/**************************************************************************** ** ** 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 #include 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, TQ_SIGNAL(timeout()), TQ_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 tqWarning( "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 tqWarning( "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(); }