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#include "scene.hpp"
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#include "../curvedataserver.h"
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const int Scene::TRAJECTORY_I = 0;
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const int Scene::SPHERE_I = 1;
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const int Scene::SPHERE_II = 2;
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const int Scene::FIRST_ARROW_I = 3;
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const float Scene::FIRST_ARROW_WIDTH_SCALING = 750.0f;
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const float Scene::SECOND_ARROW_WIDTH_SCALING = 400.0f;
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const QVector3D Scene::MODIFY_LIGHT_POSITION = QVector3D(0, 0, 0);
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const int Scene::ROTATE_REDUCTION = 25;
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Scene::Scene(QWidget *parent): QOpenGLWidget(parent)
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{
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xAngle = 0;
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yAngle = 0;
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eyeAngle = 45;
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shaderProgram = NULL;
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// Vytvoreni grafickych prvku.
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elements[TRAJECTORY_I] = (Element *) new Trajectory();
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elements[SPHERE_I] = (Element *) new Sphere(true);
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elements[SPHERE_II] = (Element *) new Sphere(false);
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elements[FIRST_ARROW_I] = (Element *) new Arrow(true);
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elements[FIRST_ARROW_I + 1] = (Element *) new Arrow(false);
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elements[FIRST_TYPE_WALL_I] = (Element *) new Wall(Wall::TYPE::FLOOR);
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elements[FIRST_TYPE_WALL_I + 1] = (Element *) new Wall(Wall::TYPE::CEILING);
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elements[FIRST_TYPE_WALL_I + 2] = (Element *) new Wall(Wall::TYPE::SIDE);
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// Cesty k vyuzivanym texturam.
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texturePath[0] = tr(":/img/floor.png");
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texturePath[1] = tr(":/img/ceiling_1013.png");
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texturePath[2] = tr(":/img/tile.png");
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// Barva pozadi, zde je zbytecne nastavovat alfa kanal.
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backgroundColor = QVector3D(0.702f, 1, 1);
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// Barva tubusu predstavujici krivku.
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colorValues[0] = QVector4D(1, 0.737f, 0.231f, 0.7f);
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// Barva koule, která se pohybuje.
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colorValues[1] = QVector4D(0, 0.4f, 1, 0.7f);
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//Barva statické koule
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colorValues[2] = QVector4D(0, 0.8f, 0.4f, 0.0f);
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// Barva prvni (dulezitejsi) krivky.
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colorValues[3] = QVector4D(0, 1, 0, 1);
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// Barva druhe (mene dulezite) krivky. Zmena pruhlednosti = zmena alfa kanalu.
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colorValues[4] = QVector4D(1, 0, 0, 0.75f);
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}
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Scene::~Scene()
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{
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clear();
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// Uvolnit zbyvajici alokovanou pamet (uz zbyvaji pouze graficke prvky, ktere
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// jsou vytvoreny na zacatku a vyuzivany po celou dobu behu programu - nejsou
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// nejak napojeny na jadro OpenGL, hodnoty v techto objektech se vzdy
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// prekopiruji do celkoveho pole, ktere se pak ulozi do bufferu).
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for (int i = 0; i < FIRST_TYPE_WALL_I + 3; i++)
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{
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delete elements[i];
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}
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}
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void Scene::setCurve(QList<QVector4D> curve, CurveDataServer * cdServer)
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{
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// Vyhledani minimalnich a maximalnich souradnic.
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QList<QVector3D> curve3d;
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QVector3D minimum = curve.at(0).toVector3D();
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QVector3D maximum = curve.at(0).toVector3D();
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int itemCount = curve.size();
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#if 0
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for (int i = 1; i < curve.count(); i++)
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{
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if (curve.at(i).x() < minimum.x())
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{
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minimum.setX(curve.at(i).x());
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}
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else if (curve.at(i).x() > maximum.x())
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{
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maximum.setX(curve.at(i).x());
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}
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if (curve.at(i).y() < minimum.y())
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{
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minimum.setY(curve.at(i).y());
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}
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else if (curve.at(i).y() > maximum.y())
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{
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maximum.setY(curve.at(i).y());
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}
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if (curve.at(i).z() < minimum.z())
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{
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minimum.setZ(curve.at(i).z());
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}
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else if (curve.at(i).z() > maximum.z())
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{
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maximum.setZ(curve.at(i).z());
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}
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}
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#else
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//max a min nepocitat podle kriky, ale mit vzdycky maximalni rozsah
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minimum = QVector3D(-3200,-3200,0);
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maximum = QVector3D(3200,3200,9000);
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#endif
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// Posunout stred krivky do pocatku soustavy souradnic (kvuli ruznym upravam).
