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📄 glbox.cpp

📁 Linux下的基于X11的图形开发环境。
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/****************************************************************************** $Id: qt/glbox.cpp   3.1.1   edited Nov 8 10:35 $**** Copyright (C) 1992-2000 Trolltech AS.  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 <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( 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(){    makeCurrent();    glDeleteLists( object, 1 );}/*!  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;}

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