examples/opengl/grabber/glwidget.cpp
changeset 0 1918ee327afb
child 4 3b1da2848fc7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/examples/opengl/grabber/glwidget.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,284 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file.  Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights.  These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QtGui>
+#include <QtOpenGL>
+
+#include <math.h>
+
+#include "glwidget.h"
+
+GLWidget::GLWidget(QWidget *parent)
+    : QGLWidget(parent)
+{
+    gear1 = 0;
+    gear2 = 0;
+    gear3 = 0;
+    xRot = 0;
+    yRot = 0;
+    zRot = 0;
+    gear1Rot = 0;
+
+    QTimer *timer = new QTimer(this);
+    connect(timer, SIGNAL(timeout()), this, SLOT(advanceGears()));
+    timer->start(20);
+}
+
+GLWidget::~GLWidget()
+{
+    makeCurrent();
+    glDeleteLists(gear1, 1);
+    glDeleteLists(gear2, 1);
+    glDeleteLists(gear3, 1);
+}
+
+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()
+{
+    static const GLfloat lightPos[4] = { 5.0f, 5.0f, 10.0f, 1.0f };
+    static const GLfloat reflectance1[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
+    static const GLfloat reflectance2[4] = { 0.0f, 0.8f, 0.2f, 1.0f };
+    static const GLfloat reflectance3[4] = { 0.2f, 0.2f, 1.0f, 1.0f };
+
+    glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
+    glEnable(GL_LIGHTING);
+    glEnable(GL_LIGHT0);
+    glEnable(GL_DEPTH_TEST);
+
+    gear1 = makeGear(reflectance1, 1.0, 4.0, 1.0, 0.7, 20);
+    gear2 = makeGear(reflectance2, 0.5, 2.0, 2.0, 0.7, 10);
+    gear3 = makeGear(reflectance3, 1.3, 2.0, 0.5, 0.7, 10);
+
+    glEnable(GL_NORMALIZE);
+    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);    
+}
+
+void GLWidget::paintGL()
+{
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+    glPushMatrix();
+    glRotated(xRot / 16.0, 1.0, 0.0, 0.0);
+    glRotated(yRot / 16.0, 0.0, 1.0, 0.0);
+    glRotated(zRot / 16.0, 0.0, 0.0, 1.0);
+
+    drawGear(gear1, -3.0, -2.0, 0.0, gear1Rot / 16.0);
+    drawGear(gear2, +3.1, -2.0, 0.0, -2.0 * (gear1Rot / 16.0) - 9.0);
+
+    glRotated(+90.0, 1.0, 0.0, 0.0);
+    drawGear(gear3, -3.1, -1.8, -2.2, +2.0 * (gear1Rot / 16.0) - 2.0);
+
+    glPopMatrix();
+}
+
+void GLWidget::resizeGL(int width, int height)
+{
+    int side = qMin(width, height);
+    glViewport((width - side) / 2, (height - side) / 2, side, side);
+
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    glFrustum(-1.0, +1.0, -1.0, 1.0, 5.0, 60.0);
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+    glTranslated(0.0, 0.0, -40.0);
+}
+
+void GLWidget::mousePressEvent(QMouseEvent *event)
+{
+    lastPos = event->pos();
+}
+
+void GLWidget::mouseMoveEvent(QMouseEvent *event)
+{
+    int dx = event->x() - lastPos.x();
+    int dy = event->y() - lastPos.y();
+
+    if (event->buttons() & Qt::LeftButton) {
+        setXRotation(xRot + 8 * dy);
+        setYRotation(yRot + 8 * dx);
+    } else if (event->buttons() & Qt::RightButton) {
+        setXRotation(xRot + 8 * dy);
+        setZRotation(zRot + 8 * dx);
+    }
+    lastPos = event->pos();
+}
+
+void GLWidget::advanceGears()
+{
+    gear1Rot += 2 * 16;
+    updateGL();
+}
+
+GLuint GLWidget::makeGear(const GLfloat *reflectance, GLdouble innerRadius,