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// Uchovat stred puvodne umistene krivky kvuli prichozim bodum predstavujici
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// pozici koule (souradnice tohoto bodu se take musi upravit pro presne zobrazeni).
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center = Sphere::middlePoint(minimum, maximum);
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minimum -= center;
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maximum -= center;
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curve3d.clear();
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if (itemCount > MAX_CURVE_SIZE)
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itemCount = MAX_CURVE_SIZE;
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for (int i = 0; i < itemCount; i++)
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{
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curve3d.append(curve[i].toVector3D() - center);
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}
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// Zjisteni a nastaveni optimalni polohy kamery na ose Z.
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QVector3D marginForTube(Trajectory::MAX_RADIUS, Trajectory::MAX_RADIUS, Trajectory::MAX_RADIUS);
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QVector3D marginForSphere(Sphere::getMaxRadius(), Sphere::getMaxRadius(), Sphere::getMaxRadius());
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float tg = tan((eyeAngle / 2) * M_PI / 180);
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QVector3D heights = QVector3D(maximum + marginForTube + marginForSphere) / tg;
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camera.set(QVector3D(0, 0, maximum.z() + max(heights.x(), heights.y())));
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// Nastaveni atributu vykreslovanych objektu.
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((Trajectory *) (elements[TRAJECTORY_I]))->setNewCurve(curve3d, minimum.z(), maximum.z());
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((Sphere *) (elements[SPHERE_I]))->setRangeZ(minimum.z(), maximum.z());
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#ifdef USE_STATIC_SPHERE
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((Sphere *) (elements[SPHERE_II]))->setRangeZ(minimum.z(), maximum.z());
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#else
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((Sphere *) (elements[SPHERE_II]))->setRangeZ(0,0);
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((Sphere *) (elements[SPHERE_II]))->setPosition(QVector3D(0,0,-3200));
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#endif
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for (int i = FIRST_TYPE_WALL_I; i < ELEMENT_COUNT; i++)
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{
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((Wall *) (elements[i]))->setData(minimum, maximum, ((Sphere *) (elements[SPHERE_I]))->getMaxRadius());
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}
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// Upravit data v bufferu.
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updateBufferData();
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// Prenastavit pozici svetla.
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shaderProgram->bind();
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shaderProgram->setUniformValue(lightLocation, camera.getPosition() + MODIFY_LIGHT_POSITION);
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int colorLocation = shaderProgram->uniformLocation("un_Color[0]");
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shaderProgram->setUniformValue(colorLocation, colorValues[0]);
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shaderProgram->release();
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// Vynulovat pripadnou rotaci.
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setXAngle(0); setYAngle(0);
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// Vykreslit.
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update();
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if (cdServer) {
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cdServer->sendNewCurve(curve3d);
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}
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}
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void Scene::setSphereData(const QVector3D &position, const QVector3D &fArrow, const QVector3D &sArrow)
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{
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// Zmenit vektory pro prvni a druhou sipku.
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firstArrow = fArrow;
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secondArrow = sArrow;
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// Zmenit pozici koule.
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((Sphere *) (elements[SPHERE_I]))->setPosition(position - center);
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// Prekreslit scenu.
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update();
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}
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void Scene::setTestSphereData(const QVector3D &position)
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{
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#ifdef USE_STATIC_SPHERE
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// Zmenit pozici koule.
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((Sphere *) (elements[SPHERE_II]))->setPosition(position - center);
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// Prekreslit scenu.
