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Alisa Jung
grapa_alisa
Commits
194f25be
Commit
194f25be
authored
Nov 15, 2015
by
Alisa Jung
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Plain Diff
shaderauswahl spinnt, rest funktioniert grade.
parent
b06d9373
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5 changed files
with
130 additions
and
49 deletions
+130
-49
controller.cpp
helloqube/controller.cpp
+32
-2
controller.h
helloqube/controller.h
+14
-0
mainwindow.cpp
helloqube/mainwindow.cpp
+25
-19
myglwidget.cpp
helloqube/myglwidget.cpp
+53
-28
myglwidget.h
helloqube/myglwidget.h
+6
-0
No files found.
helloqube/controller.cpp
View file @
194f25be
...
@@ -10,6 +10,20 @@ Controller::~Controller(){
...
@@ -10,6 +10,20 @@ Controller::~Controller(){
}
}
void
Controller
::
initActions
(
QAction
*
cam
,
QAction
*
manipulate
){
modeCameraAction
=
cam
;
modeManipulateAction
=
manipulate
;
}
void
Controller
::
initWidget
(
MyGLWidget
*
w
){
currentWidget
=
w
;
}
void
Controller
::
setCtrlPressed
(
bool
isCtrlPressed
){
ctrlPressed
=
isCtrlPressed
;
}
void
Controller
::
switchToModeCamera
(){
void
Controller
::
switchToModeCamera
(){
qDebug
(
"Bla"
);
qDebug
(
"Bla"
);
modeCamera
=
true
;
modeCamera
=
true
;
...
@@ -22,6 +36,17 @@ void Controller::switchToModeManipulate(){
...
@@ -22,6 +36,17 @@ void Controller::switchToModeManipulate(){
void
Controller
::
processMousePressEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
){
void
Controller
::
processMousePressEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
){
rightButtonPressed
=
false
;
rightButtonPressed
=
false
;
leftButtonPressed
=
false
;
leftButtonPressed
=
false
;
if
(
ctrlPressed
){
if
(
modeCamera
){
modeCamera
=
false
;
modeCameraAction
->
setChecked
(
false
);
modeManipulateAction
->
setChecked
(
true
);
}
else
{
modeCamera
=
true
;
modeCameraAction
->
setChecked
(
true
);
modeManipulateAction
->
setChecked
(
false
);
}
}
if
(
event
->
button
()
==
Qt
::
RightButton
){
if
(
event
->
button
()
==
Qt
::
RightButton
){
rightButtonPressed
=
true
;
rightButtonPressed
=
true
;
lastClickPosition
=
event
->
pos
();
lastClickPosition
=
event
->
pos
();
...
@@ -30,8 +55,7 @@ void Controller::processMousePressEvent(QMouseEvent *event, MyGLWidget *widget){
...
@@ -30,8 +55,7 @@ void Controller::processMousePressEvent(QMouseEvent *event, MyGLWidget *widget){
leftButtonPressed
=
true
;
leftButtonPressed
=
true
;
lastClickPosition
=
event
->
pos
();
lastClickPosition
=
event
->
pos
();
}
}
currentWidget
=
widget
;
//TODO if widget was not selected before, set active.
}
}
void
Controller
::
processMouseMoveEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
){
void
Controller
::
processMouseMoveEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
){
...
@@ -57,6 +81,12 @@ void Controller::processMouseMoveEvent(QMouseEvent *event, MyGLWidget *widget){
...
@@ -57,6 +81,12 @@ void Controller::processMouseMoveEvent(QMouseEvent *event, MyGLWidget *widget){
}
}
}
}
void
Controller
::
resetCamera
(){
if
(
currentWidget
){
currentWidget
->
resetCamera
();
}
}
void
Controller
::
setScreenScenter
(
QPoint
center
){
void
Controller
::
setScreenScenter
(
QPoint
center
){
screenCenter
=
center
;
screenCenter
=
center
;
}
}
...
...
helloqube/controller.h
View file @
194f25be
...
@@ -12,6 +12,7 @@
...
@@ -12,6 +12,7 @@
#include <QGLShader>
#include <QGLShader>
#include <QDebug>
#include <QDebug>
#include <QObject>
#include <QObject>
#include <QAction>
class
MyGLWidget
;
class
MyGLWidget
;
...
