/* * OpenSCAD (www.openscad.at) * Copyright (C) 2009 Clifford Wolf * * 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 "openscad.h" #include #include #define FAR_FAR_AWAY 100000.0 GLView::GLView(QWidget *parent) : QGLWidget(parent) { viewer_distance = 20; object_rot_y = 35; object_rot_z = 25; mouse_drag_active = false; last_mouse_x = 0; last_mouse_y = 0; renderfunc = NULL; renderfunc_vp = NULL; setMouseTracking(true); } void GLView::initializeGL() { glEnable(GL_DEPTH_TEST); glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); glClearColor(1.0, 1.0, 0.9, 0.0); } void GLView::resizeGL(int w, int h) { glViewport(0, 0, w, h); w_h_ratio = sqrt((double)w / (double)h); } void GLView::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +FAR_FAR_AWAY); gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotated(object_rot_y, 1.0, 0.0, 0.0); glRotated(object_rot_z, 0.0, 0.0, 1.0); glDepthFunc(GL_LESS); glDisable(GL_LIGHTING); #if 0 glLineWidth(1); glColor3d(0.0, 0.0, 1.0); glBegin(GL_LINES); glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); glEnd(); #endif glLineWidth(2); glColor3d(1.0, 0.0, 0.0); if (renderfunc) renderfunc(renderfunc_vp); } void GLView::wheelEvent(QWheelEvent *event) { viewer_distance *= pow(0.9, event->delta() / 120.0); updateGL(); } void GLView::mousePressEvent(QMouseEvent *event) { mouse_drag_active = true; last_mouse_x = event->globalX(); last_mouse_y = event->globalY(); grabMouse(); } void GLView::mouseMoveEvent(QMouseEvent *event) { int this_mouse_x = event->globalX(); int this_mouse_y = event->globalY(); if (mouse_drag_active) { object_rot_y += (this_mouse_y-last_mouse_y) * 0.7; object_rot_z += (this_mouse_x-last_mouse_x) * 0.7; updateGL(); } last_mouse_x = this_mouse_x; last_mouse_y = this_mouse_y; } void GLView::mouseReleaseEvent(QMouseEvent*) { mouse_drag_active = false; releaseMouse(); }