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update();
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#endif
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}
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QVector3D Scene::getArrow(bool first)
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{
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return first ? firstArrow : secondArrow;
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}
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void Scene::setArrow(bool first, QVector3D vector)
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{
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first ? firstArrow = vector : secondArrow = vector;
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}
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void Scene::setTubusColor(QVector4D color)
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{
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colorValues[0] = color;
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}
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void Scene::addSphereData(QVector3D position, const bool start, const bool finish)
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{
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QVector3D minimum = QVector3D(-3200,-3200,0);
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QVector3D maximum = QVector3D(3200,3200,9000);
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// Posunout stred krivky do pocatku soustavy souradnic (kvuli ruznym upravam).
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// Uchovat stred puvodne umistene krivky kvuli prichozim bodum predstavujici
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// pozici koule (souradnice tohoto bodu se take musi upravit pro presne zobrazeni).
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center = Sphere::middlePoint(minimum, maximum);
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minimum -= center;
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maximum -= center;
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//position -= center;
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if (start) {
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// Zjisteni a nastaveni optimalni polohy kamery na ose Z.
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QVector3D marginForTube(Trajectory::MAX_RADIUS, Trajectory::MAX_RADIUS, Trajectory::MAX_RADIUS);
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QVector3D marginForSphere(Sphere::getMaxRadius(), Sphere::getMaxRadius(), Sphere::getMaxRadius());
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float tg = tan((eyeAngle / 2) * M_PI / 180);
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QVector3D heights = QVector3D(maximum + marginForTube + marginForSphere) / tg;
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camera.set(QVector3D(0, 0, maximum.z() + max(heights.x(), heights.y())));
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// Nastaveni atributu vykreslovanych objektu.
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}
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((Trajectory *) (elements[TRAJECTORY_I]))->addNewPointToCurve(position, start, finish);
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if (start) {
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((Sphere *) (elements[SPHERE_I]))->setRangeZ(minimum.z(), maximum.z());
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((Sphere *) (elements[SPHERE_II]))->setRangeZ(minimum.z(), maximum.z());
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for (int i = FIRST_TYPE_WALL_I; i < ELEMENT_COUNT; i++)
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{
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((Wall *) (elements[i]))->setData(minimum, maximum, ((Sphere *) (elements[SPHERE_I]))->getMaxRadius());
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}
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}
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// Upravit data v bufferu.
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updateBufferData();
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// Prenastavit pozici svetla.
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shaderProgram->bind();
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shaderProgram->setUniformValue(lightLocation, camera.getPosition() + MODIFY_LIGHT_POSITION);
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int colorLocation = shaderProgram->uniformLocation("un_Color[0]");
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shaderProgram->setUniformValue(colorLocation, colorValues[0]);
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shaderProgram->release();
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// Vynulovat pripadnou rotaci.
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setXAngle(0); setYAngle(0);
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// Vykreslit.
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update();
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}
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QSize Scene::minimumSizeHint() const
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{
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return QSize(100, 100);
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}
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QSize Scene::sizeHint() const
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{
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return QSize(500, 500);
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}
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void Scene::initializeGL()
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{
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// V prubehu chodu aplikace muze dojit ke zruseni sceny a k jejimu opetovnemu
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// vytvoreni (opetovnemu zavolani initializeGL()). Proto je vhodne po sobe
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// uklidit v pripade teto nastale udalosti.
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QObject::connect(context(), SIGNAL(aboutToBeDestroyed()), this, SLOT(clear()));
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// Vytvoreni GLSL podprogramu. Pridani zdrojovych souboru a napojeni attribute
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// promennych na hodnoty, ktere budou vyuzivany pri mapovani hodnot.
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shaderProgram = new QOpenGLShaderProgram();
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shaderProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/glsl/shader.vert");
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shaderProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/glsl/shader.frag");
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shaderProgram->bindAttributeLocation("vertex", 0);
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shaderProgram->bindAttributeLocation("normal", 1);
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shaderProgram->bindAttributeLocation("group", 2);
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shaderProgram->link();
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shaderProgram->bind();
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// Vytvoreni textur a pocatecni inicializace uniform atributu TEXTURE.
