swapan_gh
2nd December 2013, 07:19
Hi All,
Any body can help me to write conversion program for the following code below-
void draw()
{
glClear (GL_COLOR_BUFFER_BIT);
glColor3f (0.0, 0.0, 1.0);
glLoadIdentity ();
//Render Point Shapefile
glColor3f (0.0, 0.0, 1.0);
glEnable(GL_POINT_SMOOTH) ;
glPointSize(5.0);
//glBegin(GL_POINTS);
for(unsigned int i=0;i<vPoints.size();i++)
{
glVertex2f(vPoints[i].dX,vPoints[i].dY);
}
glEnd();
//Render Line Shapefile
glColor3f (0.0, 1.0, 0.0);
for(unsigned int i=0;i<vLines.size();i++)
{
glBegin(GL_LINE_STRIP);
for(unsigned int j=0;j<vLines[i].vPointList.size();j++)
{
glVertex2f(vLines[i].vPointList[j].dX,vLines[i].vPointList[j].dY);
}
glEnd();
}
//Render Polygon Shapefile
glColor3f(1.0,0.0, 0.0);
for(unsigned int i=0;i<vPolygons.size();i++)
{
glBegin(GL_LINE_LOOP);
for(unsigned int j=0;j<vPolygons[i].vPointList.size();j++)
{
glVertex2f(vPolygons[i].vPointList[j].dX,vPolygons[i].vPointList[j].dY);
}
glEnd();
}
glFlush();
}
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent) {
setMouseTracking(true);
}
void GLWidget::initializeGL() {
glClearColor (0.0, 0.0, 0.0, 0.0);
// glClearColor (1.0, 1.0, 1.0, 1.0);
glShadeModel (GL_FLAT);
glEnable (GL_LINE_SMOOTH);
glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
//Assign Default Map Bounds to glOrtho
sBoundingBox.fMaxX=180.0f;
sBoundingBox.fMaxY=90.0f;
sBoundingBox.fMinX=-180.0f;
sBoundingBox.fMinY=-90.0f;
}
void GLWidget::resizeGL(int w, int h) {
OpenShapeFile("test.shp");
//OpenShapeFile("/root/dev/qt_shape_view/shapeView/Shapefiles/test.shp");
if(h<=0) h=1 ;
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
//Assign Bounding Box Coordinates of Shapefile to glOrtho()
glOrtho(sBoundingBox.fMinX, sBoundingBox.fMaxX,sBoundingBox.fMinY,sBoundingBox .fMaxY,-1,1);
glMatrixMode(GL_MODELVIEW);
}
void GLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw();
}
This is written for ubuntu desktop opengl and want to port it to opengl es2.
Regards,
swapan
Any body can help me to write conversion program for the following code below-
void draw()
{
glClear (GL_COLOR_BUFFER_BIT);
glColor3f (0.0, 0.0, 1.0);
glLoadIdentity ();
//Render Point Shapefile
glColor3f (0.0, 0.0, 1.0);
glEnable(GL_POINT_SMOOTH) ;
glPointSize(5.0);
//glBegin(GL_POINTS);
for(unsigned int i=0;i<vPoints.size();i++)
{
glVertex2f(vPoints[i].dX,vPoints[i].dY);
}
glEnd();
//Render Line Shapefile
glColor3f (0.0, 1.0, 0.0);
for(unsigned int i=0;i<vLines.size();i++)
{
glBegin(GL_LINE_STRIP);
for(unsigned int j=0;j<vLines[i].vPointList.size();j++)
{
glVertex2f(vLines[i].vPointList[j].dX,vLines[i].vPointList[j].dY);
}
glEnd();
}
//Render Polygon Shapefile
glColor3f(1.0,0.0, 0.0);
for(unsigned int i=0;i<vPolygons.size();i++)
{
glBegin(GL_LINE_LOOP);
for(unsigned int j=0;j<vPolygons[i].vPointList.size();j++)
{
glVertex2f(vPolygons[i].vPointList[j].dX,vPolygons[i].vPointList[j].dY);
}
glEnd();
}
glFlush();
}
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent) {
setMouseTracking(true);
}
void GLWidget::initializeGL() {
glClearColor (0.0, 0.0, 0.0, 0.0);
// glClearColor (1.0, 1.0, 1.0, 1.0);
glShadeModel (GL_FLAT);
glEnable (GL_LINE_SMOOTH);
glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
//Assign Default Map Bounds to glOrtho
sBoundingBox.fMaxX=180.0f;
sBoundingBox.fMaxY=90.0f;
sBoundingBox.fMinX=-180.0f;
sBoundingBox.fMinY=-90.0f;
}
void GLWidget::resizeGL(int w, int h) {
OpenShapeFile("test.shp");
//OpenShapeFile("/root/dev/qt_shape_view/shapeView/Shapefiles/test.shp");
if(h<=0) h=1 ;
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
//Assign Bounding Box Coordinates of Shapefile to glOrtho()
glOrtho(sBoundingBox.fMinX, sBoundingBox.fMaxX,sBoundingBox.fMinY,sBoundingBox .fMaxY,-1,1);
glMatrixMode(GL_MODELVIEW);
}
void GLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw();
}
This is written for ubuntu desktop opengl and want to port it to opengl es2.
Regards,
swapan