@@ -23,6 +24,9 @@ public:
...
@@ -23,6 +24,9 @@ public:
Controller
();
Controller
();
~
Controller
();
~
Controller
();
void
initActions
(
QAction
*
cam
,
QAction
*
manipulate
);
void
initWidget
(
MyGLWidget
*
w
);
//processes input and might call follow up functions in widget
//processes input and might call follow up functions in widget
void
processMousePressEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
);
void
processMousePressEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
);
...
@@ -31,9 +35,18 @@ public:
...
@@ -31,9 +35,18 @@ public:
void
processMouseMoveEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
);
void
processMouseMoveEvent
(
QMouseEvent
*
event
,
MyGLWidget
*
widget
);
void
setScreenScenter
(
QPoint
center
);
void
setScreenScenter
(
QPoint
center
);
void
setCtrlPressed
(
bool
isCtrlPressed
);
private
:
private
:
QAction
*
modeCameraAction
;
QAction
*
modeManipulateAction
;
MyGLWidget
*
currentWidget
;
bool
modeCamera
;
bool
modeCamera
;
bool
ctrlPressed
=
false
;
bool
rightButtonPressed
;
bool
rightButtonPressed
;
bool
leftButtonPressed
;
bool
leftButtonPressed
;
QPoint
screenCenter
;
//Center of screen in pixel coordinates
QPoint
screenCenter
;
//Center of screen in pixel coordinates
...
@@ -45,6 +58,7 @@ private:
...
@@ -45,6 +58,7 @@ private:
public
slots
:
public
slots
:
void
switchToModeCamera
();
void
switchToModeCamera
();
void
switchToModeManipulate
();
void
switchToModeManipulate
();
void
resetCamera
();
};
};
...
...
helloqube/mainwindow.cpp
View file @
194f25be
...
@@ -76,16 +76,15 @@ MainWindow::MainWindow(QWidget *parent)
...
@@ -76,16 +76,15 @@ MainWindow::MainWindow(QWidget *parent)
setStatusBar
(
statusBar
);
setStatusBar
(
statusBar
);
//4.0 Widget //Assignment 2: Multiple Widgets.
//4.0 Widget //Assignment 2: Multiple Widgets.
qDebug
(
"widgets..."
);
controller
=
new
Controller
();
controller
=
new
Controller
();
myGLWidget
=
new
MyGLWidget
(
controller
,
true
,
QQuaternion
(),
this
);
myGLWidget
=
new
MyGLWidget
(
controller
,
true
,
QQuaternion
(),
this
);
setCentralWidget
(
myGLWidget
);
setCentralWidget
(
myGLWidget
);
controller
->
initWidget
(
myGLWidget
);
viewFront
=
new
MyGLWidget
(
controller
,
false
,
QQuaternion
(
0
,
1
,
0
,
0
),
this
);
viewFront
=
new
MyGLWidget
(
controller
,
false
,
QQuaternion
(),
this
);
double
costhetahalf
=
cos
(
45
);
viewLeft
=
new
MyGLWidget
(
controller
,
false
,
QQuaternion
::
fromAxisAndAngle
(
0
,
1
,
0
,
90
),
this
);
//TODO check rotations.
viewLeft
=
new
MyGLWidget
(
controller
,
true
,
QQuaternion
(
costhetahalf
,
1
,
0
,
0
),
this
);
//TODO check rotations.
viewTop
=
new
MyGLWidget
(
controller
,
false
,
QQuaternion
::
fromAxisAndAngle
(
1
,
0
,
0
,
90
),
this
);
viewTop
=
new
MyGLWidget
(
controller
,
false
,
QQuaternion
(
costhetahalf
,
0
,
1
,
0
),
this
);
viewLayout
=
new
QGridLayout
(
this
);
viewSplitter1
=
new
QSplitter
;
viewSplitter1
=
new
QSplitter
;
viewSplitter1
->
addWidget
(
myGLWidget
);
viewSplitter1
->
addWidget
(
myGLWidget
);
...
@@ -95,24 +94,19 @@ MainWindow::MainWindow(QWidget *parent)
...
