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package main
import (
"fmt"
"gopkg.in/qml.v1"
"gopkg.in/qml.v1/gl/2.0"
"os"
)
var filename = "gopher.qml"
func main() {
if len(os.Args) == 2 {
filename = os.Args[1]
}
if err := qml.Run(run); err != nil {
fmt.Fprintf(os.Stderr, "error: %v\n", err)
os.Exit(1)
}
}
func run() error {
engine := qml.NewEngine()
model, err := Read("model/gopher.obj")
if err != nil {
return err
}
qml.RegisterTypes("GoExtensions", 1, 0, []qml.TypeSpec{{
Init: func(g *Gopher, obj qml.Object) {
g.Object = obj
g.model = model
},
}})
component, err := engine.LoadFile(filename)
if err != nil {
return err
}
win := component.CreateWindow(nil)
win.Set("x", 560)
win.Set("y", 320)
win.Show()
win.Wait()
return nil
}
type Gopher struct {
qml.Object
model map[string]*Object
Rotation int
}
func (r *Gopher) SetRotation(rotation int) {
r.Rotation = rotation
r.Call("update")
}
func (r *Gopher) Paint(p *qml.Painter) {
gl := GL.API(p)
width := float32(r.Int("width"))
gl.Enable(GL.BLEND)
gl.BlendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA)
gl.ShadeModel(GL.SMOOTH)
gl.Enable(GL.DEPTH_TEST)
gl.DepthMask(true)
gl.Enable(GL.NORMALIZE)
gl.Clear(GL.DEPTH_BUFFER_BIT)
gl.Scalef(width/3, width/3, width/3)
lka := []float32{0.3, 0.3, 0.3, 1.0}
lkd := []float32{1.0, 1.0, 1.0, 0.0}
lks := []float32{1.0, 1.0, 1.0, 1.0}
lpos := []float32{-2, 6, 3, 1.0}
gl.Enable(GL.LIGHTING)
gl.Lightfv(GL.LIGHT0, GL.AMBIENT, lka)
gl.Lightfv(GL.LIGHT0, GL.DIFFUSE, lkd)
gl.Lightfv(GL.LIGHT0, GL.SPECULAR, lks)
gl.Lightfv(GL.LIGHT0, GL.POSITION, lpos)
gl.Enable(GL.LIGHT0)
gl.EnableClientState(GL.NORMAL_ARRAY)
gl.EnableClientState(GL.VERTEX_ARRAY)
gl.Translatef(1.5, 1.5, 0)
gl.Rotatef(-90, 0, 0, 1)
gl.Rotatef(float32(90+((36000+r.Rotation)%360)), 1, 0, 0)
gl.Disable(GL.COLOR_MATERIAL)
for _, obj := range r.model {
for _, group := range obj.Groups {
gl.Materialfv(GL.FRONT, GL.AMBIENT, group.Material.Ambient)
gl.Materialfv(GL.FRONT, GL.DIFFUSE, group.Material.Diffuse)
gl.Materialfv(GL.FRONT, GL.SPECULAR, group.Material.Specular)
gl.Materialf(GL.FRONT, GL.SHININESS, group.Material.Shininess)
gl.VertexPointer(3, GL.FLOAT, 0, group.Vertexes)
gl.NormalPointer(GL.FLOAT, 0, group.Normals)
gl.DrawArrays(GL.TRIANGLES, 0, len(group.Vertexes)/3)
}
}
gl.Enable(GL.COLOR_MATERIAL)
gl.DisableClientState(GL.NORMAL_ARRAY)
gl.DisableClientState(GL.VERTEX_ARRAY)
}
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