Commit d093f154 by Alisa Jung

rotation-translate-Verschiebung gelöst: verschieben->rotieren->zurückschieben

Specular angemacht. tut.
parent 98dbd7d9
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
<!-- Written by QtCreator 3.5.1, 2015-11-01T13:07:11. -->
<!-- Written by QtCreator 3.5.1, 2015-11-01T21:26:19. -->
<qtcreator>
<data>
<variable>EnvironmentId</variable>
......
......@@ -98,6 +98,7 @@ MainWindow::MainWindow(QWidget *parent)
//reset Camera button
resetCameraAction = new QAction("Reset Camera",toolBar);
resetCameraAction->setIcon(QIcon(":/img/cam_home.png"));
connect(resetCameraAction,SIGNAL(triggered(bool)),myGLWidget,SLOT(resetCamera()));
toolBar->addAction(resetCameraAction);
......
......@@ -46,7 +46,9 @@ void MyGLWidget::initializeGL()
glClearColor(0.0, 0.0, 0.0, 0.0);//TODO brauch ich das?
glEnable(GL_DEPTH_TEST);//TODO warum genau?
// glEnable(GL_CULL_FACE);//backface culling
shadeFlatSlot();//set up flat shading
// glEnable(GL_CULL_FACE);//backface culling.
// glCullFace(GL_BACK);//backface culling
// glEnable(GL_COLOR_MATERIAL); //Habe ich für glColor3f gebraucht. Wieder raus für Material. //In order to use both color and lighting you must activate openGL color materials
......@@ -73,24 +75,6 @@ example, the background color.
*/
static GLfloat lightPosition[4] = {0.5, 0.0, 2.0, 1.0};
glLightfv(GL_LIGHT0,GL_POSITION,lightPosition);//set Position of light source.
//HelloGL Example:
/*
qglClearColor(qtPurple.dark());
logo = new QtLogo(this, 64);
logo->setColor(qtGreen.dark());
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_MULTISAMPLE);
static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
*/
}
void MyGLWidget::paintGL(){
......@@ -105,20 +89,25 @@ void MyGLWidget::paintGL(){
double qubeWidth = 1.0;
double dist = qubeWidth/(double)tesselation;
QMatrix4x4 translateRot1 = QMatrix4x4(1,0,0,tx,0,1,0,ty,0,0,1,0,0,0,0,1);
QMatrix4x4 translateRot2 = QMatrix4x4(1,0,0,-tx,0,1,0,-ty,0,0,1,0,0,0,0,1);
//for cube rotation
QMatrix4x4 m = QMatrix4x4();
m.rotate(qubeRotationQuaternion);
glMultMatrixf(translateRot1.data());//Punkte ins zentrum verschieben damit rotation um qube zentrum ist
glMultMatrixf(m.data());
glMultMatrixf(translateRot2.data());//Punkte zurück verschieben
//4.1.1 Unit Qube + Tesselation + Diffuse Material
{
glBegin(GL_QUADS);
//TODO später einfügen.
// GLfloat specularColor[] = {1,1,1};
// GLfloat shininess[] = {100};//specular exponent
// glMaterialfv(GL_FRONT,GL_SPECULAR,specularColor);
// glMaterialfv(GL_FRONT,GL_SHININESS,shininess);
GLfloat specularColor[] = {1,1,1};
GLfloat shininess[] = {128};//specular exponent
glMaterialfv(GL_FRONT,GL_SPECULAR,specularColor);
glMaterialfv(GL_FRONT,GL_SHININESS,shininess);
//vorne // z-Achse
// glColor3f(0,0,1);//blau
......
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