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-rw-r--r--examples/demo/opengl/gllandscape.cpp880
1 files changed, 880 insertions, 0 deletions
diff --git a/examples/demo/opengl/gllandscape.cpp b/examples/demo/opengl/gllandscape.cpp
new file mode 100644
index 00000000..0aa83668
--- /dev/null
+++ b/examples/demo/opengl/gllandscape.cpp
@@ -0,0 +1,880 @@
+#include <qimage.h>
+#include "gllandscape.h"
+
+
+#include <math.h>
+
+#include "fbm.h"
+
+#ifndef PI
+#define PI 3.14159
+#endif
+
+#if defined(Q_CC_MSVC)
+#pragma warning(disable:4305) // init: truncation from const double to float
+#pragma warning(disable:4244) // init: truncation from const double to float
+#endif
+
+GLLandscape::GLLandscape( TQWidget * parent, const char * name )
+ : TQGLWidget( parent, name )
+{
+ mouseButtonDown = FALSE;
+ animationRunning = FALSE;
+ oldX = oldY = oldZ = 0.0;
+ landscape = 0;
+ vertexNormals = 0;
+ normals = 0;
+ wave = 0;
+ wt = 0;
+ cubeRot = 0;
+ createGrid( 50 );
+ setWireframe( 0 );
+}
+
+GLLandscape::~GLLandscape()
+{
+ destroyGrid();
+}
+
+void GLLandscape::initializeGL()
+{
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) views[AxisView].model );
+
+ glTranslatef( 0.0, 0.0, -50.0 );
+ glRotatef( -45, 1, 0, 0 );
+ glRotatef( -45, 0, 0, 1 );
+ glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) views[CurrentView].model );
+ glGetFloatv( GL_MODELVIEW_MATRIX,(GLfloat *) views[DefaultView].model );
+
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ /* Use GL utility library function to obtain desired view */
+ gluPerspective( 60, 1, 1, 250 );
+ glGetFloatv( GL_PROJECTION_MATRIX, (GLfloat *)views[CurrentView].projection );
+ glGetFloatv( GL_PROJECTION_MATRIX, (GLfloat *)views[DefaultView].projection );
+
+ qglClearColor( black );
+ glDepthFunc( GL_LESS );
+ calculateVertexNormals();
+
+ TQImage tex;
+ tex.load("opengl/qtlogo.png");
+ tex = TQGLWidget::convertToGLFormat(tex); // flipped 32bit RGBA
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, tex.width(), tex.height(), 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, tex.bits());
+ initDisplayLists();
+}
+
+void GLLandscape::resizeGL( int width, int height )
+{
+ glViewport( 0, 0, width, height );
+}
+
+void GLLandscape::paintGL()
+{
+ TQString str;
+ GLboolean lighting;
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ switch ( mode ) {
+ case Wireframe:
+ drawWireframe();
+ str = tr( "Wireframe" );
+ break;
+ case Filled:
+ drawFilled();
+ str = tr( "Flat shaded" );
+ break;
+ case SmoothShaded:
+ str = tr( "Smooth shaded" );
+ drawSmoothShaded();
+ break;
+ case Landscape:
+ drawSmoothShaded();
+ str = tr( "Landscape" );
+ break;
+ }
+ glGetBooleanv( GL_LIGHTING, &lighting );
+ if ( lighting )
+ glDisable( GL_LIGHTING );
+ qglColor( white );
+ renderText(15, height() - 15, str);
+ drawAxis();
+ drawCube();
+ if ( lighting )
+ glEnable( GL_LIGHTING );
+}
+
+void GLLandscape::drawAxis()
+{
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glViewport(15, 20, 50, 50);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(-1.1, 1.1, -1.1, 1.1, 0.1, 10);