@@ -95,24 +94,19 @@ MainWindow::MainWindow(QWidget *parent)
viewSplitter2
->
addWidget
(
viewLeft
);
viewSplitter2
->
addWidget
(
viewLeft
);
viewSplitter2
->
addWidget
(
viewTop
);
viewSplitter2
->
addWidget
(
viewTop
);
viewSplitter3
=
new
QSplitter
;
viewSplitter3
->
setOrientation
(
Qt
::
Vertical
);
viewSplitter3
->
setOrientation
(
Qt
::
Vertical
);
viewSplitter3
->
addWidget
(
viewSplitter1
);
viewSplitter3
->
addWidget
(
viewSplitter1
);
viewSplitter3
->
addWidget
(
viewSplitter2
);
viewSplitter3
->
addWidget
(
viewSplitter2
);
view
Splitter3
=
new
QSplitter
;
view
Layout
=
new
QGridLayout
(
this
)
;
viewLayout
->
addWidget
(
viewSplitter3
);
viewLayout
->
addWidget
(
viewSplitter3
);
QWidget
*
central_widget
=
new
QWidget
(
this
);
QWidget
*
central_widget
=
new
QWidget
(
this
);
central_widget
->
setLayout
(
viewLayout
);
central_widget
->
setLayout
(
viewLayout
);
setCentralWidget
(
central_widget
);
setCentralWidget
(
central_widget
);
qDebug
(
"tesselation..."
);
//4.1.1 connect shading actions to slot
connect
(
shadeWireframeAction
,
SIGNAL
(
triggered
(
bool
)),
myGLWidget
,
SLOT
(
shadeWireframeSlot
()));
connect
(
shadeFlatAction
,
SIGNAL
(
triggered
(
bool
)),
myGLWidget
,
SLOT
(
shadeFlatSlot
()));
connect
(
shadeGouraudAction
,
SIGNAL
(
triggered
(
bool
)),
myGLWidget
,
SLOT
(
shadeGouraudSlot
()));
connect
(
shadePhongAction
,
SIGNAL
(
triggered
(
bool
)),
myGLWidget
,
SLOT
(
shadePhongSlot
()));
//tesselation slider
//tesselation slider
tesselationSlider
=
new
QSlider
(
Qt
::
Horizontal
,
this
);
tesselationSlider
=
new
QSlider
(
Qt
::
Horizontal
,
this
);
...
@@ -122,19 +116,29 @@ MainWindow::MainWindow(QWidget *parent)
...
@@ -122,19 +116,29 @@ MainWindow::MainWindow(QWidget *parent)
tesselationSlider
->
setMinimum
(
1
);
tesselationSlider
->
setMinimum
(
1
);
tesselationSlider
->
setMaximum
(
16
);
tesselationSlider
->
setMaximum
(
16
);
tesselationSlider
->
setValue
(
1
);
tesselationSlider
->
setValue
(
1
);
connect
(
tesselationSlider
,
SIGNAL
(
valueChanged
(
int
)),
myGLWidget
,
SLOT
(
setTessellation
(
int
)));
toolBar
->
addWidget
(
tesselationSlider
);
toolBar
->
addWidget
(
tesselationSlider
);
//4.1.1 connect shading actions to slot
MyGLWidget
*
allWidgets
[
4
]
=
{
myGLWidget
,
viewFront
,
viewLeft
,
viewTop
};
for
(
int
i
=
0
;
i
<
4
;
i
++
){
connect
(
shadeWireframeAction
,
SIGNAL
(
triggered
(
bool
)),
allWidgets
[
i
],
SLOT
(
shadeWireframeSlot
()));
connect
(
shadeFlatAction
,
SIGNAL
(
triggered
(
bool
)),
allWidgets
[
i
],
SLOT
(
shadeFlatSlot
()));
connect
(
shadeGouraudAction
,
SIGNAL
(
triggered
(
bool
)),
allWidgets
[
i
],
SLOT
(
shadeGouraudSlot
()));
connect
(
shadePhongAction
,
SIGNAL
(
triggered
(
bool
)),
allWidgets
[
i
],
SLOT
(
shadePhongSlot
()));
connect
(
tesselationSlider
,
SIGNAL
(
valueChanged
(
int
)),
allWidgets
[
i
],
SLOT
(
setTessellation
(
int
)));
}
//reset Camera button
//reset Camera button
resetCameraAction
=
new
QAction
(
"Reset Camera"
,
toolBar
);
resetCameraAction
=
new
QAction
(
"Reset Camera"
,
toolBar
);
resetCameraAction
->
setIcon
(
QIcon
(
":/img/cam_home.png"
));
resetCameraAction
->
setIcon
(
QIcon
(
":/img/cam_home.png"
));
connect
(
resetCameraAction
,
SIGNAL
(
triggered
(
bool
)),
myGLWidget
,
SLOT
(
resetCamera
()));
connect
(
resetCameraAction
,
SIGNAL
(
triggered
(
bool
)),
controller
,
SLOT
(
resetCamera
()));
toolBar
->
addAction
(
resetCameraAction
);
toolBar
->
addAction
(
resetCameraAction
);
toolBar
->
insertSeparator
(
resetCameraAction
);
toolBar
->
insertSeparator
(
resetCameraAction
);
/* Assignment 2*/
/* Assignment 2*/
qDebug
(
"Camera / Object Manipulation..."
