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tqt3/examples/demo/opengl/gllandscape.cpp

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#include <tqimage.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 require
// 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();
}