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#include "mmscene.h"
#include "glpoint.h"
#include "glcolorrgba.h"
MMScene::MMScene(QQuickItem *parent)
:GLItem(parent)
{
m_vertexShaderFilename = ":/shaders/vshader.vsh";
m_eye = 2.5 * v_XYZ;
}
MMScene::~MMScene()
{
}
void MMScene::paintUnderQmlScene()
{
m_renderer->pushMvMatrix();
// drawAxes(2.5);
drawTriangles();
m_renderer->popMvMatrix();
}
void MMScene::paintOnTopOfQmlScene()
{
m_renderer->pushMvMatrix();
drawAxes(2.5);
drawTriangles();
m_renderer->popMvMatrix();
}
void MMScene::setupGeometry()
{
//Now we create the geometry. Every corner needs a vertex, a normal, a color and a texture,
//although normal and texture are not used for basic rendering.
QVector3D v00 = QVector3D(0.0, 0.0, 0.0);
QVector3D v01 = QVector3D(1.0, 0.0, 0.0);
QVector3D v02 = QVector3D(0.0, 1.0, 0.0);
QVector3D n0 = QVector3D(0.0, 0.0, 1.0); //dummy normal
QVector3D t0 = QVector3D(0.0,0.0,0.0); //dummy texture
//append the vertices for the triangle
m_points.append(GLPoint(v00, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(v01, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(v02, n0, t0, GLColorRgba::clBlue));
QVector3D v10 = QVector3D(1.0, 1.0, 0.0);
QVector3D v11 = QVector3D(1.0, 0.0, 0.0);
QVector3D v12 = QVector3D(0.0, 1.0, 0.0);
//append the vertices for the triangle
m_points.append(GLPoint(v10, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(v11, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(v12, n0, t0, GLColorRgba::clBlue));
m_colorArrayEnabled = true;
m_geometryIsValid = true;
}
void MMScene::drawTriangles()
{
renderer()->setLightingEnabled(m_lightingEnabled);
renderer()->setColorArrayEnabled(m_colorArrayEnabled);
renderer()->setTextureEnabled(false);
//enable required arrays
int stride = sizeof(GLPoint);
for(int i = 0; i < m_points.length(); i += 3)
{
if(i > m_lastAxesPoint || i < m_firstAxesPoint)
{
renderer()->activateAttributeArray(GLESRenderer::VERTEX_LOCATION,
m_points[i].vertexPointer(), stride);
renderer()->activateAttributeArray(GLESRenderer::NORMAL_LOCATION,
m_points[i].normalPointer(), stride);
renderer()->activateAttributeArray(GLESRenderer::TEXCOORD_LOCATION,
m_points[i].texCoordPointer(), stride);
renderer()->activateAttributeArray(GLESRenderer::COLOR_LOCATION,
m_points[i].colorPointer(), stride);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
}
renderer()->disableAttributeArrays();
}
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