);
//2 Camera Mode, Object Manipulation Mode
//2 Camera Mode, Object Manipulation Mode
modeCameraAction
=
new
QAction
(
"Camera Mode"
,
toolBar
);
modeCameraAction
=
new
QAction
(
"Camera Mode"
,
toolBar
);
modeCameraAction
->
setIcon
(
QIcon
(
":/grapa-a2-iconset/camera.png"
));
modeCameraAction
->
setIcon
(
QIcon
(
":/grapa-a2-iconset/camera.png"
));
...
@@ -152,12 +156,14 @@ MainWindow::MainWindow(QWidget *parent)
...
@@ -152,12 +156,14 @@ MainWindow::MainWindow(QWidget *parent)
toolBar
->
addAction
(
modeManipulateAction
);
toolBar
->
addAction
(
modeManipulateAction
);
connect
(
modeManipulateAction
,
SIGNAL
(
triggered
(
bool
)),
controller
,
SLOT
(
switchToModeManipulate
()));
connect
(
modeManipulateAction
,
SIGNAL
(
triggered
(
bool
)),
controller
,
SLOT
(
switchToModeManipulate
()));
controller
->
initActions
(
modeCameraAction
,
modeManipulateAction
);
modeSwitchGroup
=
new
QActionGroup
(
toolBar
);
modeSwitchGroup
=
new
QActionGroup
(
toolBar
);
modeSwitchGroup
->
addAction
(
modeCameraAction
);
modeSwitchGroup
->
addAction
(
modeCameraAction
);
modeSwitchGroup
->
addAction
(
modeManipulateAction
);
modeSwitchGroup
->
addAction
(
modeManipulateAction
);
qDebug
(
"View switch..."
);
//2 Switch view modes
//2 Switch view modes
viewButton
=
new
QToolButton
(
toolBar
);
viewButton
=
new
QToolButton
(
toolBar
);
...
@@ -194,7 +200,7 @@ MainWindow::MainWindow(QWidget *parent)
...
@@ -194,7 +200,7 @@ MainWindow::MainWindow(QWidget *parent)
viewMenu
->
addAction
(
quadViewAction
);
viewMenu
->
addAction
(
quadViewAction
);
viewGroup
->
addAction
(
quadViewAction
);
viewGroup
->
addAction
(
quadViewAction
);
qDebug
(
"Done initializing"
);
}
}
...
...
helloqube/myglwidget.cpp
View file @
194f25be
#include "myglwidget.h"
#include "myglwidget.h"
#include "controller.h"
#include "controller.h"
//QGLShaderProgram *MyGLWidget::phongShader;
MyGLWidget
::
MyGLWidget
(
Controller
*
c
,
bool
isPerspective
,
QQuaternion
initialRotation
,
QWidget
*
parent
)
MyGLWidget
::
MyGLWidget
(
Controller
*
c
,
bool
isPerspective
,
QQuaternion
initialRotation
,
QWidget
*
parent
)
:
QGLWidget
(
QGLFormat
(
QGL
::
SampleBuffers
),
parent
)
:
QGLWidget
(
QGLFormat
(
QGL
::
SampleBuffers
),
parent
)
{
{
...
@@ -8,6 +10,7 @@ MyGLWidget::MyGLWidget(Controller* c, bool isPerspective, QQuaternion initialRot
...
