示例#1
1
void GLWidget::resizeGL(int w, int h) {
    width = w;
    height = h;

    radius = min(width, height) * .75;

    float aspect = (float)w/h;

    projMatrix = perspective(45.0f, aspect, 1.0f, 100.0f);
    viewMatrix = lookAt(vec3(0,0,-10),vec3(0,0,0),vec3(0,1,0));
    modelMatrix = mat4(1.0f);

    glUseProgram(cubeProg);
    glUniformMatrix4fv(cubeProjMatrixLoc, 1, false, value_ptr(projMatrix));
    glUniformMatrix4fv(cubeViewMatrixLoc, 1, false, value_ptr(viewMatrix));
    glUniformMatrix4fv(cubeModelMatrixLoc, 1, false, value_ptr(modelMatrix));
    glUniformMatrix4fv(cubeRotationMatrixLoc, 1, false, value_ptr(rotationMatrix));

    glUseProgram(gridProg);
    glUniformMatrix4fv(gridProjMatrixLoc, 1, false, value_ptr(projMatrix));
    glUniformMatrix4fv(gridViewMatrixLoc, 1, false, value_ptr(viewMatrix));
    glUniformMatrix4fv(gridModelMatrixLoc, 1, false, value_ptr(modelMatrix));
    glUniformMatrix4fv(gridRotationMatrixLoc, 1, false, value_ptr(rotationMatrix));
}
示例#2
1
void easygl::draw()
{
    // update camera
    //vec3 direction = rotate(orientation, vec3(0, 0, -1));
    //vec3 direction = rotate(quat(0,0,0,0), vec3(0, 0, -1));
    position = vec3(5.0f, 5.0f, 5.0f) + (movement.z * direction + movement.x * right - movement.y * up);
    target = position + direction;
    modelview = lookAt(position, target, up);
    projection = perspective(fieldOfView, aspectRatio, near, far);
    
	glViewport(0,0, viewportSize.x, viewportSize.y);
	if(viewportSize.y == 0)
		viewportSize.y = 1;
	aspectRatio = (float)viewportSize.x / (float)viewportSize.y;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_DEPTH_TEST);
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    //glEnable(GL_CULL_FACE);
    //glEnable(GL_LINE_SMOOTH);
    //glLineWidth(1.0f);

	// camera
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glLoadMatrixf(value_ptr(projection));

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glLoadMatrixf(value_ptr(modelview));

    // light
	glEnable(GL_LIGHT0);
	glLightfv(GL_LIGHT0, GL_POSITION, value_ptr(vec4(0.6f, 0.7f, 0.7f, 0.0f)));
	glLightfv(GL_LIGHT0, GL_AMBIENT, value_ptr(vec4(0.1f, 0.1f, 0.1f, 1.0f)));
	glLightfv(GL_LIGHT0, GL_DIFFUSE, value_ptr(vec4(1.0f, 0.9f, 0.8f, 1.0f)));
	glLightfv(GL_LIGHT0, GL_SPECULAR, value_ptr(vec4(1.0f, 1.0f, 1.0f, 1.0f)));

	// scene
    //drawGrid();
    //drawRobot();
    drawAxis();
    //drawPath();

    
    glColor3f(0.3f, 0, 0);
    glBegin(GL_QUADS);
    glVertex3f(d.min.x/10, d.min.y/10, -0.01f);
    glVertex3f(d.min.x/10, d.max.y/10, -0.01f);
    glVertex3f(d.max.x/10, d.max.y/10, -0.01f);
    glVertex3f(d.max.x/10, d.min.y/10, -0.01f);
    glEnd();

    glBegin(GL_LINES);
    for(layer &l : d.layers){
        for(contur &c : l.conts){
            if(c.ctype == contur::toolpath || c.ctype == contur::input)
                displaycontour(&c);
        }
    }
    glEnd();
    
    glFlush();
}
示例#3
0
void easygl::drawBox(GLdouble width, GLdouble height, GLdouble depth)
{
	const GLfloat vertices[8][3] = {
		{1.0, 1.0, 1.0}, {1.0, -1.0, 1.0}, {-1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0},
		{1.0, 1.0, -1.0}, {1.0, -1.0, -1.0}, {-1.0, -1.0, -1.0}, {-1.0, 1.0, -1.0} };
	const GLfloat normals[6][3] = {
		{0.0, 0.0, 1.0}, {-1.0, 0.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0},
		{0.0, -1.0, 0.0}, {0.0, 0.0, -1.0}};
	const short faces[6][4] = {
		{3, 2, 1, 0}, {2, 3, 7, 6}, {0, 1, 5, 4}, {3, 0, 4, 7}, {1, 2, 6, 5}, {4, 5, 6, 7} };

	glEnable(GL_LIGHTING);

	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, value_ptr(vec4(0.5f, 0.5f, 1.0f, 1.0f)));
	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, value_ptr(vec4(0.0f, 0.0f, 0.0f, 1.0f)));
	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 2.0f);

    glPushMatrix();
    glTranslatef(0, height/2, 0);
    glScalef(width/2, height/2, depth/2);
    glBegin(GL_QUADS);
    for(int f = 0; f < 6; f++)
	{
		glNormal3fv(normals[f]);
        for(int i = 0; i < 4; i++)
            glVertex3fv(vertices[faces[f][i]]);
	}
    glEnd ();
    glPopMatrix();

    glDisable(GL_LIGHTING);
}
示例#4
0
void GLWidget::mouseMoveEvent(QMouseEvent *event) {
    last.x = event->x();
    last.y = event->y();

    vec3 begin = pointOnVirtualTrackball(first);
    vec3 end = pointOnVirtualTrackball(last);

    float dotProduct = dot(normalize(begin), normalize(end));
    float angle = acos(dotProduct);
    vec3 crossP = cross(begin, end);

    if(length(crossP) > .00001f)
    {
        rotationMatrix = rotate(mat4(1.0), angle, normalize(crossP)) * rotationMatrix;
        glUseProgram(cubeProg);
        glUniformMatrix4fv(cubeRotationMatrixLoc, 1, false, value_ptr(rotationMatrix));
        glUseProgram(gridProg);
        glUniformMatrix4fv(gridRotationMatrixLoc, 1, false, value_ptr(rotationMatrix));
        update();
    }


    first.x = last.x;
    first.y = last.y;
}
void Render::vector( const glm::vec3& vec, const glm::vec3& point , const glm::vec4& color/*=glm::vec4(1,1,1,1)*/ )
{
	glColor4fv(value_ptr(color));

	glBegin(GL_LINES);
		glVertex3fv(value_ptr(point));
		glVertex3fv(value_ptr(point + vec));
	glEnd();

	glBegin(GL_POINTS);
		glVertex3fv(value_ptr(point + vec));
	glEnd();

	glColor4f(1,1,1,1);
}