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📄 glwidget.cpp

📁 QT 开发环境里面一个很重要的文件
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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 "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 pbuffer    pbuffer = new QGLPixelBuffer(QSize(512, 512), format(), this);    timerId = startTimer(20);    setWindowTitle(tr("OpenGL pbuffers"));}GLWidget::~GLWidget(){    pbuffer->releaseFromDynamicTexture();    glDeleteTextures(1, &dynamicTexture);    glDeleteLists(pbufferList, 1);    delete pbuffer;}void GLWidget::initializeGL(){    glMatrixMode(GL_MODELVIEW);    glEnable(GL_CULL_FACE);    initCommon();    initPbuffer();    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"));}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(){    // draw a spinning cube into the pbuffer..    pbuffer->makeCurrent();    glBindTexture(GL_TEXTURE_2D, cubeTexture);    glCallList(pbufferList);    glFlush();#if  defined(Q_WS_X11)    // rendering directly to a texture is not supported on X11, unfortunately    pbuffer->updateDynamicTexture(dynamicTexture);#endif    // ..and use the pbuffer contents as a texture when rendering the    // background and the bouncing cubes    makeCurrent();    glBindTexture(GL_TEXTURE_2D, dynamicTexture);    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);    glPopMatrix();    // 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);}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;}void GLWidget::initCommon(){    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);}void GLWidget::initPbuffer(){    // set up the pbuffer context    pbuffer->makeCurrent();    initCommon();    glViewport(0, 0, pbuffer->size().width(), pbuffer->size().height());    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    glOrtho(-1, 1, -1, 1, -99, 99);    glTranslatef(-0.5f, -0.5f, 0.0f);    glMatrixMode(GL_MODELVIEW);    glLoadIdentity();    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);    }    glEndList();    // generate a texture that has the same size/format as the pbuffer    dynamicTexture = pbuffer->generateDynamicTexture();    // bind the dynamic texture to the pbuffer - this is a no-op under X11    pbuffer->bindToDynamicTexture(dynamicTexture);    makeCurrent();}

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