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/****************************************************************************
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**
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** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
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**
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** This file is part of an example program for TQt. This example
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** program may be used, distributed and modified without limitation.
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**
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*****************************************************************************/
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/****************************************************************************
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**
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** This is a simple TQGLWidget displaying a box
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**
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** The OpenGL code is mostly borrowed from Brian Pauls "spin" example
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** in the Mesa distribution
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**
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****************************************************************************/
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#include "glbox.h"
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// Initialize static class variables:
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// Shared display list id:
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GLuint GLBox::sharedDisplayList = 0;
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// Counter keeping track of number of GLBox instances sharing
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// the display list, so that the last instance can delete it:
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int GLBox::sharedListUsers = 0;
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/*!
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Create a GLBox widget
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*/
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GLBox::GLBox( TQWidget* parent, const char* name, const TQGLWidget* shareWidget )
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: TQGLWidget( parent, name, shareWidget )
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{
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xRot = yRot = zRot = 0.0; // default object rotation
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scale = 1.0; // default object scale
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object = 0;
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localDisplayList = 0;
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}
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/*!
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Set up the OpenGL rendering state. Robustly access shared display list.
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*/
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void GLBox::initializeGL()
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{
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// Let OpenGL clear to black
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qglClearColor( black );
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glEnable(GL_DEPTH_TEST);
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if ( sharedListUsers == 0 ) { // No shared list has been made yet
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sharedDisplayList = makeObject(); // Make one
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object = sharedDisplayList; // Use it
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sharedListUsers++; // Keep reference count
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tqDebug( "GLBox %s created shared display list.", name() );
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}
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else { // There is a shared diplay list
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if ( isSharing() ) { // Can we access it?
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object = sharedDisplayList; // Yes, use it
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sharedListUsers++; // Keep reference count
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tqDebug( "GLBox %s uses shared display list.", name() );
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}
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else {
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localDisplayList = makeObject(); // No, roll our own
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object = localDisplayList; // and use that
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tqDebug( "GLBox %s uses private display list.", name() );
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}
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}
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}
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/*!
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Release allocated resources
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*/
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GLBox::~GLBox()
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{
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makeCurrent(); // We're going to do gl calls
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if ( localDisplayList != 0 ) { // Did we make our own?
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glDeleteLists( localDisplayList, 1 ); // Yes, delete it
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tqDebug( "GLBox %s deleted private display list.", name() );
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}
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else {
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sharedListUsers--; // No, we used the shared one; keep refcount
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if ( sharedListUsers == 0 ) { // Any sharers left?
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glDeleteLists( sharedDisplayList, 1 ); // No, delete it
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sharedDisplayList = 0;
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tqDebug( "GLBox %s deleted shared display list.", name() );
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}
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}
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}
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/*!
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Paint the box. The actual openGL commands for drawing the box are
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performed here.
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*/
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void GLBox::paintGL()
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -3.0 );
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glScalef( scale, scale, scale );
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glRotatef( xRot, 1.0, 0.0, 0.0 );
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glRotatef( yRot, 0.0, 1.0, 0.0 );
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glRotatef( zRot, 0.0, 0.0, 1.0 );
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glCallList( object );
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}
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/*!
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Set up the OpenGL view port, matrix mode, etc.
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*/
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void GLBox::resizeGL( int w, int h )
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{
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glViewport( 0, 0, (GLint)w, (GLint)h );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10.0);
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}
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/*!
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Generate an OpenGL display list for the object to be shown, i.e. the box
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*/
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GLuint GLBox::makeObject()
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{
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GLuint list;
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list = glGenLists( 1 );
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glNewList( list, GL_COMPILE );
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glBegin(GL_QUADS);
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/* Front face */
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qglColor( green );
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glVertex3f(-1.0, 1.0, 1.0);
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glVertex3f(1.0, 1.0, 1.0);
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glVertex3f(1.0, -1.0, 1.0);
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glVertex3f(-1.0, -1.0, 1.0);
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/* Back face */
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qglColor( yellow );
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glVertex3f(-1.0, 1.0, -1.0);
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glVertex3f(1.0, 1.0, -1.0);
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glVertex3f(1.0, -1.0, -1.0);
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glVertex3f(-1.0, -1.0, -1.0);
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/* Top side face */
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qglColor( blue );
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glVertex3f(-1.0, 1.0, 1.0);
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glVertex3f(1.0, 1.0, 1.0);
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glVertex3f(1.0, 1.0, -1.0);
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glVertex3f(-1.0, 1.0, -1.0);
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/* Bottom side face */
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qglColor( red );
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glVertex3f(-1.0, -1.0, 1.0);
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glVertex3f(1.0, -1.0, 1.0);
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glVertex3f(1.0, -1.0, -1.0);
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glVertex3f(-1.0, -1.0, -1.0);
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glEnd();
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glEndList();
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return list;
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}
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/*!
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Set the rotation angle of the object to \e degrees around the X axis.
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*/
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void GLBox::setXRotation( int degrees )
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{
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xRot = (GLfloat)(degrees % 360);
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updateGL();
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}
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/*!
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Set the rotation angle of the object to \e degrees around the Y axis.
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*/
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void GLBox::setYRotation( int degrees )
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{
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yRot = (GLfloat)(degrees % 360);
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updateGL();
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}
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/*!
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Set the rotation angle of the object to \e degrees around the Z axis.
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*/
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void GLBox::setZRotation( int degrees )
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{
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zRot = (GLfloat)(degrees % 360);
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updateGL();
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}
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