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for (int i = 0; i < TEXTURE_COUNT; i++)
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{
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textures[i] = new QOpenGLTexture(QImage(texturePath[i]).mirrored());
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}
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shaderProgram->setUniformValue("texture", 0);
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// Zjisteni lokaci ostatnich uniform atributu.
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projectionLocation = shaderProgram->uniformLocation("un_Projection");
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lightLocation = shaderProgram->uniformLocation("un_Light");
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for (int i = 0; i < FIRST_TYPE_WALL_I; i++)
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{
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normalLocations[i] = shaderProgram->uniformLocation(QString("un_Normal[%1]").arg(i));
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mvLocations[i] = shaderProgram->uniformLocation(QString("un_ModelView[%1]").arg(i));
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// U barev rovnou nastavit i obsah promennych.
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int colorLocation = shaderProgram->uniformLocation(QString("un_Color[%1]").arg(i));
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shaderProgram->setUniformValue(colorLocation, colorValues[i]);
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}
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// Pocatecni inicializace pozice svetla a spusteni shader programu.
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shaderProgram->setUniformValue(lightLocation, QVector3D(0, 0, 0));
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shaderProgram->release();
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// Pro jistotu, manualni vytvoreni pole pro vrcholy a spojeni se scenou.
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vao.create();
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QOpenGLVertexArrayObject::Binder vaoBinder(&vao);
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// Vytvoreni buffer pro vrcholy.
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buffer.create();
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buffer.bind();
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// Namapovani hodnot z bufferu na attribute promenne v shaderu.
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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f->glEnableVertexAttribArray(0);
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f->glEnableVertexAttribArray(1);
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f->glEnableVertexAttribArray(2);
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f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, Element::DATA_COUNT_FOR_VERTEX * sizeof(GLfloat), reinterpret_cast<void *>(0 * sizeof(GLfloat)));
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, Element::DATA_COUNT_FOR_VERTEX * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
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f->glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, Element::DATA_COUNT_FOR_VERTEX * sizeof(GLfloat), reinterpret_cast<void *>(6 * sizeof(GLfloat)));
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buffer.release();
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// Nastaveni vykreslovacich modu.
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_MULTISAMPLE); // Anti-aliasing (s QSurfaceFormat::setSamples(4)).
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glEnable(GL_BLEND); // Pruhlednost.
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void Scene::paintGL()
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{
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QOpenGLVertexArrayObject::Binder vaoBinder(&vao);
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shaderProgram->bind();
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// Nastaveni zmenenych globalnich promennych shaderum.
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shaderProgram->setUniformValue(projectionLocation, projection);
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for (int i = 0; i < FIRST_TYPE_WALL_I; i++)
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{
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shaderProgram->setUniformValue(normalLocations[i], worlds[i].normalMatrix());
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shaderProgram->setUniformValue(mvLocations[i], camera * worlds[i]);
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// U vsech vykreslovanych prvku nastavit globalni rotaci.
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worlds[i].setToIdentity();
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worlds[i].rotate(xAngle / (float) ROTATE_REDUCTION, QVector3D(1, 0, 0));
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worlds[i].rotate(yAngle / (float) ROTATE_REDUCTION, QVector3D(0, 1, 0));
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if (i > TRAJECTORY_I)
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{
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float sphereScaling;
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if (i == SPHERE_II) {
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worlds[i].translate(((Sphere *) (elements[SPHERE_II]))->getPosition());
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sphereScaling = ((Sphere *) elements[SPHERE_II])->getCurrentScaling();
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} else {
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// Jak pro kouli, tak pro sipky, provest posunuti do nastaveneho bodu.
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worlds[i].translate(((Sphere *) (elements[SPHERE_I]))->getPosition());
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sphereScaling = ((Sphere *) elements[SPHERE_I])->getCurrentScaling();
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}
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if (i == SPHERE_I)
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{
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// Pro kouli provest danou zmenu meritka.
