portfolio/cpp/vague/widget.cpp

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/* Copyright (C) 2013 Karl Phillip Buhr <karlphillip@gmail.com>
*
* This work is licensed under the Creative Commons Attribution-ShareAlike License.
* To view a copy of this license, visit:
* https://creativecommons.org/licenses/by-sa/2.5/legalcode
*
* Or to read the human-readable summary of the license:
* https://creativecommons.org/licenses/by-sa/2.5/
*/
#include "widget.h"
#include <GL/glu.h>
#include <iostream>
#include <QKeyEvent>
#include <QTimer>
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(parent)
{
_width = 0;
_height = 0;
_texture = 0;
_fps = 30;
distance = -5.0;
activeZrotate = false;
x_trans = 0.0 ; x_rot = 0.;
y_trans = 0.0; y_rot = 0.;
z_trans = 0.0; z_rot = .0;
x_cam_eye=0.; y_cam_eye=0.; z_cam_eye=0.;
x_cam_center=100.; y_cam_center=0.; z_cam_center=100.;
x_cam_up=0.; y_cam_up=0.; z_cam_up=0.;
spectredir = QString("../outils/Spectre/spectrum.txt");
framedir = QString("../outils/Textures/ocean.png");
o1 = Ocean(spectredir,8,40,40); //evolution future vers un chargement via le gui
}
GLWidget::~GLWidget()
{
glDeleteTextures(1, &_texture);
}
void GLWidget::_tick()
{
// triggers paintGL()
update();
// Set timer according to FPS
QTimer::singleShot(1000/_fps, this, SLOT(_tick()));
//updateOverlayGL();
//updateGL();
}
void GLWidget::initializeGL()
{
distance = -10.0;
x_rot = -180.;
y_rot = -190.;
z_rot = -200.;
now.start();
// Create the texture
glGenTextures(1, &_texture);
// Set clear color as black
qglClearColor(Qt::darkGray);
glEnable(GL_DEPTH_TEST);
//load bit map
qt_frame.load(framedir);
// Typical texture generation using data from the bitmap
_texture = bindTexture(qt_frame,GL_TEXTURE_2D,GL_RGBA);
// Transfer image data to the GPU
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
if (!_fps || _fps <= 0) // if the function fails, fps is set to 15
_fps = 60;
std::cout << "GLWidget::initializeGL: " << _fps << " fps" << std::endl;
glShadeModel(GL_SMOOTH); // Mod<6F>le d'ombrage : lissage de Gouraud
glEnable(GL_CULL_FACE); // Ne traite pas les faces cach<63>es
// Enable lighting
glEnable(GL_DEPTH_TEST); // Active le Z-Buffer
glDepthFunc(GL_LEQUAL); // Mode de fonctionnement du Z-Buffer
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Active la correction de perspective (pour ombrage, texture, ...)
/* Start the timer */
_tick();
}
void GLWidget::paintGL()
{
gluLookAt(x_cam_eye, y_cam_eye, z_cam_eye,
x_cam_center, y_cam_center, z_cam_center,
x_cam_up, y_cam_up, z_cam_up);
o1.anime();
// Clear the screen and depth buffer (with black)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_LINE);
// Model view matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x_trans, y_trans, z_trans);
glRotatef(x_rot / 16.0f, 1.0f, 0.0f, 0.0f);
glRotatef(y_rot / 16.0f, 0.0f, 1.0f, 0.0f);
glRotatef(z_rot / 16.0f, 0.0f, 0.0f, 1.0f);
if (glGetError() != GL_NO_ERROR)
{
std::cout << "GLWidget::paintGL: !!! Failed glTexImage2D" << std::endl;
}
// _view_ortho();
repereScene3D(200.);
//qglColor(Qt::darkCyan);
o1.affiche();
if(o1.smooth)
_draw_text(0.,30., 0., "K: Lissage de phong Acitf");
else
_draw_text(0.,30., 0., "K: Lissage de phong Inacitf");
_draw_text(0.,20., 0., "F/C: bouger la light");
// _view_perspective();
}
void GLWidget::resizeGL( int w, int h)
{
_width = w;
_height = h;
int side = qMin(_width, _height);
glViewport((_width - side) / 2, (_height - side) / 2, side, side);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef QT_OPENGL_ES_1
glOrthof(-2, +2, -2, +2, 1.0, 15.0);
#else
glOrtho(-200, 200, -200, +200, -1.0, 100000.0);
#endif
glMatrixMode(GL_MODELVIEW);
}
/*************************
*
* Clavier
*
* *********************/
void GLWidget::keyPressEvent(QKeyEvent *event)
{
if(event->key() == Qt::Key_Space){
distance = -10.0;
x_trans = 0.;
y_trans = 0;
z_trans =distance;
x_rot = 0.;
y_rot = 0.;
z_rot = 0.;
}
//-------------------------
if(event->key() == Qt::Key_Up){
y_trans += 3.0;
}
if(event->key() == Qt::Key_Down){
y_trans -= 3.0;
}
if(event->key() == Qt::Key_Left){
x_trans += 3.0;
}
if(event->key() == Qt::Key_Right){
x_trans -= 3.0;
}
//-------------------------
if(event->key() == Qt::Key_A){
activeZrotate = !activeZrotate;
}
//-------------------------
/* if(event->key() == Qt::Key_Z){
z_trans += 3.0;
distance = z_trans;
}
if(event->key() == Qt::Key_E){
z_trans -= 3.0;
distance = z_trans;
}
// cam or worlde moving
if(event->key() == Qt::Key_U){//up
