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257 lines
6.1 KiB
257 lines
6.1 KiB
/****************************************************************************
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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 <math.h>
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#include "glbox.h"
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#if defined(Q_CC_MSVC)
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#pragma warning(disable:4305) // init: truncation from const double to float
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#endif
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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 = 1.5; // default object scale
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}
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/*!
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Create a GLBox widget
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*/
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GLBox::GLBox( const TQGLFormat& format, TQWidget* parent, const char* name,
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const TQGLWidget* shareWidget )
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: TQGLWidget( format, parent, name, shareWidget )
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{
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xRot = yRot = zRot = 0.0; // default object rotation
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scale = 1.5; // default object scale
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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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}
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/*!
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Set up the OpenGL rendering state, and define display list
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*/
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void GLBox::initializeGL()
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{
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qglClearColor( green ); // Let OpenGL clear to green
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object = makeObject(); // Make display list
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glEnable( GL_DEPTH_TEST );
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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, 200.0);
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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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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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GLint i, j, rings, sides;
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float theta1, phi1, theta2, phi2;
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float v0[03], v1[3], v2[3], v3[3];
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float t0[03], t1[3], t2[3], t3[3];
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float n0[3], n1[3], n2[3], n3[3];
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float innerRadius=0.4;
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float outerRadius=0.8;
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float scalFac;
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double pi = 3.14159265358979323846;
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rings = 8;
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sides = 10;
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scalFac=1/(outerRadius*2);
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for (i = 0; i < rings; i++) {
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theta1 = (float)i * 2.0 * pi / rings;
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theta2 = (float)(i + 1) * 2.0 * pi / rings;
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for (j = 0; j < sides; j++) {
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phi1 = (float)j * 2.0 * pi / sides;
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phi2 = (float)(j + 1) * 2.0 * pi / sides;
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v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1));
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v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1));
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v0[2] = innerRadius * sin(phi1);
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v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1));
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v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1));
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v1[2] = innerRadius * sin(phi1);
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v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2));
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v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2));
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v2[2] = innerRadius * sin(phi2);
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v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2));
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v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2));
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v3[2] = innerRadius * sin(phi2);
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n0[0] = cos(theta1) * (cos(phi1));
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n0[1] = -sin(theta1) * (cos(phi1));
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n0[2] = sin(phi1);
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n1[0] = cos(theta2) * (cos(phi1));
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n1[1] = -sin(theta2) * (cos(phi1));
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n1[2] = sin(phi1);
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n2[0] = cos(theta2) * (cos(phi2));
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n2[1] = -sin(theta2) * (cos(phi2));
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n2[2] = sin(phi2);
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n3[0] = cos(theta1) * (cos(phi2));
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n3[1] = -sin(theta1) * (cos(phi2));
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n3[2] = sin(phi2);
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t0[0] = v0[0]*scalFac + 0.5;
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t0[1] = v0[1]*scalFac + 0.5;
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t0[2] = v0[2]*scalFac + 0.5;
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t1[0] = v1[0]*scalFac + 0.5;
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t1[1] = v1[1]*scalFac + 0.5;
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t1[2] = v1[2]*scalFac + 0.5;
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t2[0] = v2[0]*scalFac + 0.5;
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t2[1] = v2[1]*scalFac + 0.5;
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t2[2] = v2[2]*scalFac + 0.5;
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t3[0] = v3[0]*scalFac + 0.5;
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t3[1] = v3[1]*scalFac + 0.5;
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t3[2] = v3[2]*scalFac + 0.5;
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// Create blue-black checkered coloring
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if ( (i+j) % 2 )
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qglColor( black );
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else
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qglColor( TQColor( "steelblue" ) );
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glBegin(GL_POLYGON);
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glNormal3fv(n3); glTexCoord3fv(t3); glVertex3fv(v3);
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glNormal3fv(n2); glTexCoord3fv(t2); glVertex3fv(v2);
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glNormal3fv(n1); glTexCoord3fv(t1); glVertex3fv(v1);
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glNormal3fv(n0); glTexCoord3fv(t0); glVertex3fv(v0);
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glEnd();
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}
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}
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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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/*!
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Sets the rotation angles of this object to that of \a fromBox
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*/
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void GLBox::copyRotation( const GLBox& fromBox )
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{
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xRot = fromBox.xRot;
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yRot = fromBox.yRot;
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zRot = fromBox.zRot;
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}
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