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glwindow.cpp
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glwindow.cpp
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/*
* This file is part of assimp2ctm.
*
* assimp2ctm is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* assimp2ctm is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with assimp2ctm. If not, see <http://www.gnu.org/licenses/>.
*/
#include "glwindow.h"
GlWindow::GlWindow (int X, int Y, int W, int H, const char *L)
: Fl_Gl_Window (X, Y, W, H, L)
{
end ();
mesh = NULL;
}
void GlWindow::rotate (int X, int Y)
{
anglex += float (X);
angley += float (Y);
}
void GlWindow::reset (void)
{
anglex = angley = 0.0f;
zoomfactor = 1.0f;
}
void GlWindow::resize (int X, int Y, int W, int H)
{
Fl_Gl_Window::resize (X, Y, W, H);
SetViewport (W, H);
}
void GlWindow::zoom (int z)
{
zoomfactor += float (z) * 0.05f;
}
void GlWindow::SetViewport (int W, int H)
{
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glViewport (0, 0, W, H);
glMultMatrixf (glm::value_ptr (glm::perspective (60.0f,
float (W) / float (H),
0.01f, 1000.0f)));
glMatrixMode (GL_MODELVIEW);
}
void GlWindow::draw (void)
{
if (!valid ())
{
valid (1);
SetViewport (w (), h ());
}
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth (1.0f);
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if (mesh != NULL)
{
glLoadIdentity ();
glEnable (GL_DEPTH_TEST);
glm::vec3 center;
center = 0.5f * (mesh->min + mesh->max);
float len = glm::distance (mesh->min, mesh->max);
len *= zoomfactor;
glm::vec3 dir, up;
glm::quat rotation;
rotation = glm::rotate (rotation, -anglex,
glm::vec3 (0.0f, 1.0f, 0.f));
rotation = glm::rotate (rotation, -angley,
glm::vec3 (1.0f, 0.0f, 0.f));
dir = rotation * glm::vec3 (0.0f, 0.0f, -1.0f);
up = rotation * glm::vec3 (0.0f, 1.0f, 0.0f);
glMultMatrixf (glm::value_ptr (glm::lookAt (center - dir * len,
center, up)));
glEnable (GL_LIGHT0);
glEnable (GL_LIGHTING);
glEnable (GL_SMOOTH);
glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glVertexPointer (3, GL_FLOAT, 0, &mesh->vertices[0]);
glNormalPointer (GL_FLOAT, 0, &mesh->normals[0]);
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_NORMAL_ARRAY);
GLuint indices[] = { 0, 1, 2 };
glDrawElements (GL_TRIANGLES, mesh->indices.size (),
GL_UNSIGNED_INT, &mesh->indices[0]);
}
}
void GlWindow::DrawMesh (Mesh *m)
{
mesh = m;
}