#include #include #include #include "glwidget.h" GLWidget::GLWidget(QWidget *parent) : QGLWidget() { printf("GLWidget::GLWidget \n"); object = 0; xRot = 0; yRot = 0; zRot = 0; trolltechGreen = QColor::fromCmykF(0.40, 0.0, 1.0, 0.0); trolltechPurple = QColor::fromCmykF(0.39, 0.39, 0.0, 0.0); printf("GLWidget::GLWidget END\n"); } void GLWidget::initialize() { printf("GLWidget::Initialise \n"); } GLWidget::~GLWidget() { printf("GLWidget::~GLWidget \n"); makeCurrent(); glDeleteLists(object, 1); printf("GLWidget::~GLWidget END\n"); } // QSize GLWidget::minimumSizeHint() const // { // printf("GLWidget::minimumSizeHint \n"); // return QSize(50, 50); // } // QSize GLWidget::sizeHint() const // { // printf("GLWidget::SizeHint \n"); // return QSize(400, 400); // } void GLWidget::setXRotation(int angle) { normalizeAngle(&angle); if (angle != xRot) { xRot = angle; // emit xRotationChanged(angle); updateGL(); } } void GLWidget::setYRotation(int angle) { normalizeAngle(&angle); if (angle != yRot) { yRot = angle; // emit yRotationChanged(angle); updateGL(); } } void GLWidget::setZRotation(int angle) { normalizeAngle(&angle); if (angle != zRot) { zRot = angle; // emit zRotationChanged(angle); updateGL(); } } void GLWidget::initializeGL() { printf("GLWidget::initializeGL \n"); qglClearColor(trolltechPurple.dark()); object = makeObject(); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); printf("GLWidget::initializeGL END\n"); } void GLWidget::paintGL() { printf("GLWidget::paintGL\n"); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslated(0.0, 0.0, -10.0); glRotated(xRot / 16, 1.0, 0.0, 0.0); glRotated(yRot / 16, 0.0, 1.0, 0.0); glRotated(zRot / 16, 0.0, 0.0, 1.0); glCallList(object); printf("GLWidget::paintGL END\n"); } void GLWidget::resizeGL(int width, int height) { printf("GLWidget::resizeGL\n"); int side = qMin(width, height); glViewport((width - side) / 2, (height - side) / 2, side, side); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1., +1., -1., +1., -10., 15.0); glMatrixMode(GL_MODELVIEW); printf("GLWidget::resizeGL END\n"); } void GLWidget::mousePressEvent(QMouseEvent *event) { printf("GLWidget::mousePress \n"); lastPos = event->pos(); printf("GLWidget::mousePress END\n"); } void GLWidget::mouseMoveEvent(QMouseEvent *event) { printf("GLWidget::mouseEvent \n"); int dx = event->x() - lastPos.x(); int dy = event->y() - lastPos.y(); if (event->buttons() & Qt::LeftButton) { printf("GLWidget::mouseEvent Left 1\n"); setXRotation(xRot + 8 * dy); printf("GLWidget::mouseEvent Left 2\n"); setYRotation(yRot + 8 * dx); printf("GLWidget::mouseEvent Left 3\n"); } else if (event->buttons() & Qt::RightButton) { printf("GLWidget::mouseEvent Right 1\n"); setXRotation(xRot + 8 * dy); printf("GLWidget::mouseEvent Right 2\n"); setZRotation(zRot + 8 * dx); printf("GLWidget::mouseEvent Right 3\n"); } lastPos = event->pos(); printf("GLWidget::mouseEvent END\n"); } GLuint GLWidget::makeObject() { GLuint list = glGenLists(1); glNewList(list, GL_COMPILE); glBegin(GL_QUADS); GLdouble x1 = +0.06; GLdouble y1 = -0.14; GLdouble x2 = +0.14; GLdouble y2 = -0.06; GLdouble x3 = +0.08; GLdouble y3 = +0.00; GLdouble x4 = +0.30; GLdouble y4 = +0.22; quad(x1, y1, x2, y2, y2, x2, y1, x1); quad(x3, y3, x4, y4, y4, x4, y3, x3); extrude(x1, y1, x2, y2); extrude(x2, y2, y2, x2); extrude(y2, x2, y1, x1); extrude(y1, x1, x1, y1); extrude(x3, y3, x4, y4); extrude(x4, y4, y4, x4); extrude(y4, x4, y3, x3); const double Pi = 3.14159265358979323846; const int NumSectors = 200; for (int i = 0; i < NumSectors; ++i) { double angle1 = (i * 2 * Pi) / NumSectors; GLdouble x5 = 0.30 * sin(angle1); GLdouble y5 = 0.30 * cos(angle1); GLdouble x6 = 0.20 * sin(angle1); GLdouble y6 = 0.20 * cos(angle1); double angle2 = ((i + 1) * 2 * Pi) / NumSectors; GLdouble x7 = 0.20 * sin(angle2); GLdouble y7 = 0.20 * cos(angle2); GLdouble x8 = 0.30 * sin(angle2); GLdouble y8 = 0.30 * cos(angle2); quad(x5, y5, x6, y6, x7, y7, x8, y8); extrude(x6, y6, x7, y7); extrude(x8, y8, x5, y5); } glEnd(); glEndList(); return list; } void GLWidget::quad(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2, GLdouble x3, GLdouble y3, GLdouble x4, GLdouble y4) { qglColor(trolltechGreen); glVertex3d(x1, y1, -0.05); glVertex3d(x2, y2, -0.05); glVertex3d(x3, y3, -0.05); glVertex3d(x4, y4, -0.05); glVertex3d(x4, y4, +0.05); glVertex3d(x3, y3, +0.05); glVertex3d(x2, y2, +0.05); glVertex3d(x1, y1, +0.05); } void GLWidget::extrude(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { qglColor(trolltechGreen.dark(250 + int(100 * x1))); glVertex3d(x1, y1, +0.05); glVertex3d(x2, y2, +0.05); glVertex3d(x2, y2, -0.05); glVertex3d(x1, y1, -0.05); } void GLWidget::normalizeAngle(int *angle) { while (*angle < 0) *angle += 360 * 16; while (*angle > 360 * 16) *angle -= 360 * 16; }