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// ************************************************************************** //
//
// BornAgain: simulate and fit scattering at grazing incidence
//
//! @file GUI/ba3d/view/buffer.cpp
//! @brief Implements Buffer class
//!
//! @homepage http://www.bornagainproject.org
//! @license GNU General Public License v3 or higher (see COPYING)
//! @copyright Forschungszentrum Jülich GmbH 2018
//! @authors Scientific Computing Group at MLZ (see CITATION, AUTHORS)
//
// ************************************************************************** //
#include "GUI/ba3d/view/buffer.h"
#include "GUI/ba3d/model/geometry.h"
namespace
{
const float cx = 120; // multiplication scale for controlling how long the axes shall be in xy
const float cz = 100; // multiplication scale for controlling how long the axes shall be in z
} // namespace
namespace RealSpace
{
Buffer::Buffer(Geometry const& geometry)
{
initializeOpenGLFunctions();
auto& mesh = geometry.m_mesh;
m_vertexCount = mesh.count();
QOpenGLVertexArrayObject::Binder __(&m_vao);
m_glBuffer.create();
m_glBuffer.bind();
m_glBuffer.allocate(mesh.constData(), m_vertexCount * int(sizeof(Geometry::Vert_Normal)));
glEnableVertexAttribArray(0); // vertices
glEnableVertexAttribArray(1); // normals
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 2 * sizeof(Vector3D), nullptr);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 2 * sizeof(Vector3D),
reinterpret_cast<void*>(sizeof(Vector3D)));
}
void Buffer::draw()
{
QOpenGLVertexArrayObject::Binder __(&m_vao);
glDrawArrays(GL_TRIANGLES, 0, m_vertexCount);
}
Buffer3DAxes::Buffer3DAxes()
{
initializeOpenGLFunctions();
QOpenGLVertexArrayObject::Binder __(&m_vao3DAxes);
// vertices (xyz) and colors (rgb) for drawing each line (also arrows) in the 3D axes
const GLfloat vertices3DAxes[] = {
0.00f, 0.00f, 0.00f, 1.0f, 0.0f, 0.0f, // x-axis
cx * 1.00f, 0.00f, 0.00f, 1.0f, 0.0f, 0.0f, cx * 1.00f,
0.00f, 0.00f, 1.0f, 0.0f, 0.0f, cx * 0.95f, cz * 0.05f,
cz * 0.05f, 1.0f, 0.0f, 0.0f, cx * 1.00f, 0.00f, 0.00f,
1.0f, 0.0f, 0.0f, cx * 0.95f, cz * 0.05f, cz * -0.05f, 1.0f,
0.0f, 0.0f, cx * 1.00f, 0.00f, 0.00f, 1.0f, 0.0f,
0.0f, cx * 0.95f, cz * -0.05f, cz * 0.05f, 1.0f, 0.0f, 0.0f,
cx * 1.00f, 0.00f, 0.00f, 1.0f, 0.0f, 0.0f, cx * 0.95f,
cz * -0.05f, cz * -0.05f, 1.0f, 0.0f, 0.0f,
0.00f, 0.00f, 0.00f, 0.0f, 1.0f, 0.0f, // y-axis
0.00f, cx * 1.00f, 0.00f, 0.0f, 1.0f, 0.0f, 0.00f,
cx * 1.00f, 0.00f, 0.0f, 1.0f, 0.0f, cz * 0.05f, cx * 0.95f,
cz * 0.05f, 0.0f, 1.0f, 0.0f, 0.00f, cx * 1.00f, 0.00f,
0.0f, 1.0f, 0.0f, cz * 0.05f, cx * 0.95f, cz * -0.05f, 0.0f,
1.0f, 0.0f, 0.00f, cx * 1.00f, 0.00f, 0.0f, 1.0f,
0.0f, cz * -0.05f, cx * 0.95f, cz * 0.05f, 0.0f, 1.0f, 0.0f,
0.00f, cx * 1.00f, 0.00f, 0.0f, 1.0f, 0.0f, cz * -0.05f,
cx * 0.95f, cz * -0.05f, 0.0f, 1.0f, 0.0f,
0.00f, 0.00f, 0.00f, 0.0f, 0.0f, 1.0f, // z-axis
0.00f, 0.00f, cz * 1.00f, 0.0f, 0.0f, 1.0f, 0.00f,
0.00f, cz * 1.00f, 0.0f, 0.0f, 1.0f, cz * 0.05f, cz * 0.05f,
cz * 0.95f, 0.0f, 0.0f, 1.0f, 0.00f, 0.00f, cz * 1.00f,
0.0f, 0.0f, 1.0f, cz * 0.05f, cz * -0.05f, cz * 0.95f, 0.0f,
0.0f, 1.0f, 0.00f, 0.00f, cz * 1.00f, 0.0f, 0.0f,
1.0f, cz * -0.05f, cz * 0.05f, cz * 0.95f, 0.0f, 0.0f, 1.0f,
0.00f, 0.00f, cz * 1.00f, 0.0f, 0.0f, 1.0f, cz * -0.05f,
cz * -0.05f, cz * 0.95f, 0.0f, 0.0f, 1.0f,
};
m_vertexCount3DAxes = 30;
m_glBuffer3DAxes.create();
m_glBuffer3DAxes.bind();
m_glBuffer3DAxes.allocate(vertices3DAxes, int(sizeof(vertices3DAxes)));
glEnableVertexAttribArray(0); // 3D axes vertices
glEnableVertexAttribArray(2); // 3D axes colors
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
reinterpret_cast<void*>(3 * sizeof(float)));
}
void Buffer3DAxes::draw3DAxes()
{
QOpenGLVertexArrayObject::Binder __(&m_vao3DAxes);
glLineWidth(1.4f);
glDrawArrays(GL_LINES, 0, m_vertexCount3DAxes);
}
} // namespace RealSpace
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