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hglscreen.cpp
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/***************************************************************************
* Copyright (C) 2009 by Hramchenko *
* Hramchenko@bk.ru *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "hglscreen.h"
#include <GL/glu.h>
#include <iostream>
#include <QAction>
#include <QApplication>
#include <QDialog>
#include <QMessageBox>
#include "hmodelviewer.h"
#include "hvirtualtrackball.h"
#include "hcomparator.h"
#include "hframe.h"
#include "hreconstruction.h"
#include "hmodel.h"
using namespace std;
HGLScreen::HGLScreen(QWidget* parent): QGLWidget(parent){
virtualTrackball=new HVirtualTrackball(this);
stop=true;
modelViewer = new HModelViewer();
reconstruction=new HReconstruction(this);
}
HGLScreen::~HGLScreen() {
delete modelViewer;
delete virtualTrackball;
delete reconstruction;
}
void HGLScreen::setModel(HModel *m)
{
model = m;
modelViewer->prepare(m);
}
void HGLScreen::initializeGL(){
glEnable(GL_DEPTH_TEST);
glEnable(GL_FOG);
glEnable(GL_BLEND);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST );
GLfloat material_specular[]={0.8, 0.8, 0.8, 0.5};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
GLfloat material_diffuse[]={0.5, 0.5, 1.0, 0.5};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_diffuse);
GLfloat material_emission[]={0.5, 0.5, 1.0, 0.5};
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, material_emission);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
void HGLScreen::resizeGL(int width, int height){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluPerspective(20.0, (float)width/(float)height, 0.5, 10.0);
gluLookAt(4.0, 0.0, 4.0, 0.0, 0.0, 0.0, 4.0, 4.0, 4.0);
glMatrixMode(GL_MODELVIEW);
}
void HGLScreen::paintGL(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
virtualTrackball->applyTransform();
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(-0.5, -0.5, -0.5);
modelViewer->view();
glPopMatrix();
glFlush();
if(!stop){
if(!reconstruction->isReconstructionComplited()){
reconstruction->idle();
}
else
stop=true;
}
}
void HGLScreen::startReconstructionST(){
updateGL();
int precision=QInputDialog::getInt(0, "Simple Reconstruction System", tr("Enter mesh nodes count:"), 30, 1, 300, 1);
model->initMesh(precision);
reconstruction->prepare(model);
stop=false;
while(!(reconstruction->isReconstructionComplited()||stop)){
updateGL();
QApplication::instance()->processEvents();
}
modelViewer->prepare(model);
updateGL();
}
void HGLScreen::stopReconstructionST(){
stop=true;
updateGL();
}
void HGLScreen::mouseMoveEvent(QMouseEvent* event){
virtualTrackball->mouseMoveEvent(event);
}
void HGLScreen::mousePressEvent(QMouseEvent* event){
virtualTrackball->mousePressEvent(event);
}
void HGLScreen::mouseReleaseEvent(QMouseEvent* event){
virtualTrackball->mouseReleaseEvent(event);
}
void HGLScreen::wheelEvent(QWheelEvent* event){
virtualTrackball->wheelEvent(event);
}
void HGLScreen::closeEvent(QCloseEvent *event)
{
cout<<"Exit."<<endl;
exit(0);
}