/* QGLView Ivan Pelipenko peri4ko@yandex.ru This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see . */ #include "glprimitives.h" void GLPrimitivePoint::draw(QOpenGLShaderProgram * prog, bool simplest) { glPointSize(sz); glColor3f(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF()); glBegin(GL_POINTS); glVertex3d(0., 0., 0.); glEnd(); } void GLPrimitiveLine::draw(QOpenGLShaderProgram * prog, bool simplest) { glColor3f(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF()); glBegin(GL_LINES); glVertex3f(p0.x(), p0.y(), p0.z()); glVertex3f(p1.x(), p1.y(), p1.z()); glEnd(); } GLPrimitiveCube::GLPrimitiveCube(float width, float length, float height, QVector3D pos): GLObjectBase() { geom_prim = Quads; w = width; l = length; h = height; moveTo(pos); // init(); } void GLPrimitiveCube::init() { float hw = w / 2.f, hl = l / 2.f, hh = h / 2.f; // list = glGenLists(1); // glNewList(list, GL_COMPILE); // glColor4d(material_.color_diffuse.redF(), material_.color_diffuse.greenF(), material_.color_diffuse.blueF(), // material_.color_diffuse.alphaF()); vbo.init(); QVector &d_vertices(vbo.vertices()), &d_normals(vbo.normals()), &d_uvs(vbo.texcoords()); d_vertices.clear(); d_normals.clear(); d_uvs.clear(); for (int i = 0; i < 4; ++i) d_normals << 0. << -1. << 0.; d_vertices << -hw << -hl << -hh; d_vertices << hw << -hl << -hh; d_vertices << hw << -hl << hh; d_vertices << -hw << -hl << hh; d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.; for (int i = 0; i < 4; ++i) d_normals << 0. << 1. << 0.; d_vertices << -hw << hl << -hh; d_vertices << -hw << hl << hh; d_vertices << hw << hl << hh; d_vertices << hw << hl << -hh; d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.; for (int i = 0; i < 4; ++i) d_normals << -1. << 0. << 0.; d_vertices << -hw << -hl << -hh; d_vertices << -hw << -hl << hh; d_vertices << -hw << hl << hh; d_vertices << -hw << hl << -hh; d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.; for (int i = 0; i < 4; ++i) d_normals << 1. << 0. << 0.; d_vertices << hw << -hl << -hh; d_vertices << hw << hl << -hh; d_vertices << hw << hl << hh; d_vertices << hw << -hl << hh; d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.; for (int i = 0; i < 4; ++i) d_normals << 0. << 0. << -1.; d_vertices << -hw << -hl << -hh; d_vertices << -hw << hl << -hh; d_vertices << hw << hl << -hh; d_vertices << hw << -hl << -hh; d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.; for (int i = 0; i < 4; ++i) d_normals << 0. << 0. << 1.; d_vertices << -hw << -hl << hh; d_vertices << hw << -hl << hh; d_vertices << hw << hl << hh; d_vertices << -hw << hl << hh; d_uvs << 0. << 0. << 1. << 0. << 1. << 1. << 0. << 1.; is_init = true; vbo.rebuffer(); } GLPrimitiveEllipsoid::GLPrimitiveEllipsoid(float width, float length, float height, int seg_wl, int seg_h, QVector3D pos) { geom_prim = GLObjectBase::Triangles; w = width; l = length; h = height; swl = seg_wl; sh = seg_h; moveTo(pos); // init(); } void GLPrimitiveEllipsoid::putTriangle(const QVector3D & v0, const QVector3D & v1, const QVector3D & v2) { vbo.vertices() << v0.x() << v0.y() << v0.z() << v1.x() << v1.y() << v1.z() << v2.x() << v2.y() << v2.z(); QVector3D n = QVector3D::normal(v1 - v0, v2 - v0); for (int i = 0; i < 3; ++i) vbo.normals() << n.x() << n.y() << n.z(); return; QVector3D s(w, l, h); n = (v0 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z(); n = (v1 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z(); n = (v2 * s).normalized(); vbo.normals() << n.x() << n.y() << n.z(); } void GLPrimitiveEllipsoid::init() { QVector points; vbo.clear(); vbo.init(); int ret = 0; int hseg = sh + 1, wlseg = swl + 1; float crw, crl, a, ch, twl; QVector3D cp(0., 0., -h / 2.f); points << cp; for (int i = 1; i < hseg; i++) { ch = -cosf((float)i / hseg * float(M_PI)); cp.setZ(ch * h / 2.f); twl = sqrtf(1.f - ch * ch) / 2.f; crw = twl * w; crl = twl * l; for (int j = 0; j < wlseg * 2; j++) { a = (float)j / wlseg * float(M_PI); cp.setY(crw * sinf(a)); cp.setX(crl * cosf(a)); points << cp; ret = points.size() - 1; if (i == 1) if (j > 0) putTriangle(points[0], points[ret], points[ret - 1]); if (j > 0) { if (i > 1) { putTriangle(points[ret - wlseg * 2 - 1], points[ret], points[ret - 1]); putTriangle(points[ret - wlseg * 2], points[ret], points[ret - wlseg * 2 - 1]); } } } if (i == 1) putTriangle(points[0], points[ret - wlseg * 2 + 1], points[ret]); else { putTriangle(points[ret - wlseg * 2 + 1], points[ret], points[ret - wlseg * 2]); putTriangle(points[ret - wlseg * 2 + 1], points[ret - wlseg * 2], points[ret - wlseg * 4 + 1]); } } points << QVector3D(0., 0., h / 2.f); ret = points.size() - 1; putTriangle(points[ret - 1], points[ret - wlseg * 2], points[ret]); for (int j = 1; j < wlseg * 2; j++) if (j > 0) putTriangle(points[ret - wlseg * 2 + j - 1], points[ret - wlseg * 2 + j], points[ret]); is_init = true; vbo.rebuffer(); } void GLPrimitiveAxis::draw(QOpenGLShaderProgram * prog, bool simplest) { float bs = 1.f; float as = 0.1f; float aw = 0.07f; float cr_x = 0.8f, cg_y = 0.75f, cb_z = 0.8f; glBegin(GL_LINES); glColor3f(cr_x, 0, 0); glVertex3f(-bs, 0, 0); glVertex3f(bs, 0, 0); glVertex3f(bs, 0, 0); glVertex3f(bs - as, aw, 0); glVertex3f(bs, 0, 0); glVertex3f(bs - as, -aw, 0); glVertex3f(bs, 0, 0); glVertex3f(bs - as, 0, aw); glVertex3f(bs, 0, 0); glVertex3f(bs - as, 0, -aw); glColor3f(0, cg_y, 0); glVertex3f(0, -bs, 0); glVertex3f(0, bs, 0); glVertex3f(0, bs, 0); glVertex3f(0, bs - as, aw); glVertex3f(0, bs, 0); glVertex3f(0, bs - as, -aw); glVertex3f(0, bs, 0); glVertex3f(aw, bs - as, 0); glVertex3f(0, bs, 0); glVertex3f(-aw, bs - as, 0); glColor3f(0, 0, cb_z); glVertex3f(0, 0, -bs); glVertex3f(0, 0, bs); glVertex3f(0, 0, bs); glVertex3f(aw, 0, bs - as); glVertex3f(0, 0, bs); glVertex3f(-aw, 0, bs - as); glVertex3f(0, 0, bs); glVertex3f(0, aw, bs - as); glVertex3f(0, 0, bs); glVertex3f(0, -aw, bs - as); glEnd(); }