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📄 gltexobj.cpp

📁 Trolltech公司发布的基于C++图形开发环境
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/****************************************************************************** $Id: qt/gltexobj.cpp   3.3.4   edited May 27 2003 $**** Copyright (C) 1992-2002 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 demonstrating the use of QImages for textures.**** Much of the GL code is inspired by the 'spectex' and 'texcyl' ** public domain demo programs by Brian Paul.******************************************************************************/#include "gltexobj.h"#include <qimage.h>#include <qtimer.h>const int redrawWait = 50;/*!  Create a GLTexobj widget*/GLTexobj::GLTexobj( QWidget* parent, const char* name )    : QGLWidget( parent, name ){    xRot = yRot = zRot = 0.0;		// default object rotation    scale = 5.0;			// default object scale    object = 0;    animation = TRUE;    timer = new QTimer( this );    connect( timer, SIGNAL(timeout()), SLOT(update()) );    timer->start( redrawWait, TRUE );}/*!  Release allocated resources*/GLTexobj::~GLTexobj(){    makeCurrent();    glDeleteLists( object, 1 );}/*!  Paint the texobj. The actual openGL commands for drawing the texobj are  performed here.*/void GLTexobj::paintGL(){    if ( animation ) {	xRot += 1.0;	yRot += 2.5;	zRot -= 5.0;    }    glClear( GL_COLOR_BUFFER_BIT );    glPushMatrix();    glRotatef( xRot, 1.0, 0.0, 0.0 );     glRotatef( yRot, 0.0, 1.0, 0.0 );     glRotatef( zRot, 0.0, 0.0, 1.0 );    glScalef( scale, scale, scale );    glCallList( object );    glPopMatrix();    if ( animation ) {	glFlush(); // Make sure everything is drawn before restarting timer	timer->start( redrawWait, TRUE ); // Wait this many msecs before redraw    }}/*!  Set up the OpenGL rendering state, and define display list*/void GLTexobj::initializeGL(){    // Set up the lights    GLfloat whiteDir[4] = {2.0, 2.0, 2.0, 1.0};    GLfloat whiteAmb[4] = {1.0, 1.0, 1.0, 1.0};    GLfloat lightPos[4] = {30.0, 30.0, 30.0, 1.0};    glEnable(GL_LIGHTING);    glEnable(GL_LIGHT0);    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteAmb);    glMaterialfv(GL_FRONT, GL_DIFFUSE, whiteDir);    glMaterialfv(GL_FRONT, GL_SPECULAR, whiteDir);    glMaterialf(GL_FRONT, GL_SHININESS, 20.0);    glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteDir);		// enable diffuse    glLightfv(GL_LIGHT0, GL_SPECULAR, whiteDir);	// enable specular    glLightfv(GL_LIGHT0, GL_POSITION, lightPos);    // Set up the textures    QImage tex1, tex2, buf;    if ( !buf.load( "gllogo.bmp" ) ) {	// Load first image from file	qWarning( "Could not read image file, using single-color instead." );	QImage dummy( 128, 128, 32 );	dummy.fill( Qt::green.rgb() );	buf = dummy;    }    tex1 = QGLWidget::convertToGLFormat( buf );  // flipped 32bit RGBA    if ( !buf.load( "qtlogo.bmp" ) ) {	// Load first image from file	qWarning( "Could not read image file, using single-color instead." );	QImage dummy( 128, 128, 32 );	dummy.fill( Qt::red.rgb() );	buf = dummy;    }    tex2 = QGLWidget::convertToGLFormat( buf );  // flipped 32bit RGBA    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );    glEnable( GL_TEXTURE_2D );    // Set up various other stuff    glClearColor( 0.0, 0.0, 0.0, 0.0 ); // Let OpenGL clear to black    glEnable( GL_CULL_FACE );  	// don't need Z testing for convex objects    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );    // Make the object display list    object = makeObject( tex1, tex2 );	// Generate an OpenGL display list}/*!  Set up the OpenGL view port, matrix mode, etc.*/void GLTexobj::resizeGL( int w, int h ){    glViewport( 0, 0, w, h );    glMatrixMode( GL_PROJECTION );    glLoadIdentity();    glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );    glMatrixMode( GL_MODELVIEW );    glLoadIdentity();    glTranslatef( 0.0, 0.0, -70.0 );}/*!  Generate an OpenGL display list for the object to be shown, i.e. the texobj*/GLuint GLTexobj::makeObject( const QImage& tex1, const QImage& tex2 ){    GLUquadricObj* q = gluNewQuadric();    GLuint cylinderObj = glGenLists(1);    glNewList( cylinderObj, GL_COMPILE );    glTranslatef( 0.0, 0.0, -1.0 );    // cylinder    glTexImage2D( GL_TEXTURE_2D, 0, 3, tex1.width(), tex1.height(), 0,		  GL_RGBA, GL_UNSIGNED_BYTE, tex1.bits() );    gluQuadricTexture( q, GL_TRUE );    gluCylinder(q, 0.6, 0.6, 2.0, 24, 1);    // end cap    glTexImage2D( GL_TEXTURE_2D, 0, 3, tex2.width(), tex2.height(), 0,		  GL_RGBA, GL_UNSIGNED_BYTE, tex2.bits() );    glTranslatef( 0.0, 0.0, 2.0 );    gluDisk( q, 0.0, 0.6, 24, 1 );    // other end cap    glTranslatef( 0.0, 0.0, -2.0 );    gluQuadricOrientation( q, (GLenum)GLU_INSIDE );    gluDisk( q, 0.0, 0.6, 24, 1 );    glEndList();    gluDeleteQuadric( q );    return cylinderObj;}/*!  Set the rotation angle of the object to \e degrees around the X axis.*/void GLTexobj::setXRotation( int degrees ){    xRot = (GLfloat)(degrees % 360);    updateGL();}/*!  Set the rotation angle of the object to \e degrees around the Y axis.*/void GLTexobj::setYRotation( int degrees ){    yRot = (GLfloat)(degrees % 360);    updateGL();}/*!  Set the rotation angle of the object to \e degrees around the Z axis.*/void GLTexobj::setZRotation( int degrees ){    zRot = (GLfloat)(degrees % 360);    updateGL();}/*!  Turns animation on or off*/void GLTexobj::toggleAnimation(){    animation = !animation;    if ( animation )	updateGL();    else	timer->stop();}

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