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Diffstat (limited to 'examples/opengl/texture/gltexobj.cpp')
-rw-r--r-- | examples/opengl/texture/gltexobj.cpp | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/examples/opengl/texture/gltexobj.cpp b/examples/opengl/texture/gltexobj.cpp new file mode 100644 index 000000000..483a18843 --- /dev/null +++ b/examples/opengl/texture/gltexobj.cpp @@ -0,0 +1,240 @@ +/**************************************************************************** +** +** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved. +** +** This file is part of an example program for TQt. This example +** program may be used, distributed and modified without limitation. +** +*****************************************************************************/ + +/**************************************************************************** +** +** This is a simple TQGLWidget demonstrating the use of TQImages for textures. +** +** Much of the GL code is inspired by the 'spectex' and 'texcyl' +** public domain demo programs by Brian Paul. +** +****************************************************************************/ + +#include "gltexobj.h" +#include <qimage.h> +#include <qtimer.h> + + +const int redrawWait = 50; + +/*! + Create a GLTexobj widget +*/ + +GLTexobj::GLTexobj( TQWidget* parent, const char* name ) + : TQGLWidget( parent, name ) +{ + xRot = yRot = zRot = 0.0; // default object rotation + scale = 5.0; // default object scale + object = 0; + animation = TRUE; + timer = new TQTimer( this ); + connect( timer, SIGNAL(timeout()), SLOT(update()) ); + timer->start( redrawWait, TRUE ); +} + + +/*! + Release allocated resources +*/ + +GLTexobj::~GLTexobj() +{ + makeCurrent(); + glDeleteLists( object, 1 ); +} + + +/*! + Paint the texobj. The actual openGL commands for drawing the texobj are + performed here. +*/ + +void GLTexobj::paintGL() +{ + if ( animation ) { + xRot += 1.0; + yRot += 2.5; + zRot -= 5.0; + } + glClear( GL_COLOR_BUFFER_BIT ); + glPushMatrix(); + glRotatef( xRot, 1.0, 0.0, 0.0 ); + glRotatef( yRot, 0.0, 1.0, 0.0 ); + glRotatef( zRot, 0.0, 0.0, 1.0 ); + glScalef( scale, scale, scale ); + glCallList( object ); + glPopMatrix(); + + if ( animation ) { + glFlush(); // Make sure everything is drawn before restarting timer + timer->start( redrawWait, TRUE ); // Wait this many msecs before redraw + } +} + + +/*! + Set up the OpenGL rendering state, and define display list +*/ + +void GLTexobj::initializeGL() +{ + // Set up the lights + + GLfloat whiteDir[4] = {2.0, 2.0, 2.0, 1.0}; + GLfloat whiteAmb[4] = {1.0, 1.0, 1.0, 1.0}; + GLfloat lightPos[4] = {30.0, 30.0, 30.0, 1.0}; + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteAmb); + + glMaterialfv(GL_FRONT, GL_DIFFUSE, whiteDir); + glMaterialfv(GL_FRONT, GL_SPECULAR, whiteDir); + glMaterialf(GL_FRONT, GL_SHININESS, 20.0); + + glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteDir); // enable diffuse + glLightfv(GL_LIGHT0, GL_SPECULAR, whiteDir); // enable specular + glLightfv(GL_LIGHT0, GL_POSITION, lightPos); + + // Set up the textures + + TQImage tex1, tex2, buf; + + if ( !buf.load( "gllogo.bmp" ) ) { // Load first image from file + qWarning( "Could not read image file, using single-color instead." ); + TQImage dummy( 128, 128, 32 ); + dummy.fill( TQt::green.rgb() ); + buf = dummy; + } + tex1 = TQGLWidget::convertToGLFormat( buf ); // flipped 32bit RGBA + + if ( !buf.load( "qtlogo.bmp" ) ) { // Load first image from file + qWarning( "Could not read image file, using single-color instead." ); + TQImage dummy( 128, 128, 32 ); + dummy.fill( TQt::red.rgb() ); + buf = dummy; + } + tex2 = TQGLWidget::convertToGLFormat( buf ); // flipped 32bit RGBA + + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glEnable( GL_TEXTURE_2D ); + + // Set up various other stuff + + glClearColor( 0.0, 0.0, 0.0, 0.0 ); // Let OpenGL clear to black + glEnable( GL_CULL_FACE ); // don't need Z testing for convex objects + glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); + + // Make the object display list + + object = makeObject( tex1, tex2 ); // Generate an OpenGL display list +} + + + +/*! + Set up the OpenGL view port, matrix mode, etc. +*/ + +void GLTexobj::resizeGL( int w, int h ) +{ + glViewport( 0, 0, w, h ); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); + glTranslatef( 0.0, 0.0, -70.0 ); +} + + +/*! + Generate an OpenGL display list for the object to be shown, i.e. the texobj +*/ + +GLuint GLTexobj::makeObject( const TQImage& tex1, const TQImage& tex2 ) +{ + GLUquadricObj* q = gluNewQuadric(); + GLuint cylinderObj = glGenLists(1); + glNewList( cylinderObj, GL_COMPILE ); + + glTranslatef( 0.0, 0.0, -1.0 ); + + // cylinder + glTexImage2D( GL_TEXTURE_2D, 0, 3, tex1.width(), tex1.height(), 0, + GL_RGBA, GL_UNSIGNED_BYTE, tex1.bits() ); + gluQuadricTexture( q, GL_TRUE ); + gluCylinder(q, 0.6, 0.6, 2.0, 24, 1); + + // end cap + glTexImage2D( GL_TEXTURE_2D, 0, 3, tex2.width(), tex2.height(), 0, + GL_RGBA, GL_UNSIGNED_BYTE, tex2.bits() ); + glTranslatef( 0.0, 0.0, 2.0 ); + gluDisk( q, 0.0, 0.6, 24, 1 ); + + // other end cap + glTranslatef( 0.0, 0.0, -2.0 ); + gluQuadricOrientation( q, (GLenum)GLU_INSIDE ); + gluDisk( q, 0.0, 0.6, 24, 1 ); + + glEndList(); + gluDeleteQuadric( q ); + + return cylinderObj; +} + + +/*! + Set the rotation angle of the object to \e degrees around the X axis. +*/ + +void GLTexobj::setXRotation( int degrees ) +{ + xRot = (GLfloat)(degrees % 360); + updateGL(); +} + + +/*! + Set the rotation angle of the object to \e degrees around the Y axis. +*/ + +void GLTexobj::setYRotation( int degrees ) +{ + yRot = (GLfloat)(degrees % 360); + updateGL(); +} + + +/*! + Set the rotation angle of the object to \e degrees around the Z axis. +*/ + +void GLTexobj::setZRotation( int degrees ) +{ + zRot = (GLfloat)(degrees % 360); + updateGL(); +} + + +/*! + Turns animation on or off +*/ + +void GLTexobj::toggleAnimation() +{ + animation = !animation; + if ( animation ) + updateGL(); + else + timer->stop(); +} |