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#include "painter.h"
#include "light.h"
#include "lightmodel.h"
#include "material.h"
FixedFunctionPainter::FixedFunctionPainter()
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDisable(GL_CULL_FACE);
}
static void setMatrix(GLenum type, const QMatrix4x4 &matrix)
{
glMatrixMode(type);
if (sizeof(qreal) == sizeof(GLfloat)) {
glLoadMatrixf(reinterpret_cast<const GLfloat *>(matrix.constData()));
} else {
GLfloat mat[16];
const qreal *m = matrix.constData();
for (int index = 0; index < 16; ++index)
mat[index] = m[index];
glLoadMatrixf(mat);
}
}
void FixedFunctionPainter::setMatrices
(const QMatrix4x4 &mv, const QMatrix4x4 &proj)
{
setMatrix(GL_PROJECTION, proj);
setMatrix(GL_MODELVIEW, mv);
}
static void setLight(int light, const Light *parameters,
const QMatrix4x4& transform = QMatrix4x4())
{
GLfloat params[4];
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
QColor color = parameters->ambientColor();
params[0] = color.redF();
params[1] = color.greenF();
params[2] = color.blueF();
params[3] = color.alphaF();
glLightfv(light, GL_AMBIENT, params);
color = parameters->diffuseColor();
params[0] = color.redF();
params[1] = color.greenF();
params[2] = color.blueF();
params[3] = color.alphaF();
glLightfv(light, GL_DIFFUSE, params);
color = parameters->specularColor();
params[0] = color.redF();
params[1] = color.greenF();
params[2] = color.blueF();
params[3] = color.alphaF();
glLightfv(light, GL_SPECULAR, params);
QVector4D vector = parameters->eyePosition(transform);
params[0] = vector.x();
params[1] = vector.y();
params[2] = vector.z();
params[3] = vector.w();
glLightfv(light, GL_POSITION, params);
QVector3D spotDirection = parameters->eyeSpotDirection(transform);
params[0] = spotDirection.x();
params[1] = spotDirection.y();
params[2] = spotDirection.z();
glLightfv(light, GL_SPOT_DIRECTION, params);
params[0] = parameters->spotExponent();
glLightfv(light, GL_SPOT_EXPONENT, params);
params[0] = parameters->spotAngle();
glLightfv(light, GL_SPOT_CUTOFF, params);
params[0] = parameters->constantAttenuation();
glLightfv(light, GL_CONSTANT_ATTENUATION, params);
params[0] = parameters->linearAttenuation();
glLightfv(light, GL_LINEAR_ATTENUATION, params);
params[0] = parameters->quadraticAttenuation();
glLightfv(light, GL_QUADRATIC_ATTENUATION, params);
glPopMatrix();
}
static void setLightModel(const LightModel *lightModel)
{
GLfloat values[4];
#ifdef GL_LIGHT_MODEL_TWO_SIDE
if (lightModel->model() == LightModel::TwoSided)
values[0] = 1.0f;
else
values[0] = 0.0f;
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, values);
#endif
#ifdef GL_LIGHT_MODEL_COLOR_CONTROL
if (lightModel->colorControl() == LightModel::SeparateSpecularColor)
values[0] = GL_SEPARATE_SPECULAR_COLOR;
else
values[0] = GL_SINGLE_COLOR;
glLightModelfv(GL_LIGHT_MODEL_COLOR_CONTROL, values);
#endif
#ifdef GL_LIGHT_MODEL_LOCAL_VIEWER
if (lightModel->viewerPosition() == LightModel::LocalViewer)
values[0] = 1.0f;
else
values[0] = 0.0f;
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, values);
#endif
#ifdef GL_LIGHT_MODEL_AMBIENT
QColor color = lightModel->ambientSceneColor();
values[0] = color.redF();
values[1] = color.blueF();
values[2] = color.greenF();
values[3] = color.alphaF();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, values);
#endif
}
static void setMaterial(int face, const Material *parameters)
{
GLfloat params[17];
QColor mcolor = parameters->ambientColor();
params[0] = mcolor.redF();
params[1] = mcolor.greenF();
params[2] = mcolor.blueF();
params[3] = mcolor.alphaF();
mcolor = parameters->diffuseColor();
params[4] = mcolor.redF();
params[5] = mcolor.greenF();
params[6] = mcolor.blueF();
params[7] = mcolor.alphaF();
mcolor = parameters->specularColor();
params[8] = mcolor.redF();
params[9] = mcolor.greenF();
params[10] = mcolor.blueF();
params[11] = mcolor.alphaF();
mcolor = parameters->emittedLight();
params[12] = mcolor.redF();
params[13] = mcolor.greenF();
params[14] = mcolor.blueF();
params[15] = mcolor.alphaF();
params[16] = parameters->shininess();
glMaterialfv(face, GL_AMBIENT, params);
glMaterialfv(face, GL_DIFFUSE, params + 4);
glMaterialfv(face, GL_SPECULAR, params + 8);
glMaterialfv(face, GL_EMISSION, params + 12);
glMaterialfv(face, GL_SHININESS, params + 16);
}
void FixedFunctionPainter::selectMaterial(Material *material)
{
::setLight(GL_LIGHT0, light);
::setLightModel(lightModel);
::setMaterial(GL_FRONT_AND_BACK, material);
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void FixedFunctionPainter::selectTexturedMaterial(Material *material)
{
::setLight(GL_LIGHT0, light);
::setLightModel(lightModel);
::setMaterial(GL_FRONT_AND_BACK, material);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
void FixedFunctionPainter::setVertices(const float *array, int stride)
{
glVertexPointer(3, GL_FLOAT, stride * sizeof(float), array);
}
void FixedFunctionPainter::setTexCoords(const float *array, int stride)
{
glTexCoordPointer(2, GL_FLOAT, stride * sizeof(float), array);
}
void FixedFunctionPainter::setNormals(const float *array, int stride)
{
glNormalPointer(GL_FLOAT, stride * sizeof(float), array);
}