mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
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83 lines
No EOL
2 KiB
C++
83 lines
No EOL
2 KiB
C++
#include "qnelwidget.h"
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#if defined(Q_WS_WIN)
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#include <windows.h> // needed for WindowFromDC()
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#else
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#include <Qt/qx11info_x11.h>
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#include <X11/Xlib.h>
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#endif
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#include <nel/misc/types_nl.h>
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#include <nel/misc/debug.h>
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#include <nel/3d/nelu.h>
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#include <nel/3d/init_3d.h>
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#include <nel/3d/register_3d.h>
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#include <nel/misc/path.h>
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void QNelWidget::init()
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{
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nlinfo("start init.");
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// do something, like initialize the basic system.
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NL3D::init3d();
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NL3D::CScene::registerBasics();
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NL3D::registerSerial3d();
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nlinfo("end init.");
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}
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void QNelWidget::initializeGL()
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{
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// initialize NeL context if needed
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if (!NLMISC::INelContext::isContextInitialised())
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new NLMISC::CApplicationContext;
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nlinfo("start initialize gl");
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NLMISC::CPath::addSearchPath(".");
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// The viewport
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NL3D::CViewport viewport;
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// Create a dummy driver.
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//NL3D::IDriver *driver=NL3D::CDRU::createGlDriver();
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//void *windowId = (void*)(this->parentWidget()->winId());
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// Init NELU
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if (!NL3D::CNELU::init(width(), height(), viewport, 32, true, (void *)winId(), false, false))
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{
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return;
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}
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//_SceneRoot= (NL3D::CTransform*)NL3D::CNELU::Scene->createModel(NL3D::TransformId);
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NL3D::CTransformShape *sphere = NL3D::CNELU::Scene->createInstance("sphere01.shape");
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fontManager.setMaxMemory(2000000);
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tc.init(NL3D::CNELU::Driver, &fontManager);
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tc.setFontGenerator (NLMISC::CPath::lookup("beteckna.ttf"));
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nlinfo("end initialize gl");
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}
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void QNelWidget::paintGL()
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{
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nlinfo("start painting gl");
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NL3D::CNELU::clearBuffers(NL3D::CRGBA(0,0,0));
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tc.setColor(NL3D::CRGBA (0, 0, 255));
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tc.setFontSize(40);
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tc.setHotSpot(NL3D::CComputedString::BottomLeft);
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tc.printAt(0.3f, 0.5f, std::string("NeL"));
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nlinfo("end painting gl");
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}
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void QNelWidget::resizeGL(int width, int height)
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{
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nlinfo("start resize gl");
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// handle moves or resizes.
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nlinfo("end resize gl");
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}
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void QNelWidget::swapBuffers() {
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nlinfo("starting rendering.");
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// render a frame
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NL3D::CNELU::swapBuffers();
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nlinfo("finished rendering.");
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} |