mass=0.01f; sizeScale=1.0f; //string scenefile = path+"/demo_scene.obj"; renderVelocity=false; paused=false; //scene=NULL; scene_list=0; //loadScene(scenefile); renderMovie=false; frameCounter=0; //string meshesfile = path+"/demo_mesh_scene.obj"; //loadMeshScene(meshesfile); //build_shapes(scene, scene->mRootNode); //build_dynamic_shapes(dynamicMeshScene, dynamicMeshScene->mRootNode); environTex = RenderUtils::loadCubemapTexture(bPath+"/cubemaps/"); fov=65.0f; near=0.3f; far=1000.0f; QTimer *timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(advanceGears())); timer->start(20); }