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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();
}