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Diffstat (limited to 'examples/opengl/glpixmap/glbox.cpp')
-rw-r--r-- | examples/opengl/glpixmap/glbox.cpp | 256 |
1 files changed, 256 insertions, 0 deletions
diff --git a/examples/opengl/glpixmap/glbox.cpp b/examples/opengl/glpixmap/glbox.cpp new file mode 100644 index 000000000..fe7c682c5 --- /dev/null +++ b/examples/opengl/glpixmap/glbox.cpp @@ -0,0 +1,256 @@ +/**************************************************************************** +** +** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved. +** +** This file is part of an example program for TQt. This example +** program may be used, distributed and modified without limitation. +** +*****************************************************************************/ + +/**************************************************************************** +** +** This is a simple TQGLWidget displaying a box +** +** The OpenGL code is mostly borrowed from Brian Pauls "spin" example +** in the Mesa distribution +** +****************************************************************************/ + +#include <math.h> + +#include "glbox.h" + +#if defined(Q_CC_MSVC) +#pragma warning(disable:4305) // init: truncation from const double to float +#endif + +/*! + Create a GLBox widget +*/ + +GLBox::GLBox( TQWidget* parent, const char* name, const TQGLWidget* shareWidget ) + : TQGLWidget( parent, name, shareWidget ) +{ + xRot = yRot = zRot = 0.0; // default object rotation + scale = 1.5; // default object scale +} + + +/*! + Create a GLBox widget +*/ + +GLBox::GLBox( const TQGLFormat& format, TQWidget* parent, const char* name, + const TQGLWidget* shareWidget ) + : TQGLWidget( format, parent, name, shareWidget ) +{ + xRot = yRot = zRot = 0.0; // default object rotation + scale = 1.5; // default object scale +} + + +/*! + Release allocated resources +*/ + +GLBox::~GLBox() +{ +} + + +/*! + Set up the OpenGL rendering state, and define display list +*/ + +void GLBox::initializeGL() +{ + qglClearColor( green ); // Let OpenGL clear to green + object = makeObject(); // Make display list + glEnable( GL_DEPTH_TEST ); +} + + +/*! + Set up the OpenGL view port, matrix mode, etc. +*/ + +void GLBox::resizeGL( int w, int h ) +{ + glViewport( 0, 0, (GLint)w, (GLint)h ); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0); +} + + +/*! + Paint the box. The actual openGL commands for drawing the box are + performed here. +*/ + +void GLBox::paintGL() +{ + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); + glTranslatef( 0.0, 0.0, -3.0 ); + glScalef( scale, scale, scale ); + + glRotatef( xRot, 1.0, 0.0, 0.0 ); + glRotatef( yRot, 0.0, 1.0, 0.0 ); + glRotatef( zRot, 0.0, 0.0, 1.0 ); + + glCallList( object ); +} + + + + + + +/*! + Generate an OpenGL display list for the object to be shown, i.e. the box +*/ + +GLuint GLBox::makeObject() +{ + GLuint list; + + list = glGenLists( 1 ); + + glNewList( list, GL_COMPILE ); + + GLint i, j, rings, sides; + float theta1, phi1, theta2, phi2; + float v0[03], v1[3], v2[3], v3[3]; + float t0[03], t1[3], t2[3], t3[3]; + float n0[3], n1[3], n2[3], n3[3]; + float innerRadius=0.4; + float outerRadius=0.8; + float scalFac; + double pi = 3.14159265358979323846; + + rings = 8; + sides = 10; + scalFac=1/(outerRadius*2); + + for (i = 0; i < rings; i++) { + theta1 = (float)i * 2.0 * pi / rings; + theta2 = (float)(i + 1) * 2.0 * pi / rings; + for (j = 0; j < sides; j++) { + phi1 = (float)j * 2.0 * pi / sides; + phi2 = (float)(j + 1) * 2.0 * pi / sides; + + v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1)); + v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1)); + v0[2] = innerRadius * sin(phi1); + + v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1)); + v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1)); + v1[2] = innerRadius * sin(phi1); + v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2)); + v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2)); + v2[2] = innerRadius * sin(phi2); + + v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2)); + v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2)); + v3[2] = innerRadius * sin(phi2); + + n0[0] = cos(theta1) * (cos(phi1)); + n0[1] = -sin(theta1) * (cos(phi1)); + n0[2] = sin(phi1); + + n1[0] = cos(theta2) * (cos(phi1)); + n1[1] = -sin(theta2) * (cos(phi1)); + n1[2] = sin(phi1); + + n2[0] = cos(theta2) * (cos(phi2)); + n2[1] = -sin(theta2) * (cos(phi2)); + n2[2] = sin(phi2); + + n3[0] = cos(theta1) * (cos(phi2)); + n3[1] = -sin(theta1) * (cos(phi2)); + n3[2] = sin(phi2); + + t0[0] = v0[0]*scalFac + 0.5; + t0[1] = v0[1]*scalFac + 0.5; + t0[2] = v0[2]*scalFac + 0.5; + + t1[0] = v1[0]*scalFac + 0.5; + t1[1] = v1[1]*scalFac + 0.5; + t1[2] = v1[2]*scalFac + 0.5; + + t2[0] = v2[0]*scalFac + 0.5; + t2[1] = v2[1]*scalFac + 0.5; + t2[2] = v2[2]*scalFac + 0.5; + + t3[0] = v3[0]*scalFac + 0.5; + t3[1] = v3[1]*scalFac + 0.5; + t3[2] = v3[2]*scalFac + 0.5; + + // Create blue-black checkered coloring + if ( (i+j) % 2 ) + qglColor( black ); + else + qglColor( TQColor( "steelblue" ) ); + + glBegin(GL_POLYGON); + glNormal3fv(n3); glTexCoord3fv(t3); glVertex3fv(v3); + glNormal3fv(n2); glTexCoord3fv(t2); glVertex3fv(v2); + glNormal3fv(n1); glTexCoord3fv(t1); glVertex3fv(v1); + glNormal3fv(n0); glTexCoord3fv(t0); glVertex3fv(v0); + glEnd(); + } + } + glEndList(); + + return list; +} + + +/*! + Set the rotation angle of the object to \e degrees around the X axis. +*/ + +void GLBox::setXRotation( int degrees ) +{ + xRot = (GLfloat)(degrees % 360); + updateGL(); +} + + +/*! + Set the rotation angle of the object to \e degrees around the Y axis. +*/ + +void GLBox::setYRotation( int degrees ) +{ + yRot = (GLfloat)(degrees % 360); + updateGL(); +} + + +/*! + Set the rotation angle of the object to \e degrees around the Z axis. +*/ + +void GLBox::setZRotation( int degrees ) +{ + zRot = (GLfloat)(degrees % 360); + updateGL(); +} + + + + +/*! + Sets the rotation angles of this object to that of \a fromBox +*/ + +void GLBox::copyRotation( const GLBox& fromBox ) +{ + xRot = fromBox.xRot; + yRot = fromBox.yRot; + zRot = fromBox.zRot; +} |