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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 = 20.0 * v_XYZ;
}
MMScene::~MMScene()
{
}
void MMScene::paintUnderQmlScene()
{
m_renderer->pushMvMatrix();
// drawAxes(2.5);
drawTriangles();
m_renderer->popMvMatrix();
}
void MMScene::paintOnTopOfQmlScene()
{
m_renderer->pushMvMatrix();
drawAxes(10);
drawTriangles();
m_renderer->popMvMatrix();
}
void MMScene::setupGeometry()
{
drawF(5.0);
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();
}
void MMScene::createCube(const QVector3D &lbb, const QVector3D &rtf)
{
QVector3D n0 = QVector3D(0.0, 0.0, 1.0); //dummy normal
QVector3D t0 = QVector3D(0.0,0.0,0.0); //dummy texture
// Create all the vectors for caching
QVector3D lbf = QVector3D(lbb.x(), lbb.y(), rtf.z());
QVector3D rbb = QVector3D(rtf.x(), lbb.y(), lbb.z());
QVector3D rbf = QVector3D(rtf.x(), lbb.y(), rtf.z());
QVector3D ltb = QVector3D(lbb.x(), rtf.y(), lbb.z());
QVector3D ltf = QVector3D(lbb.x(), rtf.y(), rtf.z());
QVector3D rtb = QVector3D(rtf.x(), rtf.y(), lbb.z());
// Bottom plane
m_points.append(GLPoint(lbb, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(lbf, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(rbb, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(rbf, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(lbf, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(rbb, n0, t0, GLColorRgba::clRed));
// Back plane
m_points.append(GLPoint(lbb, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(rbb, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(ltb, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(rtb, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(rbb, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(ltb, n0, t0, GLColorRgba::clGreen));
// Left plane
m_points.append(GLPoint(lbb, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(lbf, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(ltb, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(ltf, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(lbf, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(ltb, n0, t0, GLColorRgba::clBlue));
// Right plane
m_points.append(GLPoint(rbb, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(rbf, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(rtb, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(rtf, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(rbf, n0, t0, GLColorRgba::clBlue));
m_points.append(GLPoint(rtb, n0, t0, GLColorRgba::clBlue));
// Top plane
m_points.append(GLPoint(ltb, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(ltf, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(rtb, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(rtf, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(ltf, n0, t0, GLColorRgba::clRed));
m_points.append(GLPoint(rtb, n0, t0, GLColorRgba::clRed));
// Front plane
m_points.append(GLPoint(lbf, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(rbf, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(ltf, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(rtf, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(rbf, n0, t0, GLColorRgba::clGreen));
m_points.append(GLPoint(ltf, n0, t0, GLColorRgba::clGreen));
}
void MMScene::createF(double height)
{
float stdLength = height/5.0;
createCube(QVector3D(0.0, 0.0, 0.0),QVector3D(stdLength, height, stdLength));
createCube(QVector3D(stdLength, height, 0.0),QVector3D(3.0 * stdLength, height - 1.0 * stdLength, stdLength));
createCube(QVector3D(stdLength, height - 2.0 * stdLength, 0.0),QVector3D(2.0 * stdLength, height - 3.0 * stdLength, stdLength));
}
void MMScene::drawF(double height)
{
m_renderer->pushMvMatrix();
m_renderer->scale(QVector3D(10.0, 10.0, 10.0));
createCube(QVector3D(0.0, 0.0, 0.0), QVector3D(1.0, 1.0, 1.0));
m_renderer->popMvMatrix();
}
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