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/*
* OpenSCAD (www.openscad.at)
* Copyright (C) 2009 Clifford Wolf <clifford@clifford.at>
*
* 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 <QWheelEvent>
#include <QMouseEvent>
#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();
}
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