📄 glwidget.cpp
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/******************************************************************************** Copyright (C) 2005-2007 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://trolltech.com/products/qt/licenses/licensing/opensource/**** If you are unsure which license is appropriate for your use, please** review the following information:** http://trolltech.com/products/qt/licenses/licensing/licensingoverview** or contact the sales department at sales@trolltech.com.**** In addition, as a special exception, Trolltech gives you certain** additional rights. These rights are described in the Trolltech GPL** Exception version 1.0, which can be found at** http://www.trolltech.com/products/qt/gplexception/ and in the file** GPL_EXCEPTION.txt in this package.**** In addition, as a special exception, Trolltech, as the sole copyright** holder for Qt Designer, grants users of the Qt/Eclipse Integration** plug-in the right for the Qt/Eclipse Integration to link to** functionality provided by Qt Designer and its related libraries.**** Trolltech reserves all rights not expressly granted herein.**** 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 "glwidget.h"#include <QtGui/QImage>#include <math.h>static GLint cubeArray[][3] = { {0, 0, 0}, {0, 1, 0}, {1, 1, 0}, {1, 0, 0}, {0, 0, 1}, {1, 0, 1}, {1, 1, 1}, {0, 1, 1}, {0, 0, 0}, {1, 0, 0}, {1, 0, 1}, {0, 0, 1}, {0, 1, 0}, {0, 1, 1}, {1, 1, 1}, {1, 1, 0}, {0, 1, 0}, {0, 0, 0}, {0, 0, 1}, {0, 1, 1}, {1, 0, 0}, {1, 1, 0}, {1, 1, 1}, {1, 0, 1}};static GLint cubeTextureArray[][2] = { {0, 0}, {1, 0}, {1, 1}, {0, 1}, {0, 0}, {0, 1}, {1, 1}, {1, 0}, {0, 0}, {1, 0}, {1, 1}, {0, 1}, {1, 0}, {0, 0}, {0, 1}, {1, 1}, {0, 0}, {1, 0}, {1, 1}, {0, 1}, {1, 0}, {0, 0}, {0, 1}, {1, 1}};static GLint faceArray[][2] = { {1, -1}, {1, 1}, {-1, 1}, {-1, -1}};static GLubyte colorArray[][4] = { {170, 202, 0, 255}, {120, 143, 0, 255}, {83, 102, 0, 255}, {120, 143, 0, 255}};GLWidget::GLWidget(QWidget *parent) : QGLWidget(QGLFormat(QGL::SampleBuffers), parent){ // create the framebuffer object - make sure to have a current // context before creating it makeCurrent(); fbo = new QGLFramebufferObject(512, 512); timerId = startTimer(20); setWindowTitle(tr("OpenGL framebuffer objects 2"));}GLWidget::~GLWidget(){ glDeleteLists(pbufferList, 1); delete fbo;}void GLWidget::initializeGL(){ glMatrixMode(GL_MODELVIEW); glEnable(GL_CULL_FACE); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_INT, 0, cubeArray); glTexCoordPointer(2, GL_INT, 0, cubeTextureArray); glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorArray); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); pbufferList = glGenLists(1); glNewList(pbufferList, GL_COMPILE); { glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // draw cube background glPushMatrix(); glLoadIdentity(); glTranslatef(0.5f, 0.5f, -2.0f); glDisable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_INT, 0, faceArray); glDrawArrays(GL_QUADS, 0, 4); glVertexPointer(3, GL_INT, 0, cubeArray); glDisableClientState(GL_COLOR_ARRAY); glEnable(GL_TEXTURE_2D); glPopMatrix(); // draw cube glTranslatef(0.5f, 0.5f, 0.5f); glRotatef(3.0f, 1.0f, 1.0f, 1.0f); glTranslatef(-0.5f, -0.5f, -0.5f); glColor4f(0.9f, 0.9f, 0.9f, 1.0f); glDrawArrays(GL_QUADS, 0, 24); glPushMatrix(); // this state is popped back in the paintGL() function } glEndList(); for (int i = 0; i < 3; ++i) { yOffs[i] = 0.0f; xInc[i] = 0.005f; rot[i] = 0.0f; } xOffs[0]= 0.0f; xOffs[1]= 0.5f; xOffs[2]= 1.0f; cubeTexture = bindTexture(QImage(":res/cubelogo.png")); glPushMatrix(); // push to avoid stack underflow in the first paintGL() call}void GLWidget::resizeGL(int w, int h){ glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); float aspect = w/(float)(h ? h : 1); glFrustum(-aspect, aspect, -1, 1, 10, 100); glTranslatef(-0.5f, -0.5f, -0.5f); glTranslatef(0.0f, 0.0f, -15.0f);}void GLWidget::paintGL(){ glPopMatrix(); // pop the matrix pushed in the pbuffer list // push the projection matrix and the entire GL state before // doing any rendering into our framebuffer object glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glViewport(0, 0, fbo->size().width(), fbo->size().height()); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1, 1, -1, 1, -99, 99); glTranslatef(-0.5f, -0.5f, 0.0f); glMatrixMode(GL_MODELVIEW); // render to the framebuffer object fbo->bind(); glBindTexture(GL_TEXTURE_2D, cubeTexture); glCallList(pbufferList); fbo->release(); // pop the projection matrix and GL state back for rendering // to the actual widget glPopAttrib(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, fbo->texture()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // draw the background glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glVertexPointer(2, GL_INT, 0, faceArray); glTranslatef(-1.2f, -0.8f, 0.0f); glScalef(0.2f, 0.2f, 0.2f); for (int y = 0; y < 5; ++y) { for (int x = 0; x < 5; ++x) { glTranslatef(2.0f, 0, 0); glColor4f(0.5, 0.5, 0.5, 1.0); glDrawArrays(GL_QUADS, 0, 4); } glTranslatef(-10.0f, 2.0f, 0); } glVertexPointer(3, GL_INT, 0, cubeArray); glPopMatrix(); glMatrixMode(GL_MODELVIEW); // draw the bouncing cubes drawCube(0, 0.0f, 1.5f, 2.5f, 1.5f); drawCube(1, 1.0f, 2.0f, 2.5f, 2.0f); drawCube(2, 2.0f, 3.5f, 2.5f, 2.5f); glPopMatrix();}void GLWidget::drawCube(int i, GLfloat z, GLfloat rotation, GLfloat jmp, GLfloat amp){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(xOffs[i], yOffs[i], z); glTranslatef(0.5f, 0.5f, 0.5f); GLfloat scale = 0.75 + i*(0.25f/2); glScalef(scale, scale, scale); glRotatef(rot[i], 1.0f, 1.0f, 1.0f); glTranslatef(-0.5f, -0.5f, -0.5f); glColor4f(1.0f, 1.0f, 1.0f, 0.8f); glDrawArrays(GL_QUADS, 0, 24); if (xOffs[i] > 1.0f || xOffs[i] < -1.0f) { xInc[i] = -xInc[i]; xOffs[i] = xOffs[i] > 1.0f ? 1.0f : -1.0f; } xOffs[i] += xInc[i]; yOffs[i] = qAbs(cos((-3.141592f * jmp) * xOffs[i]) * amp) - 1; rot[i] += rotation;}
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