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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();
}
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