git-svn-id: svn://db.shs.com.ru/libs@45 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-23 17:07:25 +00:00
parent 104a7f99ad
commit 48addec20f
32 changed files with 738 additions and 541 deletions

View File

@@ -16,12 +16,10 @@
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gltypes.h"
#include "glcamera.h"
#include "qglview.h"
QGLWidget * currentQGLView;
Camera * currentCamera;
QMatrix4x4 globCameraMatrix;
QMutex globMutex;
@@ -172,195 +170,6 @@ QImage rotateQImageRight(const QImage & im) {
void Camera::anglesFromPoints() {
QVector3D dv = aim_ - pos_, tv;
tv = QVector3D(dv.x(), dv.y(), 0.);
angle_z = atan2(tv.x(), tv.y()) * rad2deg;
angle_xy = piClamp<GLdouble>(atan2(tv.length(), dv.z()) * rad2deg + 180., angle_limit_lower_xy, angle_limit_upper_xy);
}
void Camera::apply(const GLdouble & aspect) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (aspect <= 1.)
glScaled(aspect, aspect, 1.);
QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
pm.perspective(fov_, aspect, depth_start, depth_end);
//qDebug() << pm << glMatrixPerspective(fov_, aspect, depth_start, depth_end);;
setGLMatrix(pm);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslated(0., 0., -distance());
glRotated(angle_xy, 1., 0., 0.);
glRotated(angle_roll, 0., -1., 0.);
glRotated(angle_z, 0., 0., 1.);
//glTranslated(pos_.x(), pos_.y(), pos_.z());
//if (mirror_y) glScalef(1,-1,-1);
//if (mirror_x) glScalef(-1,1,-1);
//glScalef(-1,-1,1);
glTranslated(-aim_.x(), -aim_.y(), -aim_.z());
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
//qDebug() << "viewport" << viewport[0] << viewport[1] << viewport[2] << viewport[3];
}
void Camera::panZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z += a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
}
void Camera::panXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy += a;
angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
aim_ = pos_ + dv;
}
void Camera::rotateZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z += a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
}
void Camera::rotateXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy += a;
angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
aim_ = pos_ + dv;
}
void Camera::orbitZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z += a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
pos_ = aim_ - dv;
}
void Camera::orbitXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy += a;
angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
pos_ = aim_ - dv;
}
void Camera::setAngleZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angle_z = a;
dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
}
void Camera::setAngleXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angle_xy = a;
tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
//pos_ = aim_ - dv;
aim_ = pos_ + dv;
//anglesFromPoints();
}
void Camera::moveForward(const double & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tc, cos(angle_z * deg2rad) * tc, 0.);
if (withZ) dv.setZ(-cos(angle_xy * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
}
void Camera::moveLeft(const double & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad - M_PI_2) * tc, cos(angle_z * deg2rad - M_PI_2) * tc, 0.);
if (withZ) dv.setZ(-sin(angle_roll * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
}
void Camera::moveUp(const double & x, bool onlyZ) {
QVector3D dv;
if (onlyZ)
dv = QVector3D(0., 0., x);
else {
double tc = cos(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tc, cos(angle_z * deg2rad) * tc, -sin(angle_xy * deg2rad));
dv.normalize();
dv *= x;
}
pos_ += dv;
aim_ += dv;
}
void Camera::flyCloser(const double & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() / (1. + s), tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
pos_ = aim_ - dv;
}
void Camera::flyFarer(const double & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() * (1. + s), tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
pos_ = aim_ - dv;
}
void Camera::flyToDistance(const double & d) {
QVector3D dv = aim_ - pos_;
double tc = -sin(angle_xy * deg2rad);
dv = QVector3D(sin(angle_z * deg2rad) * d * tc, cos(angle_z * deg2rad) * d * tc, -cos(angle_xy * deg2rad) * d);
pos_ = aim_ - dv;
}
QVector3D Camera::pointFromViewport(int x_, int y_, double z_) {
GLsizei mx = x_, my = viewport[3] - y_, mz = z_;
GLdouble x,y,z;
gluUnProject(mx, my, mz, modelview, projection, viewport, &x, &y, &z);
return QVector3D(x,y,z);
}
QColor colorFromString(const QString & str) {
QString s = str.trimmed();
int i = s.indexOf("\t");
@@ -443,9 +252,31 @@ void glDisableDepth() {
void glClearFramebuffer(const QColor & color, bool depth) {
glClearColor(color.redF(), color.greenF(), color.blueF(), color.alphaF());
glClearDepth(1.);
//glClearDepth(0.);
if (depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
}
QGLViewBase::QGLViewBase() {
camera_ = new Camera();
}
Camera & QGLViewBase::camera() {
return *camera_;
}
const Camera & QGLViewBase::camera() const {
return *camera_;
}
void QGLViewBase::setCamera(const Camera & camera) {
*camera_ = camera;
}