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author | Timothy Pearson <[email protected]> | 2011-07-10 15:24:15 -0500 |
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committer | Timothy Pearson <[email protected]> | 2011-07-10 15:24:15 -0500 |
commit | bd0f3345a938b35ce6a12f6150373b0955b8dd12 (patch) | |
tree | 7a520322212d48ebcb9fbe1087e7fca28b76185c /examples/opengl/overlay_x11/gearwidget.cpp | |
download | qt3-bd0f3345a938b35ce6a12f6150373b0955b8dd12.tar.gz qt3-bd0f3345a938b35ce6a12f6150373b0955b8dd12.zip |
Add Qt3 development HEAD version
Diffstat (limited to 'examples/opengl/overlay_x11/gearwidget.cpp')
-rw-r--r-- | examples/opengl/overlay_x11/gearwidget.cpp | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/examples/opengl/overlay_x11/gearwidget.cpp b/examples/opengl/overlay_x11/gearwidget.cpp new file mode 100644 index 0000000..e98938d --- /dev/null +++ b/examples/opengl/overlay_x11/gearwidget.cpp @@ -0,0 +1,268 @@ +/**************************************************************************** +** +** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved. +** +** This file is part of an example program for Qt. This example +** program may be used, distributed and modified without limitation. +** +*****************************************************************************/ +// +// A Qt OpenGL widget that draws a gear. +// +// Portions of this code has been borrowed from Brian Paul's Mesa +// distribution. +// + +#include "gearwidget.h" +#include <math.h> +#if defined(Q_WS_X11) +#include <X11/Xlib.h> +#endif + +#if defined(Q_CC_MSVC) +#pragma warning(disable:4305) // init: truncation from const double to float +#endif + +/* + * Draw a gear wheel. You'll probably want to call this function when + * building a display list since we do a lot of trig here. + * + * Input: inner_radius - radius of hole at center + * outer_radius - radius at center of teeth + * width - width of gear + * teeth - number of teeth + * tooth_depth - depth of tooth + */ +static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width, + GLint teeth, GLfloat tooth_depth ) +{ + GLint i; + GLfloat r0, r1, r2; + GLfloat angle, da; + GLfloat u, v, len; + + r0 = inner_radius; + r1 = outer_radius - tooth_depth/2.0; + r2 = outer_radius + tooth_depth/2.0; + + const double pi = 3.14159264; + da = 2.0*pi / teeth / 4.0; + + glShadeModel( GL_FLAT ); + + glNormal3f( 0.0, 0.0, 1.0 ); + + /* draw front face */ + glBegin( GL_QUAD_STRIP ); + for (i=0;i<=teeth;i++) { + angle = i * 2.0*pi / teeth; + glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); + glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); + glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); + glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); + } + glEnd(); + + /* draw front sides of teeth */ + glBegin( GL_QUADS ); + da = 2.0*pi / teeth / 4.0; + for (i=0;i<teeth;i++) { + angle = i * 2.0*pi / teeth; + + glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); + glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); + glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); + glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); + } + glEnd(); + + + glNormal3f( 0.0, 0.0, -1.0 ); + + /* draw back face */ + glBegin( GL_QUAD_STRIP ); + for (i=0;i<=teeth;i++) { + angle = i * 2.0*pi / teeth; + glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); + glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); + glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); + glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); + } + glEnd(); + + /* draw back sides of teeth */ + glBegin( GL_QUADS ); + da = 2.0*pi / teeth / 4.0; + for (i=0;i<teeth;i++) { + angle = i * 2.0*pi / teeth; + + glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); + glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); + glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); + glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); + } + glEnd(); + + + /* draw outward faces of teeth */ + glBegin( GL_QUAD_STRIP ); + for (i=0;i<teeth;i++) { + angle = i * 2.0*pi / teeth; + + glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); + glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); + u = r2*cos(angle+da) - r1*cos(angle); + v = r2*sin(angle+da) - r1*sin(angle); + len = sqrt( u*u + v*v ); + u /= len; + v /= len; + glNormal3f( v, -u, 0.0 ); + glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); + glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); + glNormal3f( cos(angle), sin(angle), 0.0 ); + glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); + glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); + u = r1*cos(angle+3*da) - r2*cos(angle+2*da); + v = r1*sin(angle+3*da) - r2*sin(angle+2*da); + glNormal3f( v, -u, 0.0 ); + glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); + glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); + glNormal3f( cos(angle), sin(angle), 0.0 ); + } + + glVertex3f( r1*cos(0.0), r1*sin(0.0), width*0.5 ); + glVertex3f( r1*cos(0.0), r1*sin(0.0), -width*0.5 ); + + glEnd(); + + + glShadeModel( GL_SMOOTH ); + + /* draw inside radius cylinder */ + glBegin( GL_QUAD_STRIP ); + for (i=0;i<=teeth;i++) { + angle = i * 2.0*pi / teeth; + glNormal3f( -cos(angle), -sin(angle), 0.0 ); + glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); + glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); + } + glEnd(); + +} + + +static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0; +static GLint gear1, gear2, gear3; +static GLfloat angle = 0.0; + + +static void draw() +{ + angle += 2.0; + view_roty += 1.0; + + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + glPushMatrix(); + glRotatef( view_rotx, 1.0, 0.0, 0.0 ); + glRotatef( view_roty, 0.0, 1.0, 0.0 ); + glRotatef( view_rotz, 0.0, 0.0, 1.0 ); + + glPushMatrix(); + glTranslatef( -3.0, -2.0, 0.0 ); + glRotatef( angle, 0.0, 0.0, 1.0 ); + glCallList(gear1); + glPopMatrix(); + + glPushMatrix(); + glTranslatef( 3.1, -2.0, 0.0 ); + glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 ); + glCallList(gear2); + glPopMatrix(); + + glPushMatrix(); + glTranslatef( -3.1, 2.2, -1.8 ); + glRotatef( 90.0, 1.0, 0.0, 0.0 ); + glRotatef( 2.0*angle-2.0, 0.0, 0.0, 1.0 ); + glCallList(gear3); + glPopMatrix(); + + glPopMatrix(); +} + + + +GearWidget::GearWidget( QWidget *parent, const char *name ) + : QGLWidget( parent, name ) +{ +} + +void GearWidget::initializeGL() +{ + static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 }; + static GLfloat redgear[4] = {0.8, 0.1, 0.0, 1.0 }; + static GLfloat greengear[4] = {0.0, 0.8, 0.2, 1.0 }; + static GLfloat bluegear[4] = {0.2, 0.2, 1.0, 1.0 }; + + glLightfv( GL_LIGHT0, GL_POSITION, pos ); + glEnable( GL_CULL_FACE ); + glEnable( GL_LIGHTING ); + glEnable( GL_LIGHT0 ); + glEnable( GL_DEPTH_TEST ); + + /* make the gears */ + gear1 = glGenLists(1); + glNewList(gear1, GL_COMPILE); + glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, redgear ); + gear( 1.0, 4.0, 1.0, 20, 0.7 ); + glEndList(); + + gear2 = glGenLists(1); + glNewList(gear2, GL_COMPILE); + glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, greengear ); + gear( 0.5, 2.0, 2.0, 10, 0.7 ); + glEndList(); + + gear3 = glGenLists(1); + glNewList(gear3, GL_COMPILE); + glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bluegear ); + gear( 1.3, 2.0, 0.5, 10, 0.7 ); + glEndList(); + + glEnable( GL_NORMALIZE ); +} + + +void GearWidget::resizeGL( int width, int height ) +{ + GLfloat w = (float) width / (float) height; + GLfloat h = 1.0; + + glViewport( 0, 0, width, height ); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum( -w, w, -h, h, 5.0, 60.0 ); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef( 0.0, 0.0, -40.0 ); +} + + +void GearWidget::paintGL() +{ + qDebug( "GearWidget: Doing GL rendering." ); +#if defined (Q_GLX) + static bool doneIt = FALSE; + if ( !doneIt ) { + doneIt = TRUE; + // Print out the Visual ID. Access to this will be made + // simpler in future versions of Qt! + XWindowAttributes a; + XGetWindowAttributes( x11Display(), winId(), &a ); + qDebug( "QGLWidget: using Visual ID: 0x%x.", + (int)XVisualIDFromVisual( a.visual ) ); + } +#endif + draw(); +} + |