@@ -8,6 +10,7 @@ MyGLWidget::MyGLWidget(Controller* c, bool isPerspective, QQuaternion initialRot
tesselation
=
1
;
tesselation
=
1
;
qubeRotation
=
QQuaternion
();
qubeRotation
=
QQuaternion
();
cameraRotation
=
initialRotation
;
cameraRotation
=
initialRotation
;
cameraStartRotation
=
initialRotation
;
translatex
=
0
;
translatex
=
0
;
translatey
=
0
;
translatey
=
0
;
camRotCenter
=
QVector3D
(
0
,
0
,
0
);
camRotCenter
=
QVector3D
(
0
,
0
,
0
);
...
@@ -53,32 +56,13 @@ void MyGLWidget::initializeGL()
...
@@ -53,32 +56,13 @@ void MyGLWidget::initializeGL()
{
{
glClearColor
(
0.0
,
0.0
,
0.0
,
0.0
);
glClearColor
(
0.0
,
0.0
,
0.0
,
0.0
);
glEnable
(
GL_DEPTH_TEST
);
glEnable
(
GL_DEPTH_TEST
);
qDebug
(
"InitGPL"
);
//Phong Shader:
// if (!phongShader){
QGLShader
*
vert
=
new
QGLShader
(
QGLShader
::
Vertex
);
qDebug
(
"Init shader stuff"
);
qDebug
()
<<
"new vert shader"
;
initShaderStuff
();
QGLShader
*
frag
=
new
QGLShader
(
QGLShader
::
Fragment
);
// }else {
qDebug
()
<<
"new frag shader"
;
// qDebug() << " phong not null: " << phongShader;
// }
bool
e
=
QFile
::
exists
(
":/phong.vert"
);
qDebug
()
<<
"vert exists"
<<
e
;
bool
successVertex
=
vert
->
compileSourceFile
(
":/phong.vert"
);
if
(
!
successVertex
)
qDebug
()
<<
"Vertex compilation failed."
;
else
qDebug
()
<<
"Vertex compiled."
;
bool
successFragment
=
frag
->
compileSourceFile
(
":/phong.frag"
);
if
(
!
successFragment
)
qDebug
()
<<
"Frag failed"
;
else
qDebug
()
<<
"frag success"
;
phongShader
=
new
QGLShaderProgram
(
this
);
phongShader
->
addShader
(
vert
);
phongShader
->
addShader
(
frag
);
phongShader
->
link
();
shadeFlatSlot
();
//set up flat shading
qDebug
()
<<
"flat done"
;
// glEnable(GL_CULL_FACE);//backface culling.
// glEnable(GL_CULL_FACE);//backface culling.
...
@@ -110,8 +94,36 @@ example, the background color.
...
@@ -110,8 +94,36 @@ example, the background color.
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
lightPosition
);
//set Position of light source.
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
lightPosition
);
//set Position of light source.
}
}
void
MyGLWidget
::
paintGL
(){
void
MyGLWidget
::
initShaderStuff
(){
//Phong Shader:
QGLShader
*
vert
=
new
QGLShader
(
QGLShader
::
Vertex
);
qDebug
()
<<
"new vert shader"
;
QGLShader
*
frag
=
new
QGLShader
(
QGLShader
::
Fragment
);
qDebug
()
<<
"new frag shader"
;
bool
e
=
QFile
::
exists
(
":/phong.vert"
);
qDebug
()
<<
"vert exists"
<<
e
;
bool
successVertex
=
vert
->
compileSourceFile
(
":/phong.vert"
);
if
(
!
successVertex
)
qDebug
()
<<
"Vertex compilation failed."
;
else
qDebug
()
<<
"Vertex compiled."
;
bool
successFragment
=
frag
->
compileSourceFile
(
":/phong.frag"
);
if
(
!
successFragment
)
qDebug
()
<<
"Frag failed"
;
else
qDebug
()
<<
"frag success"
;
phongShader
=
new
QGLShaderProgram
(
this
);
phongShader
->
addShader
(
vert
);
phongShader
->
addShader
(
frag
);
phongShader
->
link
();
shadeFlatSlot
();
//set up flat shading
qDebug
()
<<
"FlatSlot setup."