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worlds[i].scale(sphereScaling);
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} else if (i == SPHERE_II) {
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worlds[i].scale(sphereScaling);
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} else {
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361
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QVector3D top = QVector3D(0, 1, 0);
|
362
|
|
363
|
QVector3D arrow;
|
364
|
float arrowScaling;
|
365
|
if (i == FIRST_ARROW_I)
|
366
|
{
|
367
|
arrow = firstArrow;
|
368
|
arrowScaling = FIRST_ARROW_WIDTH_SCALING;
|
369
|
}
|
370
|
else
|
371
|
{
|
372
|
arrow = secondArrow;
|
373
|
arrowScaling = SECOND_ARROW_WIDTH_SCALING;
|
374
|
}
|
375
|
|
376
|
// Pro obe sipky urcit, podle jakeho vektoru ma byt provedena
|
377
|
// rotace, o jaky uhel maji byt orotovany a podle velikosti
|
378
|
// vektoru nastavit i zmenu meritka.
|
379
|
float angle = acos(QVector3D::dotProduct(arrow, top) / (arrow.length() * top.length())) * 180 / M_PI;
|
380
|
QVector3D normal = QVector3D::crossProduct(top, arrow);
|
381
|
worlds[i].rotate(angle, normal);
|
382
|
worlds[i].scale(sphereScaling * arrowScaling, sphereScaling * arrow.length(), sphereScaling * arrowScaling);
|
383
|
}
|
384
|
}
|
385
|
}
|
386
|
|
387
|
// Nastavit kam ma byt provedeno vykreslovani a vycistit 3D scenu.
|
388
|
glViewport(0, 0, width(), height());
|
389
|
glClearColor(backgroundColor.x(), backgroundColor.y(), backgroundColor.z(), 1);
|
390
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
391
|
|
392
|
if (((Trajectory *) elements[TRAJECTORY_I])->isSet())
|
393
|
{
|
394
|
// Pomocna promenna pro urceni pocatecnich indexu vykreslovacich komponent.
|
395
|
int vertCount = 0;
|
396
|
|
397
|
// Vykresleni vsech grafickych prvku az na zdi.
|
398
|
int i;
|
399
|
int auxVertexCount = 0;
|
400
|
bool sphereIsSet = ((Sphere *) elements[SPHERE_I])->isSet();
|
401
|
//bool staticSphereIsSet = ((Sphere *) elements[SPHERE_II])->isSet();
|
402
|
for (i = 0; i < FIRST_TYPE_WALL_I; i++)
|
403
|
{
|
404
|
vertCount += elements[i]->vertexCount();
|
405
|
if (!sphereIsSet && i > 0)
|
406
|
{
|
407
|
auxVertexCount += elements[i]->vertexCount();
|
408
|
}
|
409
|
}
|
410
|
// Pokud neni nastavena pozice pro kouli a sipky, vykreslit pouze trajektorii.
|
411
|
glDrawArrays(GL_TRIANGLES, 0, vertCount - auxVertexCount);
|
412
|
|
413
|
// Vykresleni zdi, stropu a podlah.
|
414
|
for (int j = 0; j < TEXTURE_COUNT; j++, i++)
|
415
|
{
|
416
|
textures[j]->bind();
|
417
|
glDrawArrays(GL_QUADS, vertCount, elements[i]->vertexCount());
|
418
|
vertCount += elements[i]->vertexCount();
|
419
|
}
|
420
|
}
|
421
|
|
422
|
shaderProgram->release();
|
423
|
buffer.release();
|
424
|
}
|
425
|
|
426
|
void Scene::resizeGL(int w, int h)
|
427
|
{
|
428
|
// Nastavit matici projekce pri kazde zmene velikosti okna.
|
429
|
projection.setToIdentity();
|
430
|
projection.perspective(eyeAngle, w / (float) h, 1, 40000);
|
431
|
}
|
432
|
|
433
|
void Scene::mousePressEvent(QMouseEvent *event)
|
434
|
{
|
435
|
// Pri kazdem stisknuti tlacitka ulozit, kde je kurzor (kvuli otaceni).
