#include "widgetwanderer.h" #include #include "../lib_paysages/scenery.h" WidgetWanderer::WidgetWanderer(QWidget *parent, CameraDefinition* camera): QGLWidget(parent) { setMinimumSize(400, 300); this->camera = camera; this->terrain = terrainCreateDefinition(); sceneryGetTerrain(&terrain); this->water = waterCreateDefinition(); sceneryGetWater(&water); } void WidgetWanderer::initializeGL() { glClearColor(0.4, 0.7, 0.8, 0.0); } void WidgetWanderer::resizeGL(int w, int h) { double ratio = (double)h / (double)w; glViewport(0, 0, (GLint)w, (GLint)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-2.5, 2.5, -2.5 * ratio, 2.5 * ratio, 2.0, 1000.0); } static inline void _pushTerrainVertex(TerrainDefinition* terrain, double x, double z) { glVertex3f(x, terrainGetHeight(terrain, x, z), z); //glVertex3f(x, 1.0, z); } void WidgetWanderer::paintGL() { double x, z, step; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(camera->location.x, camera->location.y, camera->location.z, camera->target.x, camera->target.y, camera->target.z, camera->up.x, camera->up.y, camera->up.z); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glFrontFace(GL_CCW); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glLineWidth(1.0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glColor3f(0.0, 0.0, 1.0); glBegin(GL_QUADS); glVertex3f(-500.0, water.height, -500.0); glVertex3f(-500.0, water.height, 500.0); glVertex3f(500.0, water.height, 500.0); glVertex3f(500.0, water.height, -500.0); glEnd(); step = 2.0; for (x = -50.0; x < 50.0; x += step) { for (z = -50.0; z < 50.0; z += step) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glColor3f(0.0, 1.0, 0.0); glBegin(GL_QUADS); _pushTerrainVertex(&terrain, x, z); _pushTerrainVertex(&terrain, x, z + step); _pushTerrainVertex(&terrain, x + step, z + step); _pushTerrainVertex(&terrain, x + step, z); glEnd(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glColor3f(0.0, 0.5, 0.0); glBegin(GL_QUADS); _pushTerrainVertex(&terrain, x, z); _pushTerrainVertex(&terrain, x, z + step); _pushTerrainVertex(&terrain, x + step, z + step); _pushTerrainVertex(&terrain, x + step, z); glEnd(); } } }