mirror of
https://github.com/ConjureETS/LOG750-LAB2.git
synced 2026-03-23 19:11:20 +00:00
Merging and tweaking issues 1 and 11
This commit is contained in:
commit
c5fbaac3fd
1
.gitignore
vendored
1
.gitignore
vendored
@ -48,3 +48,4 @@ release
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*_LOCAL_*
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*_BASE_*
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*_REMOTE_*
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*.orig
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@ -2,43 +2,16 @@
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#include <QColor>
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#include <QVector4D>
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void Square::accept(Visitor &v) {
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v.visit(*this);
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}
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void Circle::accept(Visitor &v) {
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v.visit(*this);
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}
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void Triangle::accept(Visitor &v) {
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void Cube::accept(Visitor &v) {
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v.visit(*this);
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}
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// ***
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void Square::setColor(QColor& c) {
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void Cube::setColor(QColor& c) {
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color = QColor(c);
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}
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void Circle::setColor(QColor& c) {
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color = QColor(c);
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}
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void Triangle::setColor(QColor& c) {
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color = QColor(c);
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}
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QColor Triangle::getColor(){
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return color;
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};
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QColor Circle::getColor(){
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return color;
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};
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QColor Square::getColor(){
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QColor Cube::getColor(){
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return color;
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};
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@ -11,28 +11,10 @@ public:
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virtual QColor getColor() = 0;
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};
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class Circle : public Shape
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class Cube : public Shape
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{
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public:
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Circle(){}
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QColor color;
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void accept(Visitor& v) override;
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void setColor(QColor& c);
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QColor getColor();
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};
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class Triangle : public Shape
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{
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public:
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Triangle(){}
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QColor color;
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void accept(Visitor& v) override;
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void setColor(QColor& c);
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QColor getColor();
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};
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class Square : public Shape
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{
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public:
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Square(){}
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Cube(){}
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QColor color;
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void accept(Visitor& v) override;
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void setColor(QColor& c);
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@ -1,15 +1,11 @@
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#ifndef VISITOR_H
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#define VISITOR_H
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class SceneGroup;
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class Square;
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class Circle;
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class Triangle;
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class Cube;
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class Visitor {
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public:
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virtual void visit(SceneGroup &n) = 0;
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virtual void visit(Square &s) = 0;
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virtual void visit(Circle &s) = 0;
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virtual void visit(Triangle &s) = 0;
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virtual void visit(Cube &s) = 0;
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};
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#endif // VISITOR_H
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@ -20,9 +20,6 @@ int main(int argc, char *argv[])
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// Instantiate and layout the viewer.
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Viewer *v = new Viewer();
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w.addViewer(v);
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//w.setFixedSize(dw.width() * 0.7, dw.height() * 0.7);
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w.show();
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return a.exec();
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@ -41,9 +41,7 @@ using namespace std;
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namespace
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{
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const int numVerticesSquare = 5;
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const int numVerticesTriangle = 3;
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const int numVerticesCircle = 26;
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const int numVerticesCube = 12*3;
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const double frame_limit = 5;
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const double inc_mult = 5;
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const double inc_offset = 1.05;
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@ -90,10 +88,16 @@ void Viewer::draw()
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// Prepare a transformation stack
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// stack<QMatrix4x4> modelStack;
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modelViewMatrix.translate(-4.5, -4.5);
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modelViewMatrix.scale(0.95);
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//modelViewMatrix.rotate(45, 0, 1, 0);
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// uncomment this and the cube translation in init()
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// to see the cube spin
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/*rot = QQuaternion::fromAxisAndAngle(1, 0, 1, 90/60 * frame);
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modelViewMatrix.rotate(rot);
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projectionMatrix.translate(0, -5, 0);
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projectionMatrix.rotate(15, 1, 0, 0);//*/
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m_program->setUniformValue(m_projMatrixLocation, projectionMatrix);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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@ -101,6 +105,7 @@ void Viewer::draw()
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modelStack.push(modelViewMatrix);
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root.accept(*this);
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frame++;
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update();
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}
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@ -112,6 +117,8 @@ void Viewer::mouseMoveEvent(QMouseEvent* e) {
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void Viewer::mousePressEvent(QMouseEvent* e) {
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// Auto Return, but old code left in as reference
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// TODO: figure out how to get this weird offset ↓↓ frame position maybe?
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int x = this->x() + e->x() + 10;
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int y = this->parentWidget()->height() - e->y() + 21;
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std::cout << "--------------------------------------------------\nPicking shape at " << x << " (" << this->x() << " + " << e->x() << "), " << y << endl;
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@ -162,15 +169,19 @@ void Viewer::init()
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// Init shaders & geometry
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initShaders();
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initGeometries();
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//initGrid();
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/*QColor* color = new QColor(255, 128, 0, 255);
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Circle* c = new Circle;
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c->setColor(*color);
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SceneGroup* cell = new SceneGroup;
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cell->addChild(c);
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root.addChild(cell);//*/
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//update();
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{
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Shape* cube = new Cube();
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cube->setColor(*activeColor);
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// uncomment this and the quaternion transformation in draw()
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// to see the cube rotate. This is how we can easily make the sun.
