/**************************************************************************** ** ** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved. ** ** This file is part of an example program for Qt. This example ** program may be used, distributed and modified without limitation. ** *****************************************************************************/ /**************************************************************************** ** ** This is a simple QGLWidget displaying a box ** ** The OpenGL code is mostly borrowed from Brian Pauls "spin" example ** in the Mesa distribution ** ****************************************************************************/ #include #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( QWidget* parent, const char* name, const QGLWidget* shareWidget ) : QGLWidget( parent, name, shareWidget ) { xRot = yRot = zRot = 0.0; // default object rotation scale = 1.5; // default object scale } /*! Create a GLBox widget */ GLBox::GLBox( const QGLFormat& format, QWidget* parent, const char* name, const QGLWidget* shareWidget ) : QGLWidget( 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( QColor( "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; }