1 | /*
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2 | * Q3DCameraWidget.cc
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3 | *
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4 | * Created on: Aug 26, 2011
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5 | * Author: lyard
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6 | */
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7 | #include "Q3DCameraWidget.h"
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8 | #include <math.h>
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9 | #include <sstream>
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10 |
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11 | Q3DCameraWidget::Q3DCameraWidget(QWidget* pparent) : BasicGlCamera(pparent),
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12 | currentLoc()
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13 | {
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14 | _data.resize(432000);
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15 | _colorR.resize(432000);
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16 | _colorG.resize(432000);
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17 | _colorB.resize(432000);
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18 | _x.resize(432000);
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19 | _y.resize(432000);
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20 | _z.resize(432000);
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21 | for (int i=0;i<432000;i++)
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22 | {
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23 | _data[i] = 0;
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24 | _colorR[i] = 0;
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25 | _colorG[i] = 0;
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26 | _colorB[i] = 0;
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27 | _x[i] = 0;
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28 | _y[i] = 0;
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29 | _z[i] = 0;
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30 | }
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31 | }
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32 | Q3DCameraWidget::~Q3DCameraWidget()
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33 | {
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34 |
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35 | }
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36 | void Q3DCameraWidget::timedUpdate()
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37 | {
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38 | updateGL();
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39 | }
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40 |
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41 | int rotation =130;
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42 | int rotationy = 30;
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43 | float transZ = 0;
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44 | void Q3DCameraWidget::mousePressEvent(QMouseEvent* cEvent)
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45 | {
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46 |
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47 | if (cEvent->buttons() & Qt::LeftButton)
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48 | {
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49 | rotationy = -60 + (cEvent->pos().y()/(float)height())*120.f;
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50 | rotation = 130 + (cEvent->pos().x()/(float)width())*180.f;
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51 | }
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52 | else if (cEvent->buttons() & Qt::RightButton)
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53 | {
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54 | if (cEvent->pos().y() > height()/2)
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55 | transZ -= 0.5;
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56 | else
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57 | transZ += 0.5;
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58 | }
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59 | updateGL();
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60 | }
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61 | void Q3DCameraWidget::mouseDoubleClickEvent(QMouseEvent *cEvent)
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62 | {
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63 |
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64 | }
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65 | void Q3DCameraWidget::mouseMoveEvent(QMouseEvent *cEvent)
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66 | {
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67 | if (cEvent->buttons() & Qt::LeftButton) {
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68 | mousePressEvent(cEvent);
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69 | }
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70 |
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71 | }
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72 | void Q3DCameraWidget::paintGL()
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73 | {
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74 | makeCurrent();
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75 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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76 | glLoadIdentity();
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77 |
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78 | glTranslatef(-0.0,-0.0, -5);
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79 | glTranslatef(0,0,(float)(transZ));
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80 | glRotatef((float)rotationy,1.0,0.0,0.0);
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81 | glRotatef((float)rotation, 0.0, 1.0, 0.0);
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82 |
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83 | glColor3f(1.0,0.0,0.0);
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84 |
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85 | glBegin(GL_TRIANGLES);
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86 | for (int i=0;i<1439;i++)
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87 | {
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88 | for (int j=6;j<250;j++)
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89 | {
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90 | //get the 4 vertices that we need for drawing this patch
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91 | glColor3f(_colorR[i*300+j],_colorG[i*300+j],_colorB[i*300+j]);
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92 | glVertex3f(_x[i*300+j], _y[i*300+j], _z[i*300+j]);
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93 | glColor3f(_colorR[i*300+j+1],_colorG[i*300+j+1],_colorB[i*300+j+1]);
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94 | glVertex3f(_x[i*300+j+1], _y[i*300+j+1], _z[i*300+j+1]);
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95 | glColor3f(_colorR[(i+1)*300+j],_colorG[(i+1)*300+j],_colorB[(i+1)*300+j]);
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96 | glVertex3f(_x[(i+1)*300+j], _y[(i+1)*300+j], _z[(i+1)*300+j]);
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97 |
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98 | glColor3f(_colorR[i*300+j+1],_colorG[i*300+j+1],_colorB[i*300+j+1]);
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99 | glVertex3f(_x[i*300+j+1], _y[i*300+j+1], _z[i*300+j+1]);
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100 | glColor3f(_colorR[(i+1)*300+j+1],_colorG[(i+1)*300+j+1],_colorB[(i+1)*300+j+1]);
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101 | glVertex3f(_x[(i+1)*300+j+1], _y[(i+1)*300+j+1], _z[(i+1)*300+j+1]);
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102 | glColor3f(_colorR[(i+1)*300+j],_colorG[(i+1)*300+j],_colorB[(i+1)*300+j]);
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103 | glVertex3f(_x[(i+1)*300+j], _y[(i+1)*300+j], _z[(i+1)*300+j]);
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104 |
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105 | }
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106 | }
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107 | glEnd();
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108 |
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109 | }
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110 | void Q3DCameraWidget::calculateColorsAndPositions()
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111 | {
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112 | short min = 10000;
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113 | short max = -10000;
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114 | for (int k=0;k<1440;k++)
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115 | for (int j=6;j<251;j++)
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116 | {
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117 | int i = k*300+j;
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118 | if (_data[i] < min)
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119 | min = _data[i];
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120 | if (_data[i] > max)
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121 | max = _data[i];
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122 | }