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// cube->transform.translate(3, 0, 0);
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SceneGroup *c = new SceneGroup();
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c->addChild(cube);
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root.addChild(c);
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}
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}
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void Viewer::initShaders()
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@ -237,8 +248,12 @@ void Viewer::initShaders()
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// Creates the basic shapes in memory. We only have 3, so we just prep them all in advance.
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void Viewer::initGeometries()
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable( GL_BLEND ); glClearColor(0.0,0.0,0.0,0.0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable( GL_BLEND );
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glEnable( GL_CULL_FACE );
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glFrontFace( GL_CCW );
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glCullFace( GL_BACK );
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glClearColor(0.0,0.0,0.0,0.0);
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// Create our VertexArrays Objects and VertexBuffer Objects
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glGenVertexArrays(NumVAOs, m_VAOs);
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@ -246,92 +261,47 @@ void Viewer::initGeometries()
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// Create our pentagone object, store its vertices on the graphic card, and
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// bind the data to the vPosition attribute of the shader
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GLfloat verticesSquare[numVerticesSquare][3] = {
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{ -0.5, 0.5, 0 },
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{ -0.5, -0.5, 0 },
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{ 0.5, -0.5, 0 },
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{ 0.5, 0.5, 0 },
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{ -0.5, 0.5, 0 }
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GLfloat verticesCube[numVerticesCube][3] = { // 12 triangles == 6 squares
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//Front, if Z is towards us
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{ -0.5, 0.5, 0.5 }, { -0.5, -0.5, 0.5 }, { 0.5, -0.5, 0.5 },
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{ 0.5, -0.5, 0.5 }, { 0.5, 0.5, 0.5 }, { -0.5, 0.5, 0.5 },
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//Back
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{ -0.5, 0.5, -0.5 }, { 0.5, 0.5, -0.5 }, { 0.5, -0.5, -0.5 },
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{ 0.5, -0.5, -0.5 }, { -0.5, -0.5, -0.5 }, { -0.5, 0.5, -0.5 },
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//Right
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{ -0.5, 0.5, 0.5 }, { -0.5, 0.5, -0.5 }, { -0.5, -0.5, -0.5 },
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{ -0.5, -0.5, -0.5 }, { -0.5, -0.5, 0.5 }, { -0.5, 0.5, 0.5 },
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//Left
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{ 0.5, 0.5, 0.5 }, { 0.5, -0.5, -0.5 }, { 0.5, 0.5, -0.5 },
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{ 0.5, -0.5, -0.5 }, { 0.5, 0.5, 0.5 }, { 0.5, -0.5, 0.5 },
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//Top
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{ -0.5, 0.5, 0.5 }, { 0.5, 0.5, 0.5 }, { 0.5, 0.5, -0.5 },
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{ 0.5, 0.5, -0.5 }, { -0.5, 0.5, -0.5 }, { -0.5, 0.5, 0.5 },
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//Bottom
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{ -0.5, -0.5, 0.5 }, { 0.5, -0.5, -0.5 }, { 0.5, -0.5, 0.5 },
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{ 0.5, -0.5, -0.5 }, { -0.5, -0.5, 0.5 }, { -0.5, -0.5, -0.5 }
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};
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glBindVertexArray(m_VAOs[VAO_Square]);
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glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Square]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesSquare), verticesSquare, GL_STATIC_DRAW);
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glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glEnableVertexAttribArray(m_vPositionLocation);
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// Create our triangle object, store its vertices on the graphic card, and
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// bind the data to the vPosition attribute of the shader
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GLfloat verticesTriangle[numVerticesTriangle][3] = {
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{ -0.5, -0.5, 0.0 },
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{ 0.5, -0.5, 0.0 },
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{ 0.0, 0.5, 0.0 }
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};
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glBindVertexArray(m_VAOs[VAO_Triangle]);
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glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Triangle]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesTriangle), verticesTriangle, GL_STATIC_DRAW);
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glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glEnableVertexAttribArray(m_vPositionLocation);
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// Create our Circle Object, and store its vertices with its bindings
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GLfloat verticesCircle[numVerticesCircle][3];
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const float PI = 3.1415926f;
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double increment = 2.0f * PI / (numVerticesCircle - 2);
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verticesCircle[0][0] = 0;
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verticesCircle[0][1] = 0;
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verticesCircle[0][2] = 0;
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for(int i = 1; i < numVerticesCircle; i++) {
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double angle = increment * (i);
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verticesCircle[i][0] = 0.5 * cos(angle);
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verticesCircle[i][1] = 0.5 * sin(angle);
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verticesCircle[i][2] = 0;
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}
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glBindVertexArray(m_VAOs[VAO_Circle]);
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glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Circle]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCircle), verticesCircle, GL_STATIC_DRAW);
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glBindVertexArray(m_VAOs[VAO_Cube]);
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glBindBuffer(GL_ARRAY_BUFFER, m_Buffers[VBO_Cube]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticesCube), verticesCube, GL_STATIC_DRAW);
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glVertexAttribPointer(m_vPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
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glEnableVertexAttribArray(m_vPositionLocation);
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}
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void Viewer::visit(Square &s)
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void Viewer::visit(Cube &s)
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{
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QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
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glBindVertexArray(m_VAOs[VAO_Square]);
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int faces = floor(numVerticesCube/6);
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for(int i = 0; i < faces; i++){ // 6 vertexes par face
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glBindVertexArray(m_VAOs[VAO_Cube]);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_colorLocation, s.color);