|
436
|
lastPosition = event->pos();
|
437
|
}
|
438
|
|
439
|
void Scene::mouseMoveEvent(QMouseEvent *event)
|
440
|
{
|
441
|
if (event->buttons() == Qt::LeftButton || event->buttons() == Qt::RightButton)
|
442
|
{
|
443
|
// Pro obe tlacitka otacet stejne, konkretne podle osy X a Y.
|
444
|
int dx = event->x() - lastPosition.x();
|
445
|
int dy = event->y() - lastPosition.y();
|
446
|
lastPosition = event->pos();
|
447
|
setXAngle(xAngle + 5 * dy);
|
448
|
setYAngle(yAngle + 5 * dx);
|
449
|
update();
|
450
|
}
|
451
|
}
|
452
|
|
453
|
void Scene::wheelEvent(QWheelEvent *e)
|
454
|
{
|
455
|
// Pri pohybu kolecka na mysi priblizovat ci oddalovat scenu (resp. kameru
|
456
|
// k/od pocatku soustavy souradnic).
|
457
|
if (e != NULL)
|
458
|
{
|
459
|
if (e->delta() > 0)
|
460
|
{
|
461
|
camera.zoomOut();
|
462
|
}
|
463
|
else
|
464
|
{
|
465
|
camera.zoomIn();
|
466
|
}
|
467
|
}
|
468
|
}
|
469
|
|
470
|
void Scene::updateBufferData()
|
471
|
{
|
472
|
int resultDataCount = 0;
|
473
|
for (int i = 0; i < ELEMENT_COUNT; i++)
|
474
|
{
|
475
|
resultDataCount += elements[i]->dataCount();
|
476
|
}
|
477
|
|
478
|
// Vytvoreni pole s hodnotami pro vsechny vykreslovane prvky.
|
479
|
GLfloat *resultData = new GLfloat[resultDataCount];
|
480
|
int resultDataIndex = 0;
|
481
|
for (int i = 0; i < ELEMENT_COUNT; i++)
|
482
|
{
|
483
|
const GLfloat *data = elements[i]->getData();
|
484
|
for (int j = 0; j < elements[i]->dataCount(); j++)
|
485
|
{
|
486
|
resultData[resultDataIndex++] = data[j];
|
487
|
}
|
488
|
}
|
489
|
|
490
|
// Prenastavit obsah bufferu.
|
491
|
buffer.bind();
|
492
|
buffer.allocate(resultData, resultDataCount * sizeof(GLfloat));
|
493
|
delete[] resultData;
|
494
|
}
|
495
|
|
496
|
void Scene::setXAngle(int angle)
|
497
|
{
|
498
|
angle %= 360 * ROTATE_REDUCTION;
|
499
|
|
500
|
if (angle != xAngle)
|
501
|
{
|
502
|
xAngle = angle;
|
503
|
}
|
504
|
}
|
505
|
|
506
|
void Scene::setYAngle(int angle)
|
507
|
{
|
508
|
angle %= 360 * ROTATE_REDUCTION;
|
509
|
|
510
|
if (angle != yAngle)
|
511
|
{
|
512
|
yAngle = angle;
|
513
|
}
|
514
|
}
|
515
|
|
516
|
void Scene::clear()
|
517
|
{
|
518
|
if (shaderProgram != NULL)
|
519
|
{
|
520
|
makeCurrent();
|
521
|
|
522
|
// Zruseni vytvoreneho bufferu pro data pro vrcholy.
|
523
|
// Uvolneni pameti od alokovaneho pole pro vsechny hodnoty vsech vrcholu
|
524
|
// viz updateBufferData().
|
525
|
buffer.destroy();
|
526
|
|
527
|
// Zruseni GLSL podprogramu.
|
528
|
delete shaderProgram;
|
529
|
shaderProgram = NULL;
|
530
|
|
531
|
// Vycisteni pameti od alokovanych textur.
|
532
|
for (int i = 0; i < TEXTURE_COUNT; i++)
|
533
|
{
|
534
|
textures[i]->destroy();
|
535
|
textures[i] = NULL;
|
536
|
}
|
537
|
|
538
|
doneCurrent();
|
539
|
}
|
540
|
}
|