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123 | float span = max - min;
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124 |
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125 |
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126 | //max should be at one, min at -1
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127 |
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128 | for (int i=0;i<1440;i++)
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129 | {
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130 | for (int j=6;j<251;j++)
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131 | {
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132 | _x[i*300+j] = -1 + (2.f*i)/1440.f;
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133 | _y[i*300+j] = -0.5 + 1.0f*(_data[i*300+j] - min)/span;
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134 | _z[i*300+j] = -1+(2.f*j)/300.f;
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135 | float value = (_data[i*300 + j] - min)/span;
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136 | if (value < 0.33)
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137 | {
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138 | _colorR[i*300+j] = 0;
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139 | _colorG[i*300+j] = 0;
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140 | _colorB[i*300+j] = value/0.33;
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141 | }
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142 | if (value >= 0.33 && value <= 0.66)
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143 | {
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144 | _colorR[i*300+j] = 0;
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145 | _colorG[i*300+j] = (value-0.33)/0.33;
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146 | _colorB[i*300+j] = 1 - ((value-0.33)/0.33);
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147 | }
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148 | if (value > 0.66)
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149 | {
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150 | _colorR[i*300+j] = (value-0.66)/0.33;
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151 | _colorG[i*300+j] = 1 - ((value-0.66)/0.33);
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152 | _colorB[i*300+j] = 0;
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153 |
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154 | }
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155 | }
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156 | }
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157 |
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158 |
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159 |
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160 | }
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161 | void Q3DCameraWidget::setData(float* ddata)
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162 | {
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163 | for (int i=0;i<1440;i++)
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164 | for (int j=0;j<300;j++)
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165 | _data[i*300+j] = (short)(ddata[i*300 + j]);
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166 | calculateColorsAndPositions();
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167 | if (isVisible())
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168 | updateGL();
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169 |
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170 | }
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171 | void Q3DCameraWidget::setData(short* ddata)
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172 | {
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173 | for (int i=0;i<1440;i++)
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174 | for (int j=0;j<300;j++)
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175 | _data[i*300+j] = ddata[i* 300 + j];
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176 | calculateColorsAndPositions();
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177 | if (isVisible())
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178 | updateGL();
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179 |
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180 | }
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181 | void Q3DCameraWidget::drawCameraBody()
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182 | {
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183 | glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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184 |
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185 | GLfloat color[4] = {0.8f, 1.f, 1.f, 1.f};
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186 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
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187 | glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 1.0f);
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188 | gluCylinder( gluNewQuadric(),
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189 | 0.62,
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190 | 0.62,
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191 | 1.83,
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192 | 30,
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193 | 2 );
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194 | glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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195 |
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196 |
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197 |
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198 | }
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199 |
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200 | void Q3DCameraWidget::initializeGL()
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201 | {
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202 | qglClearColor(QColor(25,25,38));
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203 |
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204 | glShadeModel(GL_SMOOTH);
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205 | glEnable(GL_DEPTH_TEST);
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206 | glDepthFunc(GL_LESS);
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207 | glDisable(GL_LIGHTING);
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208 | // glEnable(GL_LIGHTING);
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209 | // glEnable(GL_LIGHT0);
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210 | // glEnable(GL_AUTO_NORMAL);
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211 | glDisable(GL_CULL_FACE);
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212 | // glCullFace(GL_FRONT);
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213 |
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214 | glEnable(GL_POLYGON_SMOOTH);
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215 | glEnable(GL_BLEND);
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216 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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217 | glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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218 | }
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219 | void Q3DCameraWidget::resizeGL(int cWidth, int cHeight)
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220 | {
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221 | glViewport(0,0,cWidth, cHeight);
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222 | glMatrixMode(GL_PROJECTION);
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223 | glLoadIdentity();
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224 | GLfloat windowRatio = (float)cWidth/(float)cHeight;
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225 | if (windowRatio < 1)
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226 | {
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227 | // windowRatio = 1.0f/windowRatio;
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228 | gluPerspective(40.f, windowRatio, 1, 100);
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229 | // gluOrtho2D(-viewSize, viewSize, -viewSize*windowRatio, viewSize*windowRatio);
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230 | pixelSize = 2*viewSize/(float)cWidth;
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231 | shownSizex = 2*viewSize;
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232 | shownSizey = 2*viewSize*windowRatio;
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233 | }
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234 | else
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235 | {
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236 | gluPerspective(40.f, windowRatio,1, 8);
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237 | // gluOrtho2D(-viewSize*windowRatio, viewSize*windowRatio, -viewSize, viewSize);
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238 | pixelSize = 2*viewSize/(float)cHeight;
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239 | shownSizex = 2*viewSize*windowRatio;
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240 | shownSizey = 2*viewSize;
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241 | }
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242 | glMatrixMode(GL_MODELVIEW);
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243 | }
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