#include "OpenGLRenderer.h" #include #include #include #include #include "Scenery.h" #include "CameraDefinition.h" #include "OpenGLSkybox.h" OpenGLRenderer::OpenGLRenderer(Scenery* scenery): SoftwareRenderer(scenery) { skybox = new OpenGLSkybox(this); } OpenGLRenderer::~OpenGLRenderer() { delete skybox; } void OpenGLRenderer::initialize() { glClearColor(0.0, 0.0, 0.0, 0.0); glDisable(GL_LIGHTING); glFrontFace(GL_CCW); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glDepthFunc(GL_LESS); glDepthMask(1); glEnable(GL_DEPTH_TEST); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_LINE_SMOOTH); glLineWidth(1.0); glDisable(GL_FOG); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); prepare(); functions = new QOpenGLFunctions(); skybox->initialize(); skybox->updateScenery(); } void OpenGLRenderer::resize(int width, int height) { CameraPerspective perspective; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); perspective = render_camera->getPerspective(); gluPerspective(perspective.yfov * 180.0 / M_PI, perspective.xratio, perspective.znear, perspective.zfar); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void OpenGLRenderer::paint() { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); skybox->render(); } void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera) { skybox->updateCamera(camera); } double OpenGLRenderer::getPrecision(const Vector3 &) { return 0.0000001; } Color OpenGLRenderer::applyMediumTraversal(Vector3, Color color) { return color; }