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glwidget.cpp
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219 lines (159 loc) · 4.41 KB
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#include "glwidget.h"
#include <GL/glut.h>
#include <math.h>
#include "cplyloader.h"
CPLYLoader plyLoader;
GLWidget::GLWidget(QWidget *parent):
QGLWidget (parent),
m_xRot(0),
m_yRot(0),
m_zRot(0)
{
// connect(&timer, SIGNAL(timeout()),this,SLOT(updateGL()));
// timer.start(16);
camDelta[0]=0;
camDelta[1]=0;
camDelta[2]=0;
lookAtDelta[0]=0;
lookAtDelta[1]=0;
lookAtDelta[2]=0;
modelPath="";
}
static void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 * 16;
while (angle > 360 * 16)
angle -= 360 * 16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_xRot) {
m_xRot = angle;
emit xRotationChanged(angle);
update();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_yRot) {
m_yRot = angle;
emit yRotationChanged(angle);
update();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_zRot) {
m_zRot = angle;
emit zRotationChanged(angle);
update();
}
}
void GLWidget::initializeGL(){
lx = 0.0f;
lz = -1.0f;
ly = 0.0f;
// angle = 0.0;
glClearColor(0.2,0.2,0.2,1);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
// 指定环境光强度(RGBA)
GLfloat ambientLight[] = {1.0f, 1.0f, 1.0f, 1.0f};
// 设置光照模型,将ambientLight所指定的RGBA强度值应用到环境光
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
// 启用颜色追踪
glEnable(GL_COLOR_MATERIAL);
// 设置多边形正面的环境光和散射光材料属性,追踪glColor
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
if(modelPath!=""){
//plyLoader.LoadModel("/home/hanming/Desktop/result_ascii.ply");
temp = modelPath.toLatin1();
c_str = temp.data();
plyLoader.LoadModel(c_str);
}
}
void GLWidget::paintGL(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glRotatef(0.5,1,1,1);
glLoadIdentity();// reset transformation state
gluLookAt(0+camDelta[0],0+camDelta[1],25+camDelta[2],
0+lookAtDelta[0]+lx,0+lookAtDelta[1]+ly,0+lookAtDelta[2]+lz,
0,1,0);
glTranslatef(0.0, 0.0, -10.0); // apply translation to transformation
glRotatef(m_xRot / 8.0, 1.0, 0.0, 0.0); // apply rotation on x
glRotatef(m_yRot / 8.0, 0.0, 1.0, 0.0); // apply rotation on x
glRotatef(m_zRot / 8.0, 0.0, 0.0, 1.0); // apply rotation on x
// glColor3f(1,0.6,0);
// glutSolidTeapot(0.8);
if(modelPath!=""){
plyLoader.Draw();
}
}
void GLWidget::resizeGL(int w, int h){
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45,(float)w/h,0.01,100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0+camDelta[0],0+camDelta[1],25+camDelta[2], 0+lookAtDelta[0],0+lookAtDelta[1],0+lookAtDelta[2], 0,1,0);
// gluLookAt(0,0,5, 0,0,0, 0,1,0);
}
void GLWidget::wheelEvent(QWheelEvent *event)
{
// if (camDelta[2]>=ZOOM_THRESHOLD || event->delta()>0) {
// camDelta[2] += (event->delta() / 8.0 / 15.0) * WHEEL_DELTA;
// }
// if (lookAtDelta[2]>=ZOOM_THRESHOLD || event->delta()>0) {
// lookAtDelta[2] += (event->delta() / 8.0 / 15.0) * WHEEL_DELTA;
// }
camDelta[2] += (event->delta() / 8.0 / 15.0) * WHEEL_DELTA;
lookAtDelta[2] += (event->delta() / 8.0 / 15.0) * WHEEL_DELTA;
updateGL();
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
m_lastPos = event->pos();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->x() - m_lastPos.x();
int dy = event->y() - m_lastPos.y();
if (event->buttons() & Qt::LeftButton) {
setXRotation(m_xRot + 8 * dy);
setYRotation(m_yRot + 8 * dx);
} else if (event->buttons() & Qt::RightButton) {
setXRotation(m_xRot + 8 * dy);
setZRotation(m_zRot + 8 * dx);
}
m_lastPos = event->pos();
}
void GLWidget::down(){
ly += 0.2;
updateGL();
}
void GLWidget::up(){
ly -= 0.2;
updateGL();
}
void GLWidget::left(){
// angle -= 0.2f;
// lx = sin(angle);
// lz = -cos(angle);
lx += 0.2;
lz -= 0.2;
updateGL();
}
void GLWidget::right(){
// angle += 0.2f;
// lx = sin(angle);
// lz = -cos(angle);
lx -= 0.2;
lz += 0.2;
updateGL();
}