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📄 nehewidget.cpp

📁 一些OpenGL的开发实例
💻 CPP
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/*    Qt OpenGL Tutorial - Lesson 11    nehewidget.cpp    v 1.00    2002/12/20    Copyright (C) 2002 Cavendish                       cavendish@qiliang.net                       http://www.qiliang.net/nehe_qt    This program is free software; you can redistribute it and/or modify    it under the terms of the GNU General Public License as published by    the Free Software Foundation; either version 2 of the License, or    (at your option) any later version.*/#include <math.h>#include <qimage.h>#include "nehewidget.h"NeHeWidget::NeHeWidget( QWidget* parent, const char* name, bool fs )    : QGLWidget( parent, name ){  xRot = yRot = zRot = 0.0;  hold = 0.0;    wiggle_count = 0;    fullscreen = fs;  setGeometry( 0, 0, 640, 480 );  setCaption( "bosco & NeHe's Waving Texture Tutorial" );  if ( fullscreen )    showFullScreen();  startTimer( 5 );}NeHeWidget::~NeHeWidget(){}void NeHeWidget::initializeGL(){  loadGLTextures();  glEnable( GL_TEXTURE_2D );  glShadeModel( GL_SMOOTH );  glClearColor( 0.0, 0.0, 0.0, 0.5 );  glClearDepth( 1.0 );  glEnable( GL_DEPTH_TEST );  glDepthFunc( GL_LEQUAL );  glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );  glPolygonMode( GL_BACK, GL_FILL );  glPolygonMode( GL_FRONT, GL_LINE );    for ( int x = 0; x < 45; x++ )  {    for ( int y = 0; y < 45; y++ )    {      points[x][y][0] = float( ( x/5.0 ) - 4.5 );      points[x][y][1] = float( ( y/5.0 ) - 4.5 );      points[x][y][2] = float( sin( ( ( ( x/5.0 ) * 40.0 )/360.0 ) * 3.141592654 * 2.0 ) );    }  }}void NeHeWidget::paintGL(){  int x, y;  float float_x, float_y, float_xb, float_yb;  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );  glLoadIdentity();    glTranslatef( 0.0, 0.0, -12.0 );  glRotatef( xRot, 1.0, 0.0, 0.0 );  glRotatef( yRot, 0.0, 1.0, 0.0 );  glRotatef( zRot, 0.0, 0.0, 1.0 );  glBindTexture( GL_TEXTURE_2D, texture[0] );  glBegin( GL_QUADS );    for ( x = 0; x < 44; x++ )    {      for ( y = 0; y < 44; y++ )      {        float_x = float(x)/44.0;        float_y = float(y)/44.0;        float_xb = float(x+1)/44.0;        float_yb = float(y+1)/44.0;                glTexCoord2f( float_x, float_y );        glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] );        glTexCoord2f( float_x, float_yb );        glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );        glTexCoord2f( float_xb, float_yb );        glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );        glTexCoord2f( float_xb, float_y );        glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );      }    }  glEnd();    if ( wiggle_count == 2 )  {    for ( y = 0; y < 45; y++ )    {      hold = points[0][y][2];      for ( x = 0; x < 44; x++ )      {        points[x][y][2] = points[x+1][y][2];      }      points[44][y][2] = hold;    }    wiggle_count = 0;  }  wiggle_count++;  xRot += 0.3;  yRot += 0.2;  zRot += 0.4;}void NeHeWidget::resizeGL( int width, int height ){  if ( height == 0 )  {    height = 1;  }  glViewport( 0, 0, (GLint)width, (GLint)height );  glMatrixMode( GL_PROJECTION );  glLoadIdentity();  gluPerspective( 45.0, (GLfloat)width/(GLfloat)height, 0.1, 100.0 );  glMatrixMode( GL_MODELVIEW );  glLoadIdentity();}void NeHeWidget::timerEvent(QTimerEvent*){  updateGL();}void NeHeWidget::keyPressEvent( QKeyEvent *e ){  switch ( e->key() )  {  case Qt::Key_F2:    fullscreen = !fullscreen;    if ( fullscreen )    {      showFullScreen();    }    else    {      showNormal();      setGeometry( 0, 0, 640, 480 );    }    update();    break;  case Qt::Key_Escape:    close();  }}void NeHeWidget::loadGLTextures(){  QImage tex, buf;  if ( !buf.load( "./data/Tim.bmp" ) )  {    qWarning( "Could not read image file, using single-color instead." );    QImage dummy( 128, 128, 32 );    dummy.fill( Qt::green.rgb() );    buf = dummy;  }  tex = QGLWidget::convertToGLFormat( buf );    glGenTextures( 1, &texture[0] );    glBindTexture( GL_TEXTURE_2D, texture[0] );  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );  glTexImage2D( GL_TEXTURE_2D, 0, 3, tex.width(), tex.height(), 0,      GL_RGBA, GL_UNSIGNED_BYTE, tex.bits() );}

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