+ glTranslatef(0, 0, -1.2);
+ glRotatef(-45, 1, 0, 0);
+ glRotatef(-45, 0, 0, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf((GLfloat *) views[AxisView].model);
+
+ glCallList(axisList);
+ qglColor(white);
+ renderText(1.1f, 0, 0, "x");
+ renderText(0, 1.1f, 0, "y");
+ renderText(0, 0, 1.1f, "z");
+
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glPopAttrib();
+}
+
+void GLLandscape::drawCube()
+{
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glViewport(width()-75, 0, 75, 75);
+ glMatrixMode( GL_PROJECTION );
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(-1.1, 1.1, -1.1, 1.1, 0.1, 10);
+ glTranslatef(0, 0, -1.2);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glRotatef(cubeRot, 1, 0, 0);
+ glRotatef(cubeRot, 0, 1, 0);
+ glRotatef(cubeRot, 0, 0, 1);
+ glTranslatef(-0.5, -0.5, -0.5);
+
+ glCallList(cubeList);
+
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glPopAttrib();
+}
+
+void GLLandscape::drawWireframe()
+{
+ qglColor( white );
+ glBegin( GL_LINES );
+ {
+ for ( int y = 0; y < (gridSize-1); y++ )
+ for ( int x = 0; x < (gridSize-1); x++) {
+ glVertex3f( x-gridHalf, y-gridHalf, landscape[x][y] );
+ glVertex3f( x+1-gridHalf, y-gridHalf, landscape[x+1][y] );
+ glVertex3f( x-gridHalf, y-gridHalf, landscape[x][y] );
+ glVertex3f( x+1-gridHalf, y+1-gridHalf, landscape[x+1][y+1] );
+
+ glVertex3f( x-gridHalf, y-gridHalf, landscape[x][y] );
+ glVertex3f( x-gridHalf, y+1-gridHalf, landscape[x][y+1] );
+ }
+ }
+ glEnd();
+ glBegin( GL_LINE_STRIP );
+ {
+ for ( int x = 0; x < gridSize; x++ ) {
+ glVertex3f( x-gridHalf, gridHalf-1, landscape[x][gridSize-1] );
+ }
+ }
+ glEnd();
+ glBegin( GL_LINE_STRIP );
+ {
+ for ( int y = 0; y < gridSize; y++ ) {
+ glVertex3f( gridHalf-1, y-gridHalf, landscape[gridSize-1][y] );
+ }
+ }
+ glEnd();
+}
+
+void GLLandscape::drawFilled()
+{
+ for ( int y = 0; y < gridSize-1; y++ )
+ for ( int x = 0; x < gridSize-1; x++ ) {
+ qglColor( red );
+ glBegin( GL_TRIANGLE_STRIP );
+ {
+ glVertex3f(x-gridHalf,y-gridHalf, landscape[x][y]);
+ glVertex3f(x+1-gridHalf,y-gridHalf, landscape[x+1][y]);
+ glVertex3f(x-gridHalf,y+1-gridHalf, landscape[x][y+1]);
+ }
+ glEnd();
+ qglColor( white );
+ glBegin( GL_TRIANGLE_STRIP );
+ {
+ glVertex3f(x+1-gridHalf,y-gridHalf, landscape[x+1][y]);
+ glVertex3f(x+1-gridHalf,y+1-gridHalf, landscape[x+1][y+1]);
+ glVertex3f(x-gridHalf,y+1-gridHalf, landscape[x][y+1]);
+ }
+ glEnd();
+ }
+}
+
+void GLLandscape::drawSmoothShaded()
+{
+ if ( mode == SmoothShaded ) {
+ GLfloat materialAmbient[] = { 0.00, 0.00, 1.0, 0.0 };
+ GLfloat materialShininess[] = { 128.0 };
+ GLfloat materialSpecular[] = { 1.0, 1.0, 1.0, 0.0 };
+
+ glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
+ glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
+ glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
+ } else {
+ GLfloat materialAmbient[] = { 0.20, 0.33, 0.20, 0.0 };
+ GLfloat materialShininess[] = { 1.0 };
+ GLfloat materialSpecular[] = { 0.1, 0.1, 0.1, 0.1 };
+
+ glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
+ glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
+ glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
+ }
+
+ for ( int y = 0; y < gridSize-1; y++ )
+ for ( int x = 0; x < gridSize-1; x++ ) {
+ glBegin( GL_POLYGON );
+ {
+ glNormal3dv(vertexNormals[x][y].n);
+ glVertex3f(x-gridHalf,y-gridHalf,landscape[x][y]);
+
+ glNormal3dv(vertexNormals[x+1][y].n);
+ glVertex3f(x+1-gridHalf, y-gridHalf, landscape[x+1][y]);
+
+ glNormal3dv(vertexNormals[x+1][y+1].n);
+ glVertex3f(x+1-gridHalf, y+1-gridHalf, landscape[x+1][y+1]);
+ }
+ glEnd();
+
+ glBegin( GL_POLYGON );
+ {
+ glNormal3dv(vertexNormals[x][y].n);
+ glVertex3f(x-gridHalf,y-gridHalf, landscape[x][y]);
+
+ glNormal3dv(vertexNormals[x+1][y+1].n);
+ glVertex3f(x+1-gridHalf,y+1-gridHalf, landscape[x+1][y+1]);
+
+ glNormal3dv(vertexNormals[x][y+1].n);
+ glVertex3f(x-gridHalf,y+1-gridHalf, landscape[x][y+1]);
+ }
+ glEnd();
+ }
+
+ // Draw water
+ if ( mode == Landscape ) {
+ GLfloat materialAmbient[] = { 0.00, 0.00, 1.0, 0.0 };
+ GLfloat materialShininess[] = { 128.0 };
+ GLfloat materialSpecular[] = { 1.0, 1.0, 1.0, 0.0 };
+
+ glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
+ glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
+ glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
+
+ glEnable( GL_BLEND );
+ glBegin( GL_POLYGON );
+ {
+ glNormal3f( 0, 0, 1 );
+ glVertex3f( -gridHalf, -gridHalf, .2 );
+ glNormal3f( 0, 0, 1 );
+ glVertex3f( -gridHalf, gridHalf, .2 );
+ glNormal3f( 0, 0, 1 );
+ glVertex3f( gridHalf, gridHalf, .2 );
+ glNormal3f( 0, 0, 1 );
+ glVertex3f( gridHalf, -gridHalf, .2 );
+
+ }
+ glEnd();
+ glDisable( GL_BLEND );
+ }
+}
+
+void GLLandscape::setGridSize( int size )
+{
+ destroyGrid(); // destroy old grid
+ createGrid( size ); // create new grid
+ initializeGL();
+ updateGL();
+}
+
+void GLLandscape::createGrid( int size )
+{
+ if ( (size % 2) != 0 )
+ size++;
+ gridSize = size;
+ gridHalf = gridSize / 2;
+ initFractals = TRUE;
+ landscape = new double*[gridSize];
+ normals = new gridNormals*[gridSize];
+ vertexNormals = new avgNormals*[gridSize];
+ wt = new double*[gridSize];
+ wave = new double*[gridSize];
+ for ( int i = 0; i < gridSize; i++ ) {
+ landscape[i] = new double[gridSize];
+ normals[i] = new gridNormals[gridSize];
+ vertexNormals[i] = new avgNormals[gridSize];
+ wt[i] = new double[gridSize];
+ wave[i] = new double[gridSize];
+
+ memset( landscape[i], 0, gridSize*sizeof(double) );
+ memset( normals[i], 0, gridSize*sizeof(gridNormals) );
+ memset( vertexNormals[i], 0, gridSize*sizeof(avgNormals) );
+ memset( wt[i], 0, gridSize*sizeof(double) );
+ memset( wave[i], 0, gridSize*sizeof(double) );
+ }
+}
+
+void GLLandscape::destroyGrid()
+{
+ if ( landscape != NULL ) {
+ for( int i = 0; i < gridSize; i++ ) {
+ delete[] landscape[i];
+ delete[] normals[i];
+ delete[] vertexNormals[i];
+ delete[] wt[i];
+ delete[] wave[i];
+ }
+ delete[] landscape;
+ delete[] normals;
+ delete[] vertexNormals;
+ delete[] wt;
+ delete[] wave;
+ }
+ landscape = 0;
+}
+
+void GLLandscape::rotate( GLfloat deg, Axis axis )
