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📄 glwidget.cpp

📁 qt-x11-opensource-src-4.1.4.tar.gz源码
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/******************************************************************************** Copyright (C) 2005-2006 Trolltech ASA. All rights reserved.**** This file is part of the example classes of the Qt Toolkit.**** This file may be used under the terms of the GNU General Public** License version 2.0 as published by the Free Software Foundation** and appearing in the file LICENSE.GPL included in the packaging of** this file.  Please review the following information to ensure GNU** General Public Licensing requirements will be met:** http://www.trolltech.com/products/qt/opensource.html**** If you are unsure which license is appropriate for your use, please** review the following information:** http://www.trolltech.com/products/qt/licensing.html or contact the** sales department at sales@trolltech.com.**** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.******************************************************************************/#include <QtGui>#include <QtOpenGL>#include <math.h>#include "glwidget.h"GLuint GLWidget::sharedObject = 0;int GLWidget::refCount = 0;GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget)    : QGLWidget(parent, shareWidget){    clearColor = Qt::black;    xRot = 0;    yRot = 0;    zRot = 0;}GLWidget::~GLWidget(){    if (--refCount == 0) {        makeCurrent();        glDeleteLists(sharedObject, 1);    }}QSize GLWidget::minimumSizeHint() const{    return QSize(50, 50);}QSize GLWidget::sizeHint() const{    return QSize(200, 200);}void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle){    xRot += xAngle;    yRot += yAngle;    zRot += zAngle;    updateGL();}void GLWidget::setClearColor(const QColor &color){    clearColor = color;    updateGL();}void GLWidget::initializeGL(){    if (!sharedObject)        sharedObject = makeObject();    ++refCount;    glEnable(GL_DEPTH_TEST);    glEnable(GL_CULL_FACE);    glEnable(GL_TEXTURE_2D);}void GLWidget::paintGL(){    qglClearColor(clearColor);    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    glLoadIdentity();    glTranslated(0.0, 0.0, -10.0);    glRotated(xRot / 16.0, 1.0, 0.0, 0.0);    glRotated(yRot / 16.0, 0.0, 1.0, 0.0);    glRotated(zRot / 16.0, 0.0, 0.0, 1.0);    glCallList(sharedObject);}void GLWidget::resizeGL(int width, int height){    int side = qMin(width, height);    glViewport((width - side) / 2, (height - side) / 2, side, side);    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);    glMatrixMode(GL_MODELVIEW);}void GLWidget::mousePressEvent(QMouseEvent *event){    lastPos = event->pos();}void GLWidget::mouseMoveEvent(QMouseEvent *event){    int dx = event->x() - lastPos.x();    int dy = event->y() - lastPos.y();    if (event->buttons() & Qt::LeftButton) {        rotateBy(8 * dy, 8 * dx, 0);    } else if (event->buttons() & Qt::RightButton) {        rotateBy(8 * dy, 0, 8 * dx);    }    lastPos = event->pos();}void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */){    emit clicked();}GLuint GLWidget::makeObject(){    static const int coords[6][4][3] = {        { { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } },        { { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } },        { { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } },        { { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } },        { { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } },        { { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } }    };    GLuint textures[6];    for (int j=0; j < 6; ++j)        textures[j] = bindTexture(QPixmap(QString(":/images/side%1.png").arg(j + 1)),                                  GL_TEXTURE_2D);    GLuint list = glGenLists(1);    glNewList(list, GL_COMPILE);    for (int i = 0; i < 6; ++i) {        glBindTexture(GL_TEXTURE_2D, textures[i]);        glBegin(GL_QUADS);        for (int j = 0; j < 4; ++j) {            glTexCoord2d(j == 0 || j == 3, j == 0 || j == 1);            glVertex3d(0.2 * coords[i][j][0], 0.2 * coords[i][j][1],                       0.2 * coords[i][j][2]);        }        glEnd();    }    glEndList();    return list;}

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