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m_program->setUniformValue(m_colorLocation, s.getColor());
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glDrawArrays(GL_TRIANGLE_FAN, 0, numVerticesSquare);
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glDrawArrays(GL_TRIANGLES, i*6, 6);
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}
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void Viewer::visit(Circle &s)
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{
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QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
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glBindVertexArray(m_VAOs[VAO_Circle]);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_colorLocation, s.color);
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glDrawArrays(GL_TRIANGLE_FAN, 0, numVerticesCircle);
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}
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void Viewer::visit(Triangle &s)
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{
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QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
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glBindVertexArray(m_VAOs[VAO_Triangle]);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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m_program->setUniformValue(m_colorLocation, s.color);
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glDrawArrays(GL_TRIANGLES, 0, numVerticesTriangle);
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}
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void Viewer::visit(SceneGroup &s)
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@ -364,7 +334,7 @@ void Viewer::changeColor(QColor c){
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Shape* Viewer::pickGeom(int x, int y){
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QMap<QRgb, Shape*> mapColorToShape;
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QColor c;
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QRgb startColor = 0xFFFF00ee; // alpha must be 100%, glReadPixels doesn't resturn alpha
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QRgb startColor = 0xFF0001; // alpha must be 100%, glReadPixels doesn't resturn alpha
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unsigned char pixelData[3];
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// Traverse tree
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/* TODO: Make this recurse through SceneGroups, with like "populateMap(map, root, color)"
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@ -390,35 +360,34 @@ Shape* Viewer::pickGeom(int x, int y){
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if(currentCube)
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{
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c.setRgba(startColor);
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mapColorToShape.insert(c.rgba(), currentCube);
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c.setRgb(startColor);
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mapColorToShape.insert(c.rgb(), currentCube);
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std::cout << "Setting " << currentCube << " to " << c.red() << " " << c.green() << " " << c.blue() << " " << c.alpha() << endl;
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currentCube->setColor(c);
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startColor++;
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startColor+=6;
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}
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}
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root.accept(*this);
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update();
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draw();
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// for debugging purposes
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/*QImage *im = new QImage(64, 64, QImage::Format_RGB32);
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for(int i = 0; i< 64; i++){
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for(int j = 0; j< 64; j++){
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glReadPixels(x-31+i, y+31-j, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
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/*QImage *im = new QImage(128,128, QImage::Format_RGB32);
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for(int i = 0; i< 128; i++){
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for(int j = 0; j< 128; j++){
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glReadPixels(x-64+i, y+64-j, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
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QColor* pickedColor = new QColor(pixelData[0], pixelData[1], pixelData[2]);
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if(i==32&&j==32) pickedColor->setRgba(0xFFFFFFFF);
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if(i==64&&j==64) pickedColor->setRgba(0xFFFFFFFF);
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im->setPixelColor(i, j, pickedColor->rgb());
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}
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}
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im->save("./screenshot.bmp");//*/
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// TODO: figure out how to get this weird offset ↓↓ frame position maybe?
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glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
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QColor* pickedColor = new QColor(pixelData[0], pixelData[1], pixelData[2]);
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Shape* pickedShape = mapColorToShape.value(pickedColor->rgba());
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unsigned int pickedInt = pickedColor->rgb();
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Shape* pickedShape = mapColorToShape.value(pickedInt - (pickedInt % 6) + 1);
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std::cout << "Picked Color: " << pickedColor->red() << " " << pickedColor->green() << " " << pickedColor->blue() << " " << pickedColor->alpha() << endl;
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std::cout << "Picked Shape: " << pickedShape << endl;
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@ -46,9 +46,7 @@ public:
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~Viewer();
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virtual void visit(SceneGroup &s);
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virtual void visit(Square &s);
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virtual void visit(Circle &s);
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virtual void visit(Triangle &s);
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virtual void visit(Cube &s);
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public slots:
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void cleanup();
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@ -83,19 +81,20 @@ private:
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int m_projMatrixLocation;
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int m_mvMatrixLocation;
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SceneGroup* activeCell;
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QColor* activeColor;
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int activeShape;
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enum VAO_IDs { VAO_Square, VAO_Triangle, VAO_Circle, NumVAOs };
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enum Buffer_IDs { VBO_Square, VBO_Triangle, VBO_Circle, NumBuffers };
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enum VAO_IDs { VAO_Cube, NumVAOs };
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enum Buffer_IDs { VBO_Cube, NumBuffers };
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GLuint m_VAOs[NumVAOs];
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GLuint m_Buffers[NumBuffers];
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Shape* generateShapeFromIndex(int);
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QQuaternion rot;
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unsigned int frame;
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};
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#endif // SIMPLEVIEWER_H
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