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VolumeRenderer.cpp
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VolumeRenderer.cpp
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/*
* The Simple Earth Project
* Copyright (C) 2022 HueSoft LLC
* Author: Hector Mendoza, hector.mendoza@huesoftllc.com
*
* This file is part of the Simple Earth Project.
*
* The Simple Earth Project is free software: you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version
* 3 of the License, or (at your option) any later version.
*
* This program 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this program. If not, see
* <http://www.gnu.org/licenses/>.
*/
#include <QtOpenGL>
#include <GL/glu.h>
#include "VolumeRenderer.h"
#include "globals.h"
#include "WorldObject.h"
static GLUquadricObj* sphericalQuadricObject = NULL;
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* Constructor. Initializes attributes and calls parent's constructor.
*/
VolumeRenderer::VolumeRenderer() : MeshRenderer()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
sphericalQuadricObject = gluNewQuadric();
mVolumeType = SPHERE;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* Destructor.
*/
VolumeRenderer::~VolumeRenderer()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* Renders the appropriate volume depending on the current volume type.
*/
void VolumeRenderer::render()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
glPushMatrix();
//set color
SimpleColor color = mWorldObject->getColor();
glColor4f(color.red, color.green, color.blue, 0.5f);
//first rotate and translate coordinate system to object
//coordinate system
SimpleVector position = mWorldObject->getPosition();
GeodeticPosition geoPosition = mWorldObject->getGeodeticPosition();
glRotatef(geoPosition.longitude - 180.0f, 0.0f, 0.0f, 1.0f);
glRotatef(-1.0f * (90.0f - geoPosition.latitude), 0.0f, 1.0f, 0.0f);
float radius = sqrt(position.x*position.x + position.y*position.y + position.z*position.z);
glTranslatef(0.0f, 0.0f, radius);
//rotate around X, Y and Z axis, note rotations
//are counterclockwise in OpenGL, that is why we
//give the negative rotation values
SimpleVector rotation = mWorldObject->getRotation();
glRotatef(-rotation.x, 1.0f, 0.0f, 0.0f);
glRotatef(-rotation.y, 0.0f, 1.0f, 0.0f);
glRotatef(-rotation.z, 0.0f, 0.0f, 1.0f);
//set scale
SimpleVector scale = mWorldObject->getScale();
glScalef(scale.x, scale.y, scale.z);
//draw outlined geometry
glPolygonMode(GL_BACK, GL_LINE);
glPolygonMode(GL_FRONT, GL_LINE);
if (mVolumeType == SPHERE)
{
renderSphere();
}
else if (mVolumeType == CUBE)
{
renderCube();
}
else if (mVolumeType == PYRAMID)
{
renderPyramid();
}
glPolygonMode(GL_BACK, GL_FILL);
glPolygonMode(GL_FRONT, GL_FILL);
//draw semi transparent geometry
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (mVolumeType == SPHERE)
{
renderSphere();
}
else if (mVolumeType == CUBE)
{
renderCube();
}
else if (mVolumeType == PYRAMID)
{
renderPyramid();
}
glDisable(GL_BLEND);
glPopMatrix();
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* Returns the current volume type. Please refer to volyme types enum in header
* file to see the possible values.
*
* @return Current volume type
*/
int VolumeRenderer::getType()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
return mVolumeType;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* Sets the current volume type. Please refer to volyme types enum in header
* file to see the possible values.
*
* @param type New volume type
*/
void VolumeRenderer::setType(int type)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
mVolumeType = type;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* OpenGL code to render a sphere.
*/
void VolumeRenderer::renderSphere()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
gluSphere(sphericalQuadricObject, 1.0f, 20, 10);
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* OpenGL code to render a cube.
*/
void VolumeRenderer::renderCube()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
glBegin(GL_QUADS);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glEnd();
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/**
* OpenGL code to render a pyramid. A pyramid is usually a good representation
* of a field of view sensor (e.g. camera or radar).
*/
void VolumeRenderer::renderPyramid()
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
{
//create bottom of pyramid
glBegin(GL_QUADS);
glVertex3f(2.0f, -1.0f, -1.0f);
glVertex3f(2.0f, 1.0f, -1.0f);
glVertex3f(2.0f, 1.0f, 1.0f);
glVertex3f(2.0f, -1.0f, 1.0f);
glEnd();
//NOTE: We need to flush here or some graphics cards will get confused
//when drawing the outline for the pyramid.
glFlush();
//create pyramid sides
glBegin(GL_TRIANGLES);
glVertex3f(2.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(2.0f, -1.0f, 1.0f);
glVertex3f(2.0f, -1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(2.0f, -1.0f, -1.0f);
glVertex3f(2.0f, 1.0f, -1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(2.0f, 1.0f, 1.0f);
glVertex3f(2.0f, -1.0f, -1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(2.0f, 1.0f, -1.0f);
glEnd();
}