ee96a02c
David Mayerich
first commit from...
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#include "GLWidget.h"
//constructor
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(parent)
{
//initialize the camera
SourceList[SelectedSource].S.setPosition(0, 0, 1.6);
SourceList[SelectedSource].S.LookAt(0, 0, 0);
}
//destructor
GLWidget::~GLWidget()
{
makeCurrent();
}
QSize GLWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize GLWidget::sizeHint() const
{
return QSize(400, 400);
}
void GLWidget::initializeGL()
{
GLenum err = glewInit();
if(GLEW_OK != err)
{
printf("Error starting GLEW.");
}
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
glClearColor(1.0, 1.0, 1.0, 0.0);
//glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
}
void GLWidget::paintGL()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//set up the camera
point3D<float> eye = SourceList[RenderSource].S.getPosition();
vector3D<float> up = SourceList[RenderSource].S.getUp();
point3D<float> lookat = SourceList[RenderSource].S.getLookAt();
gluLookAt(eye.x, eye.y, eye.z, lookat.x, lookat.y, lookat.z, up.x, up.y, up.z);
//clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(0.0, 1.0, 0.0);
//if a volume is loaded, render it
if(VolumeList.size() > 0)
DrawCube();
if(RenderSources)
DrawLights();
glFlush();
}
void GLWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float aspect;
/*if(width > height)
{
aspect = (float)height/(float)width;
gluPerspective(60, aspect, 0.001, 100);
//glOrtho(-1, 1, -aspect, aspect, -100, 100);
}
else
{*/
aspect = (float)width/(float)height;
//glOrtho(-aspect, aspect, -1, 1, -100, 100);
gluPerspective(60, aspect, 0.01, 100);
//}
glMatrixMode(GL_MODELVIEW);
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
prevMouse = event->pos();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
//find the change in mouse position
int dx = prevMouse.x() - event->pos().x();
int dy = prevMouse.y() - event->pos().y();
prevMouse = event->pos();
if(event->buttons() == Qt::LeftButton)
{
float theta_factor = 0.01;
SourceList[RenderSource].S.OrbitFocus(dx*theta_factor, -dy*theta_factor);
}
else if(event->buttons() == Qt::RightButton)
{
float zoom_factor = 0.01;
SourceList[RenderSource].S.Push(dy*zoom_factor);
}
updateGL();
}
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