;
}
void
MyGLWidget
::
paintGL
(){
qDebug
(
"paint gl"
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glLoadIdentity
();
glLoadIdentity
();
...
@@ -280,6 +292,19 @@ void MyGLWidget:: mouseMoveEvent(QMouseEvent *event){
...
@@ -280,6 +292,19 @@ void MyGLWidget:: mouseMoveEvent(QMouseEvent *event){
controller
->
processMouseMoveEvent
(
event
,
this
);
controller
->
processMouseMoveEvent
(
event
,
this
);
}
}
void
MyGLWidget
::
keyPressEvent
(
QKeyEvent
*
event
){
if
(
event
->
key
()
==
Qt
::
Key_Control
){
controller
->
setCtrlPressed
(
true
);
}
}
void
MyGLWidget
::
keyReleaseEvent
(
QKeyEvent
*
event
){
if
(
event
->
key
()
==
Qt
::
Key_Control
){
controller
->
setCtrlPressed
(
false
);
qDebug
(
"ctrl released"
);
}
}
void
MyGLWidget
::
translateCamera
(
double
xDiff
,
double
yDiff
,
double
zDiff
)
void
MyGLWidget
::
translateCamera
(
double
xDiff
,
double
yDiff
,
double
zDiff
)
{
{
//in order to "move parallel to image plane", we have to rotate the image coordinates xDiff and yDiff by our current camera rotation.
//in order to "move parallel to image plane", we have to rotate the image coordinates xDiff and yDiff by our current camera rotation.
...
@@ -372,6 +397,6 @@ void MyGLWidget::resetCamera(){
...
@@ -372,6 +397,6 @@ void MyGLWidget::resetCamera(){
translatey
=
0
;
translatey
=
0
;
camRotCenter
=
QVector3D
(
0
,
0
,
0
);
camRotCenter
=
QVector3D
(
0
,
0
,
0
);
cameraZoom
=
cameraZoomDefault
;
cameraZoom
=
cameraZoomDefault
;
cameraRotation
=
QQuaternion
()
;
cameraRotation
=
cameraStartRotation
;
updateGL
();
updateGL
();
}
}
helloqube/myglwidget.h
View file @
194f25be
...
@@ -14,6 +14,7 @@
...
@@ -14,6 +14,7 @@
class
Controller
;
class
Controller
;
class
MyGLWidget
:
public
QGLWidget
class
MyGLWidget
:
public
QGLWidget
{
{
Q_OBJECT
//from HelloGL Example
Q_OBJECT
//from HelloGL Example
...
@@ -35,6 +36,8 @@ class MyGLWidget : public QGLWidget
...
@@ -35,6 +36,8 @@ class MyGLWidget : public QGLWidget
void
rotateCamera
(
QQuaternion
diff
);
void
rotateCamera
(
QQuaternion
diff
);
void
rotateQube
(
QQuaternion
diff
);
void
rotateQube
(
QQuaternion
diff
);
void
initShaderStuff
();
protected
:
protected
:
//4.1 Core Functionality
//4.1 Core Functionality
void
initializeGL
();
void
initializeGL
();
...
@@ -43,6 +46,8 @@ protected:
...
@@ -43,6 +46,8 @@ protected:
void
mousePressEvent
(
QMouseEvent
*
event
);
void
mousePressEvent
(
QMouseEvent
*
event
);
void
mouseMoveEvent
(
QMouseEvent
*
event
);
void
mouseMoveEvent
(
QMouseEvent
*
event
);
void
wheelEvent
(
QWheelEvent
*
event
);
void
wheelEvent
(
QWheelEvent
*
event
);
void
keyPressEvent
(
QKeyEvent
*
event
);
void
keyReleaseEvent
(
QKeyEvent
*
event
);
Controller
*
controller
;
Controller
*
controller
;
...
@@ -55,6 +60,7 @@ private:
...
@@ -55,6 +60,7 @@ private:
const
double
cameraZoomDefault
=
-
5
;
const
double
cameraZoomDefault
=
-
5
;
double
cameraZoom
;
double
cameraZoom
;
QQuaternion
cameraRotation
;
QQuaternion
cameraRotation
;
QQuaternion
cameraStartRotation
;
QVector3D
camRotCenter
;
QVector3D
camRotCenter
;
//translate camera
//translate camera
...
...
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