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https://github.com/ConjureETS/LOG750-LAB2.git
synced 2026-03-23 19:11:20 +00:00
Fixing geometry bug and adding backface culling.
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@ -19,7 +19,7 @@ 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.addViewer(v);
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w.show();
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return a.exec();
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@ -41,17 +41,17 @@ using namespace std;
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namespace
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{
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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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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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}
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Viewer::Viewer()
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{
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activeColor = new QColor(255, 255, 255, 255);
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activeCell = nullptr;
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activeShape = 0;
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activeShape = 0;
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}
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Viewer::~Viewer()
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@ -76,48 +76,49 @@ void Viewer::cleanup()
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void Viewer::draw()
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{
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m_program->bind();
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m_program->bind();
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// Get projection and camera transformations
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QMatrix4x4 projectionMatrix;
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QMatrix4x4 projectionMatrix;
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QMatrix4x4 modelViewMatrix;
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camera()->getProjectionMatrix(projectionMatrix);
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camera()->getModelViewMatrix(modelViewMatrix);
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// Prepare a transformation stack
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// stack<QMatrix4x4> modelStack;
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// stack<QMatrix4x4> modelStack;
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modelViewMatrix.scale(0.95);
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modelViewMatrix.rotate(45, 0, 1, 0);
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rot = QQuaternion::fromAxisAndAngle(1, 0, 1, 90/60 * frame);
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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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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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//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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// Traverse the Scene in order to draw its components
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m_program->setUniformValue(m_projMatrixLocation, projectionMatrix);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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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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// Traverse the Scene in order to draw its components
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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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void Viewer::mouseMoveEvent(QMouseEvent* e) {
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cout << "Viewer::mouseMoveEvent(QMouseEvent* e)" << endl;
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// Normal QGLViewer behavior.
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//QGLViewer::mouseMoveEvent(e);
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//QGLViewer::mouseMoveEvent(e);
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}
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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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return;
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// Auto Return, but old code left in as reference
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return;
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/*cout << "Viewer::mouseMoveEvent(QMouseEvent* e) : " << e->button() << endl;
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/*cout << "Viewer::mouseMoveEvent(QMouseEvent* e) : " << e->button() << endl;
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if(e->button() == 1){ // LMB
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@ -139,23 +140,23 @@ void Viewer::mousePressEvent(QMouseEvent* e) {
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Shape* s = nullptr;
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if(activeShape == 1){
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s = new Triangle();
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s = new Triangle();
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}else if(activeShape == 2){
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s = new Square();
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s = new Square();
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}else if(activeShape == 3){
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s = new Circle();
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s = new Circle();
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}
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// WARNING: END OF CODE DEGEULASSE
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//activeCell->getChildren()->at(0) = s;
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//activeCell->getChildren()->at(0) = s;
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if(s != nullptr){
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s->setColor(*activeColor);
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cell->addChild(s);
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this->update();
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deselect();
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activeCell = cell;
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}
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activeCell = cell;
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}
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}
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}
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@ -174,7 +175,7 @@ void Viewer::mousePressEvent(QMouseEvent* e) {
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int shapeId = 0;
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if(typeid(*(activeCell->getChildren()->at(0))) == typeid(Triangle))
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shapeId = 1;
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if(typeid(*(activeCell->getChildren()->at(0))) == typeid(Square))
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if(typeid(*(activeCell->getChildren()->at(0))) == typeid(Square))
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shapeId = 2;
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if(typeid(*(activeCell->getChildren()->at(0))) == typeid(Circle))
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shapeId = 3;
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@ -183,7 +184,7 @@ void Viewer::mousePressEvent(QMouseEvent* e) {
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emit shapeSelected(0);
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}
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}
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}//*/
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}//*/
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}
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void Viewer::deselect(){
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@ -208,13 +209,10 @@ void Viewer::mouseReleaseEvent(QMouseEvent* e) {
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void Viewer::init()
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{
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// We want to restrict ourselves to a 2D viewer.
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//camera()->setType(qglviewer::Camera::ORTHOGRAPHIC);
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setMouseBinding(Qt::NoModifier, Qt::LeftButton, CAMERA, SCREEN_ROTATE);
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//setMouseBinding(Qt::AltModifier, Qt::LeftButton, CAMERA, NO_MOUSE_ACTION);//*/
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//setMouseBinding(Qt::NoModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::ControlModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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//setMouseBinding(Qt::ShiftModifier, Qt::MouseButton(Qt::LeftButton + Qt::MidButton), CAMERA, NO_MOUSE_ACTION);
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// We want to restrict ourselves to a 2D viewer.
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//camera()->setType(qglviewer::Camera::ORTHOGRAPHIC);
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//setMouseBinding(Qt::NoModifier, Qt::LeftButton, CAMERA, SCREEN_ROTATE);
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//setMouseBinding(Qt::AltModifier, Qt::LeftButton, CAMERA, NO_MOUSE_ACTION);//*/
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// Our scene will be from -5 to 5 in X and Y (the grid will be 10x10).
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setSceneRadius(5);
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@ -226,16 +224,20 @@ void Viewer::init()
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// Init shaders & geometry
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initShaders();
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initGeometries();
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initGeometries();
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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.
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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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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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@ -273,9 +275,12 @@ 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);
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glEnable( GL_BLEND );
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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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@ -283,30 +288,30 @@ 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 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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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_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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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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@ -316,14 +321,14 @@ void Viewer::visit(Cube &s)
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{
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QMatrix4x4 modelViewMatrix = modelStack.top() * QMatrix4x4(s.transform);
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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, QColor::fromHsv(360/6*i, 255, 255, 200));
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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, QColor::fromHsv(360/6*i, 255, 255, 200));
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glDrawArrays(GL_TRIANGLES, i*6, 6);
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}
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glDrawArrays(GL_TRIANGLES, i*6, 6);
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}
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}
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void Viewer::visit(SceneGroup &s)
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