+{
+ makeCurrent();
+ glMatrixMode( GL_MODELVIEW );
+ for ( int i = DefaultView; i <= AxisView; i++ ) {
+ glLoadMatrixf((GLfloat *) views[i].model);
+ if ( axis == XAxis )
+ glRotatef( deg, 1, 0, 0 );
+ else if ( axis == YAxis )
+ glRotatef( deg, 0, 1, 0 );
+ else
+ glRotatef( deg, 0, 0, 1 );
+ glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) views[i].model);
+ }
+ glLoadMatrixf((GLfloat *) views[CurrentView].model);
+}
+
+void GLLandscape::rotateX( int deg )
+{
+ static int oldDeg = 0;
+
+ rotate( deg-oldDeg, XAxis );
+ oldDeg = deg;
+ updateGL();
+}
+
+void GLLandscape::rotateY( int deg )
+{
+ static int oldDeg = 0;
+
+ rotate( deg-oldDeg, YAxis );
+ oldDeg = deg;
+ updateGL();
+}
+
+void GLLandscape::rotateZ( int deg )
+{
+ static int oldDeg = 0;
+
+ rotate( deg-oldDeg, ZAxis );
+ oldDeg = deg;
+ updateGL();
+}
+
+void GLLandscape::zoom( int z )
+{
+ float zoom;
+ if ( z < 100 ) {
+ zoom = 1 + 4.99 - (z*5.0 / 100.0);
+ } else {
+ z = 200 - z;
+ zoom = z / 100.0;
+ }
+ makeCurrent();
+ glMatrixMode( GL_MODELVIEW );
+ // Always scale the original model matrix
+ glLoadMatrixf((GLfloat *) views[DefaultView].model);
+ glScalef( zoom, zoom, zoom );
+ glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) views[CurrentView].model);
+ updateGL();
+}
+
+void GLLandscape::resetGrid()
+{
+ setGridSize( gridSize );
+}
+
+void GLLandscape::fractalize()
+{
+ Vector p;
+ double value;
+ double roughness = 0.5;
+ int frequency = 50;
+
+ p.x = p.y = p.z = 0;
+ // Initialise fbm routine
+ if ( initFractals ) {
+ initFractals = FALSE;
+ value = fBm( p, roughness, 2.0, 8.0, 1 );
+ }
+
+ // Fractalize grid
+ for ( int x = 0; x < gridSize; x++ ) {
+ for ( int y = 0; y < gridSize; y++ ) {
+ p.x = (double) x / (101 - frequency);
+ p.y = (double) y / (101 - frequency);
+ p.z = (double) landscape[x][y] / (101 - frequency);
+ value = fBm(p, roughness, 2.0, 8.0, 0);
+ landscape[x][y] += value;
+ }
+ }
+ calculateVertexNormals();
+ updateGL();
+}
+
+
+//
+// Calculate the vector cross product of v and w, store result in n.
+//
+static void crossProduct( double v[3], double w[3], double n[3] )
+{
+ n[0] = v[1]*w[2]-w[1]*v[2];
+ n[1] = w[0]*v[2]-v[0]*w[2];
+ n[2] = v[0]*w[1]-w[0]*v[1];
+}
+
+void GLLandscape::calculateVertexNormals()
+{
+ double len, v[3], v2[3], w[3], w2[3], n[3], n2[3];
+
+ // Calculate the surface normals for all polygons in the
+ // height field
+ for ( int i = 0; i < (gridSize-1); i++ )
+ for ( int k = 0; k < (gridSize-1); k++ ) {
+ /* Lower poly normal */
+ v[0] = 1; // (i+1)-i
+ v[1] = 0; // k-k
+ v[2] = landscape[i+1][k]-landscape[i][k];
+ w[0] = 1; // (i+1)-i
+ w[1] = 1; // (k+1)-k
+ w[2] = landscape[i+1][k+1]-landscape[i][k];
+ crossProduct( v, w, n );
+ len = sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]);
+ normals[i][k].l[0] = n[0]/len;
+ normals[i][k].l[1] = n[1]/len;
+ normals[i][k].l[2] = n[2]/len;
+
+ /* Upper poly normal */
+ v2[0] = -1.0; // i-(i+1);
+ v2[1] = 0.0; // (k+1)-(k+1);
+ v2[2] = landscape[i][k+1]-landscape[i+1][k+1];
+ w2[0] = -1.0; // i-(i+1);