x_cam_center+=20.; y_cam_center+=20.; z_cam_center+=20;
}
if(event->key() == Qt::Key_J){//down
x_cam_center-=20.; y_cam_center-=20.; z_cam_center-=20;
}
if(event->key() == Qt::Key_H){//left look
x_cam_center+=30.; y_cam_center=0.; z_cam_center+=30.;
}
if(event->key() == Qt::Key_K){//right look
x_cam_center-=30.; y_cam_center=0.; z_cam_center-=30.;
}*/
//-------------------------
if(event->key() == Qt::Key_K){//right look
o1.smooth = !o1.smooth;
}
if(event->key() == Qt::Key_L){//right look
o1.ligth = !o1.ligth;
}
//----------ligth move----------------
if(event->key() == Qt::Key_F){//up x
o1.lpos[0] += 25.;
}
if(event->key() == Qt::Key_C){//down x
o1.lpos[0] -= 25.;
}
if(event->key() == Qt::Key_X){//up y
o1.lpos[1] += 25.;
}
if(event->key() == Qt::Key_V){//down y
o1.lpos[1] -= 25.;
}
if(event->key() == Qt::Key_B){//up z
o1.lpos[2] += 25.;
}
if(event->key() == Qt::Key_N){//down x
o1.lpos[2] -= 25.;
}
updateGL();// on modifie l'affichage
}
/*************************
*
* Sourie
*
* *********************/
void GLWidget::wheelEvent(QWheelEvent *event)
{
distance += (2.0 * event->delta() / 120.0);
z_trans = distance;
updateGL();
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
last_pos = event->pos();
// qDebug() <<last_pos;
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->x() - last_pos.x();
int dy = event->y() - last_pos.y();
if(activeZrotate){
if (event->buttons() & Qt::LeftButton ) {
setXRotation(x_rot + 8 * dx);
//setYRotation(y_rot + 8 * dx);
}
if (event->buttons() & Qt::RightButton) {
setYRotation(y_rot + 8 * dy);
//setZRotation(z_rot + 8 * dx);
}
}else if (event->buttons() & Qt::LeftButton) {
setZRotation(z_rot + 8 * dy);
}
if (event->buttons() & Qt::MiddleButton) {
distance = -1.0;
x_rot = 0.;
y_rot = 0.;
z_rot = 0.;
}
last_pos = event->pos();
// qDebug()<<last_pos;
}
static void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 *16;
while (angle > 360)
angle -= 360 *16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != x_rot) {
x_rot = angle;
//emit xRotationChanged(angle);
updateGL();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != y_rot) {
y_rot = angle;
//emit yRotationChanged(angle);
updateGL();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != z_rot) {
z_rot = angle;
//emit zRotationChanged(angle);
updateGL();
}
}
/*********************
* *
* * Model view
* *
* *********************/
void GLWidget::_view_ortho() // Set Up An Ortho View
{
glMatrixMode(GL_PROJECTION); // Select Projection
glPushMatrix(); // Push The Matrix
glLoadIdentity(); // Reset The Matrix
glOrtho( -2., 2. , 2., -2., -1, 10000 ); // Select Ortho Mode (640x480)
glMatrixMode(GL_MODELVIEW); // Select Modelview Matrix
glPushMatrix(); // Push The Matrix
glLoadIdentity(); // Reset The Matrix
}
void GLWidget::_view_perspective() // Set Up A Perspective View
{
glMatrixMode( GL_MODELVIEW ); // Select Modelview
glPopMatrix(); // Pop The Matrix
glMatrixMode( GL_PROJECTION ); // Select Projection
glPopMatrix(); // Pop The Matrix
}
/*************************
* *
* * outil de dessin
* *
* *
* ***********************/
// Repere orthonorme
void GLWidget::repereScene3D(float l)
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glBegin (GL_LINES);
glColor3d(1.,0.,0.) ; // red axe
glVertex3f (0., 0., 0.);
glVertex3f (l, 0., 0.);
glColor3d(0.,1.,0.) ;// green axe
glVertex3f (0., 0., 0.);
glVertex3f (0., l, 0.);
glColor3d(0.,0.,1.) ;//bleu axe
glVertex3f (0., 0., 0.);
glVertex3f (0., 0., l);
glEnd ();
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
///////////////////////////////////////////////////////////////////////////////
// Affiche le sol de la sc<73>ne.
//-----------------------------------------------------------------------------
// Param<61>tres :
// _
// Retour :
// _
///////////////////////////////////////////////////////////////////////////////
void GLWidget::affiche_sol()
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glNormal3f( 0.0f, 1.0f, 0.0f); // Normale du quadrilat<61>re
//qglColor(Qt::white);
glBegin(GL_QUADS); // Affichage d'un quadrilat<61>re
glVertex3f(-20, 0, -20);
glVertex3f(-20, 0, 20);
glVertex3f( 20, 0, 20);
glVertex3f( 20, 0, -20);
glEnd();
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
void GLWidget::_draw_text(double x, double y, double z, QString txt)
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
qglColor(Qt::white);
renderText(x, y, z, txt, QFont("Arial", 12, QFont::Bold, false) );
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}