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+/****************************************************************************
+**
+** 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>
+
+/*!
+ Create a GLTexobj widget
+*/
+
+GLTexobj::GLTexobj( TQWidget* parent, const char* name, WFlags f )
+ : GLControlWidget( parent, name, 0, f ), impX( -2 ), impY( 0.5 ), impZ( 1 )
+{
+ object = 0;
+}
+
+/*!
+ 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()
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glPushMatrix();
+ transform();
+ glCallList( object );
+ drawText();
+ glPushAttrib( GL_LIGHTING_BIT | GL_TEXTURE_BIT );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_TEXTURE_2D );
+ qglColor( green );
+ glLineWidth( 1.0 );
+ glBegin( GL_LINES );
+ {
+ glVertex3f( 0.0f, 0.0f, 1.0f );
+ glVertex3f( 0.98f, 0.98f, 0.98f );
+ }
+ glEnd();
+ renderText( 1.0, 1.0, 1.0, "Can", TQFont( "helvetica", 12, TQFont::Bold, TRUE ) );
+ glPopAttrib();
+ glPopMatrix();
+}
+
+
+/*!
+ 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);
+ glEnable(GL_DEPTH_TEST);
+ 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( "opengl/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( "opengl/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;
+}
+
+void GLTexobj::animate()
+{
+ xRot += impX;
+ yRot += impY;
+ zRot -= impZ;
+
+ impX -= impX * 0.05;
+ impY -= impY * 0.05;
+ impZ -= impZ * 0.05;
+
+ if ( impX > 0.1 || impY > 0.1 || impZ > 0.1 ||
+ impX < -0.1 || impY < -0.1 || impZ < -0.1 )
+ updateGL();
+}
+
+void GLTexobj::setRotationImpulse( double x, double y, double z )
+{
+ if ( animation ) {
+ impX += 180*x;
+ impY += 180*y;
+ impZ += 180*z;
+ } else {
+ GLControlWidget::setRotationImpulse( x, y, z );
+ }
+}