+ w2[1] = -1.0; // k-(k+1);
+ w2[2] = landscape[i][k]-landscape[i+1][k+1];
+ crossProduct( v2, w2, n2 );
+ len = sqrt(n2[0]*n2[0]+n2[1]*n2[1]+n2[2]*n2[2]);
+ normals[i][k].u[0] = n2[0]/len;
+ normals[i][k].u[1] = n2[1]/len;
+ normals[i][k].u[2] = n2[2]/len;
+ }
+
+ // Calculate proper vertex normals
+ averageNormals();
+}
+
+void GLLandscape::averageNormals()
+{
+ // Calculate the average surface normal for a vertex based on
+ // the normals of the surrounding polygons
+ for ( int i = 0; i < gridSize; i++ )
+ for ( int k = 0; k < gridSize; k++ ) {
+ if ( i > 0 && k > 0 && i < (gridSize-1) && k < (gridSize-1) ) {
+ // For vertices that are *not* on the edge of the height field
+ for ( int t = 0; t < 3; t++ ) // X, Y and Z components
+ vertexNormals[i][k].n[t] = ( normals[i][k].u[t] +
+ normals[i][k].l[t] +
+ normals[i][k-1].u[t] +
+ normals[i-1][k-1].u[t] +
+ normals[i-1][k-1].l[t] +
+ normals[i-1][k].l[t] )/6.0;
+ } else {
+ // Vertices that are on the edge of the height field retquire
+ // special attention..
+ if ( i == 0 && k == 0 ) {
+ for ( int t = 0; t < 3; t++ )
+ vertexNormals[i][k].n[t] = ( normals[i][k].u[t] +
+ normals[i][k].l[t] )/2.0;
+ } else if ( i == gridSize-1 && k == gridSize-1 ) {
+ for ( int t = 0; t < 3; t++ )
+ vertexNormals[i][k].n[t] = ( normals[i][k].u[t] +
+ normals[i][k].l[t] )/2.0;
+ } else if ( i == gridSize-1) {
+ for ( int t = 0; t < 3; t++ )
+ vertexNormals[i][k].n[t] = vertexNormals[i-1][k].n[t];
+ } else if ( k == gridSize-1 ) {
+ for ( int t = 0; t < 3; t++ )
+ vertexNormals[i][k].n[t] = vertexNormals[i][k-1].n[t];
+ } else if ( k > 0 ) {
+ for ( int t = 0; t < 3; t++ )
+ vertexNormals[i][k].n[t] = (normals[i][k].u[t] +
+ normals[i][k].l[t] +
+ normals[i][k-1].u[t])/3.0;
+ } else if ( i > 0 ) {
+ for ( int t = 0; t < 3; t++ )
+ vertexNormals[i][k].n[t] = (normals[i][k].u[t] +
+ normals[i][k].l[t] +
+ normals[i-1][k].l[t])/3.0;
+ }
+ }
+ }
+}
+
+void GLLandscape::setWireframe( int state )
+{
+ if ( state != 1 ) {
+ // Enable line antialiasing
+ makeCurrent();
+ glEnable( GL_LINE_SMOOTH );
+ glEnable( GL_BLEND );
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_NORMALIZE );
+
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glHint( GL_LINE_SMOOTH_HINT, GL_DONT_CARE );
+
+ mode = Wireframe;
+ updateGL();
+ }
+}
+
+void GLLandscape::setFilled( int state )
+{
+ if ( state != 1 ) {
+ makeCurrent();
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_LINE_SMOOTH );
+ glDisable( GL_BLEND );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_NORMALIZE );
+
+ mode = Filled;
+ updateGL();
+ }
+}
+
+void GLLandscape::setSmoothShaded( int state )
+{
+ if ( state != 1 ) {
+ makeCurrent();
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_LIGHT0 );
+ glEnable( GL_NORMALIZE );
+ glDisable( GL_LINE_SMOOTH );
+ glDisable( GL_BLEND );
+
+ glShadeModel( GL_SMOOTH );
+ glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
+
+ // Setup lighting and material properties
+ GLfloat position[] = { 15.0, -15.0, 15.0, 0.0 };
+ GLfloat ambient[] = { 0.50, 0.50, 0.50, 0.0 };
