gluPerspective(mCamera_FOVY, mCamera_Viewport_AspectRatio, 1.0, 100000.0);///TODO: znear/zfar depend on scene size.
}
+void CGLView::drawCoordSystem() {
+ glBindTexture(GL_TEXTURE_1D, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindTexture(GL_TEXTURE_3D, 0);
+ glEnable(GL_COLOR_MATERIAL);
+ glBegin(GL_LINES);
+ // X, -X
+ qglColor(QColor(Qt::red)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(100000.0, 0.0, 0.0);
+ qglColor(QColor(Qt::cyan)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(-100000.0, 0.0, 0.0);
+ // Y, -Y
+ qglColor(QColor(Qt::green)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 100000.0, 0.0);
+ qglColor(QColor(Qt::magenta)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, -100000.0, 0.0);
+ // Z, -Z
+ qglColor(QColor(Qt::blue)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, 100000.0);
+ qglColor(QColor(Qt::yellow)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, -100000.0);
+ glEnd();
+}
+
void CGLView::paintGL()
{
QTime time_paintbegin;
glTranslatef(-mHelper_Camera.Translation_ToScene.x, -mHelper_Camera.Translation_ToScene.y, -mHelper_Camera.Translation_ToScene.z);
glMultMatrixf((GLfloat*)&mHelper_Camera.Rotation_Scene);
// Coordinate system
- if(mLightingEnabled) glDisable(GL_LIGHTING);///TODO: display list
+ if ( mLightingEnabled ) {
+ glDisable( GL_LIGHTING );///TODO: display list
+ }
+ drawCoordSystem();
- glBindTexture(GL_TEXTURE_1D, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindTexture(GL_TEXTURE_3D, 0);
- glEnable(GL_COLOR_MATERIAL);
- glBegin(GL_LINES);
- // X, -X
- qglColor(QColor(Qt::red)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(100000.0, 0.0, 0.0);
- qglColor(QColor(Qt::cyan)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(-100000.0, 0.0, 0.0);
- // Y, -Y
- qglColor(QColor(Qt::green)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 100000.0, 0.0);
- qglColor(QColor(Qt::magenta)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, -100000.0, 0.0);
- // Z, -Z
- qglColor(QColor(Qt::blue)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, 100000.0);
- qglColor(QColor(Qt::yellow)), glVertex3f(0.0, 0.0, 0.0), glVertex3f(0.0, 0.0, -100000.0);
- glEnd();
glDisable(GL_COLOR_MATERIAL);
if(mLightingEnabled) glEnable(GL_LIGHTING);