11 Canvas::Canvas(const QGLFormat& format, QWidget *parent)
12 : QGLWidget(format, parent), mesh(NULL),
13 scale(1), tilt(90), yaw(0)
23 void Canvas::load_mesh(Mesh* m)
26 center = QVector3D(m->xmin() + m->xmax(),
27 m->ymin() + m->ymax(),
28 m->zmin() + m->zmax()) / 2;
30 pow(m->xmax() - m->xmin(), 2) +
31 pow(m->ymax() - m->ymin(), 2) +
32 pow(m->zmax() - m->zmin(), 2));
38 void Canvas::initializeGL()
40 mesh_shader.addShaderFromSourceFile(QGLShader::Vertex, ":/gl/mesh.vert");
41 mesh_shader.addShaderFromSourceFile(QGLShader::Fragment, ":/gl/mesh.frag");
44 backdrop = new Backdrop();
46 glClearColor(0.0, 0.0, 0.0, 0.0);
47 glEnable(GL_DEPTH_TEST);
50 void Canvas::paintGL()
52 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
55 if (mesh) draw_mesh();
58 void Canvas::draw_mesh()
62 // Load the transform and view matrices into the shader
64 mesh_shader.uniformLocation("transform_matrix"),
65 1, GL_FALSE, transform_matrix().data());
67 mesh_shader.uniformLocation("view_matrix"),
68 1, GL_FALSE, view_matrix().data());
70 // Find and enable the attribute location for vertex position
71 const GLuint vp = mesh_shader.attributeLocation("vertex_position");
72 glEnableVertexAttribArray(vp);
74 // Then draw the mesh with that vertex position
77 // Clean up state machine
78 glDisableVertexAttribArray(vp);
79 mesh_shader.release();
82 QMatrix4x4 Canvas::transform_matrix() const
85 m.rotate(tilt, QVector3D(1, 0, 0));
86 m.rotate(yaw, QVector3D(0, 0, 1));
92 QMatrix4x4 Canvas::view_matrix() const
95 if (width() > height())
97 m.scale(height() / float(width()), 1, 0.5);
101 m.scale(1, width() / float(height()), 0.5);
106 void Canvas::mousePressEvent(QMouseEvent* event)
108 if (event->button() == Qt::LeftButton)
110 mouse_pos = event->pos();
111 setCursor(Qt::ClosedHandCursor);
115 void Canvas::mouseReleaseEvent(QMouseEvent* event)
117 if (event->button() == Qt::LeftButton)
123 void Canvas::mouseMoveEvent(QMouseEvent* event)
125 if (event->buttons() & Qt::LeftButton)
127 auto p = event->pos();
128 auto d = p - mouse_pos;
129 yaw = fmod(yaw + d.x(), 360);
130 tilt = fmax(0, fmin(180, tilt - d.y()));