+ GLfloat diffuse[] = { 1.00, 1.00, 1.00, 0.0 };
+ GLfloat specular[] = { 1.0, 1.0, 1.0, 0.0 };
+ GLfloat materialAmbient[] = { 0.00, 0.00, 1.0, 0.0 };
+ // GLfloat materialDiffuse[] = { 1.00, 1.00, 1.0, 0.0 };
+ GLfloat materialShininess[] = { 128.0 };
+ GLfloat materialSpecular[] = { 1.0, 1.0, 1.0, 0.0 };
+
+ glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular );
+ // glMaterialfv( GL_FRONT, GL_DIFFUSE, materialDiffuse );
+ glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient );
+ glMaterialfv( GL_FRONT, GL_SHININESS, materialShininess );
+
+ glLightfv( GL_LIGHT0, GL_POSITION, position );
+ glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
+ glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
+ glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
+
+ mode = SmoothShaded;
+ calculateVertexNormals();
+ updateGL();
+ }
+}
+
+void GLLandscape::setLandscape( int state )
+{
+ if ( state != 1 ) {
+ makeCurrent();
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_LIGHT0 );
+ glEnable( GL_NORMALIZE );
+ glDisable( GL_LINE_SMOOTH );
+ glDisable( GL_BLEND );
+
+ glShadeModel( GL_SMOOTH );
+ glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
+
+ // Setup lighting and material properties
+ GLfloat position[] = { 15.0, -15.0, 15.0, 0.0 };
+ GLfloat ambient[] = { 0.50, 0.50, 0.50, 0.0 };
+ GLfloat diffuse[] = { 1.00, 1.00, 1.00, 0.0 };
+ GLfloat specular[] = { 1.0, 1.0, 1.0, 0.0 };
+
+ glLightfv( GL_LIGHT0, GL_POSITION, position );
+ glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
+ glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
+ glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
+
+ glBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR );
+
+ mode = Landscape;
+ calculateVertexNormals();
+ updateGL();
+ }
+}
+
+void GLLandscape::mousePressEvent( TQMouseEvent *e )
+{
+ oldPos = e->pos();
+ mouseButtonDown = TRUE;
+}
+
+void GLLandscape::mouseReleaseEvent( TQMouseEvent *e )
+{
+ oldPos = e->pos();
+ mouseButtonDown = FALSE;
+}
+
+void GLLandscape::mouseMoveEvent( TQMouseEvent *e )
+{
+ GLfloat rx = (GLfloat) (e->x() - oldPos.x()) / width();
+ GLfloat ry = (GLfloat) (e->y() - oldPos.y()) / height();
+
+ if ( e->state() == LeftButton ) {
+ // Left button down - rotate around X and Y axes
+ oldX = 180*ry;
+ oldY = 180*rx;
+ rotate( oldX, XAxis );
+ rotate( oldY, YAxis );
+ updateGL();
+ } else if ( e->state() == RightButton ) {
+ // Right button down - rotate around X and Z axes
+ oldX = 180*ry;
+ oldZ = 180*rx;
+ rotate( oldX, XAxis );
+ rotate( oldZ, ZAxis );
+ updateGL();
+ }
+ oldPos = e->pos();
+}
+
+void GLLandscape::timerEvent( TQTimerEvent *e )
+{
+ if (e->timerId() == cubeTimer) {
+ cubeRot += 1;
+ if (!animationRunning)
+ updateGL();
+ return;
+ }
+
+ int dx, dy; // disturbance point
+ float s, v, W, t;
+ int i, j;
+
+ if ( mode == Landscape ) {
+ dx = dy = 0;
+ } else {
+ dx = dy = gridSize >> 1;
+ }
+ W = 0.3;
+ v = -4; // wave speed
+
+ for ( i = 0; i < gridSize; i++ )
+ for ( j = 0; j < gridSize; j++ )
+ {
+ s = sqrt( (double) ( (j - dx) * (j - dx) + (i - dy) * (i - dy) ) );
