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tqt3/examples/demo/opengl/gllandscape.h

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#ifndef GLLANDSCAPE_H
#define GLLANDSCAPE_H
#include <ntqgl.h>
class GLLandscape : public TQGLWidget
{
TQ_OBJECT
public:
GLLandscape( TQWidget * parent = 0, const char * name = 0 );
~GLLandscape();
public slots:
void rotateX( int );
void rotateY( int );
void rotateZ( int );
void zoom( int );
void fractalize();
void resetGrid();
void setWireframe( int );
void setFilled( int );
void setSmoothShaded( int );
void setLandscape( int );
void setGridSize( int );
void toggleWaveAnimation( bool );
signals:
void rotatedX( int );
void rotatedY( int );
void rotatedZ( int );
protected:
void paintGL();
void initializeGL();
void resizeGL( int w, int h );
void mousePressEvent( TQMouseEvent * );
void mouseReleaseEvent( TQMouseEvent * );
void mouseMoveEvent( TQMouseEvent * );
void timerEvent( TQTimerEvent * );
void showEvent( TQShowEvent * );
void hideEvent( TQHideEvent * );
void drawWireframe();
void drawFilled();
void drawSmoothShaded();
void drawAxis();
void drawCube();
private:
enum Axis { XAxis, YAxis, ZAxis };
enum RenderModes { Wireframe, Filled, SmoothShaded, Landscape };
enum Views { DefaultView, CurrentView, AxisView };
void rotate( GLfloat deg, Axis axis );
void calculateVertexNormals();
void averageNormals();
void createGrid( int size );
void destroyGrid();
void initDisplayLists();
RenderModes mode;
typedef struct grid_normals {
double u[3], l[3];
} gridNormals;
// Structure used to store the vertex normals for the landscape
typedef struct avg_normals {
double n[3];
} avgNormals;
typedef struct viewMatrix {
GLfloat model[4][4]; // OpenGL model view matrix for the view
GLfloat projection[4][4]; // OpenGL projection matrix for the view
} viewMatrix;
double ** landscape; // Height field data
double ** wave; // Wave data
double ** wt; // Parameterized wave data
gridNormals ** normals;
avgNormals ** vertexNormals;
viewMatrix views[3];
TQPoint oldPos;
GLfloat oldX, oldY, oldZ;
bool initFractals;
int gridSize, gridHalf;
bool animationRunning;
bool mouseButtonDown;
int cubeTimer, animTimer;
GLfloat cubeRot;
GLint axisList, cubeList;
};
#endif