+ wt[i][j] += 0.1;
+ t = s / v;
+
+ if ( mode == Landscape ) {
+ if ( (landscape[i][j] + wave[i][j]) < 0 )
+ landscape[i][j] -= wave[i][j];
+ if ( (dy - j != 0) || (dx - i != 0) )
+ wave[i][j] = (3 * sin( 2 * PI * W * (wt[i][j] + t ))) /
+ (0.2*(sqrt( pow((double)(dx-i), 2) + pow((double)(dy-j), 2))+2));
+ else
+ wave[i][j] = ( 3 * sin( 2 * PI * W * ( wt[i][j] + t ) ) );
+ if ( landscape[i][j] + wave[i][j] < 0 )
+ landscape[i][j] += wave[i][j];
+
+ } else {
+ landscape[i][j] -= wave[i][j];
+
+ if ( s != 0 )
+ wave[i][j] = 2 * sin(2 * PI * W * ( wt[i][j] + t )) /
+ (0.2*(s + 2));
+ else
+ wave[i][j] = 2 * sin( 2 * PI * W * ( wt[i][j] + t ) );
+ landscape[i][j] += wave[i][j];
+ }
+
+ }
+ if ( mode == SmoothShaded || mode == Landscape )
+ calculateVertexNormals();
+ updateGL();
+}
+
+void GLLandscape::toggleWaveAnimation( bool state )
+{
+ if (state) {
+ animTimer = startTimer(20);
+ animationRunning = TRUE;
+ } else {
+ killTimer(animTimer);
+ animationRunning = FALSE;
+ }
+}
+
+void GLLandscape::showEvent( TQShowEvent * )
+{
+ if (animationRunning)
+ animTimer = startTimer(20);
+ cubeTimer = startTimer(50);
+}
+
+void GLLandscape::hideEvent( TQHideEvent * )
+{
+ if (animationRunning)
+ killTimer(animTimer);
+ killTimer(cubeTimer);
+}
+
+void GLLandscape::initDisplayLists()
+{
+ // axisList
+ axisList = glGenLists(1);
+ glNewList(axisList, GL_COMPILE);
+
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_DEPTH_TEST);
+ glColor3f(1.0, 0.0, 0.0);
+ glBegin(GL_LINES);
+ {
+ glColor3f(1.0, 0.0, 0.0);
+ glVertex3f(-1.0f, 0, 0); // x axis
+ glVertex3f(1.0f, 0, 0);
+
+ glVertex3f(1.0f, 0, 0);
+ glVertex3f(0.8f, 0.2f, 0);
+ glVertex3f(1.0f, 0, 0);
+ glVertex3f(0.8f, -.2f, 0);
+
+ glColor3f(0.0, 1.0, 0.0);
+ glVertex3f(0, -1.0f, 0); // y axis
+ glVertex3f(0, 1.0f, 0);
+
+ glVertex3f(0, 1.0f, 0);
+ glVertex3f(0.2f, 0.8f, 0);
+ glVertex3f(0, 1.0f, 0);
+ glVertex3f(-0.2f, 0.8f, 0);
+
+ glColor3f(0.5, 0.5, 1.0);
+ glVertex3f(0, 0, -1.0f); // z axis
+ glVertex3f(0, 0, 1.0f);
+
+ glVertex3f(0, 0, 1.0f);
+ glVertex3f(0, 0.2f, 0.8f);
+ glVertex3f(0, 0, 1.0f);
+ glVertex3f(0,-0.2f, 0.8f);
+ }
+ glEnd();
+
+ glEndList();
+
+ // cubeList
+ cubeList = glGenLists(1);
+ glNewList(cubeList, GL_COMPILE);
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR);
+
+ glBegin( GL_QUADS );
+ {
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
+
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
+
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 0.0, 1.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 0.0, 0.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 0.0, 0.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
+
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
+
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 );
+
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.0, 1.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.0, 0.0, 1.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 );
+ }
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+
+ glEndList();
+}