+                          GLdouble outerRadius, GLdouble thickness,
+                          GLdouble toothSize, GLint toothCount)
+{
+    const double Pi = 3.14159265358979323846;
+
+    GLuint list = glGenLists(1);
+    glNewList(list, GL_COMPILE);
+    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, reflectance);
+
+    GLdouble r0 = innerRadius;
+    GLdouble r1 = outerRadius - toothSize / 2.0;
+    GLdouble r2 = outerRadius + toothSize / 2.0;
+    GLdouble delta = (2.0 * Pi / toothCount) / 4.0;
+    GLdouble z = thickness / 2.0;
+    int i, j;
+
+    glShadeModel(GL_FLAT);
+
+    for (i = 0; i < 2; ++i) {
+        GLdouble sign = (i == 0) ? +1.0 : -1.0;
+
+        glNormal3d(0.0, 0.0, sign);
+
+        glBegin(GL_QUAD_STRIP);
+        for (j = 0; j <= toothCount; ++j) {
+            GLdouble angle = 2.0 * Pi * j / toothCount;
+	    glVertex3d(r0 * cos(angle), r0 * sin(angle), sign * z);
+	    glVertex3d(r1 * cos(angle), r1 * sin(angle), sign * z);
+	    glVertex3d(r0 * cos(angle), r0 * sin(angle), sign * z);
+	    glVertex3d(r1 * cos(angle + 3 * delta), r1 * sin(angle + 3 * delta),
+                       sign * z);
+        }
+        glEnd();
+
+        glBegin(GL_QUADS);
+        for (j = 0; j < toothCount; ++j) {
+            GLdouble angle = 2.0 * Pi * j / toothCount;
+	    glVertex3d(r1 * cos(angle), r1 * sin(angle), sign * z);
+	    glVertex3d(r2 * cos(angle + delta), r2 * sin(angle + delta),
+                       sign * z);
+	    glVertex3d(r2 * cos(angle + 2 * delta), r2 * sin(angle + 2 * delta),
+                       sign * z);
+	    glVertex3d(r1 * cos(angle + 3 * delta), r1 * sin(angle + 3 * delta),
+                       sign * z);
+        }
+        glEnd();
+    }
+
+    glBegin(GL_QUAD_STRIP);
+    for (i = 0; i < toothCount; ++i) {
+        for (j = 0; j < 2; ++j) {
+            GLdouble angle = 2.0 * Pi * (i + (j / 2.0)) / toothCount;
+            GLdouble s1 = r1;
+            GLdouble s2 = r2;
+            if (j == 1)
+                qSwap(s1, s2);
+
+	    glNormal3d(cos(angle), sin(angle), 0.0);
+	    glVertex3d(s1 * cos(angle), s1 * sin(angle), +z);
+	    glVertex3d(s1 * cos(angle), s1 * sin(angle), -z);
+
+	    glNormal3d(s2 * sin(angle + delta) - s1 * sin(angle),
+                       s1 * cos(angle) - s2 * cos(angle + delta), 0.0);
+	    glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), +z);
+	    glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), -z);
+        }
+    }
+    glVertex3d(r1, 0.0, +z);
+    glVertex3d(r1, 0.0, -z);
+    glEnd();
+
+    glShadeModel(GL_SMOOTH);
+
+    glBegin(GL_QUAD_STRIP);
+    for (i = 0; i <= toothCount; ++i) {
+	GLdouble angle = i * 2.0 * Pi / toothCount;
+	glNormal3d(-cos(angle), -sin(angle), 0.0);
+	glVertex3d(r0 * cos(angle), r0 * sin(angle), +z);
+	glVertex3d(r0 * cos(angle), r0 * sin(angle), -z);
+    }
+    glEnd();
+
+    glEndList();
+
+    return list;
+}
+
+void GLWidget::drawGear(GLuint gear, GLdouble dx, GLdouble dy, GLdouble dz,
+                        GLdouble angle)
+{
+    glPushMatrix();
+    glTranslated(dx, dy, dz);
+    glRotated(angle, 0.0, 0.0, 1.0);
+    glCallList(gear);
+    glPopMatrix();
+}
+
+void GLWidget::normalizeAngle(int *angle)
+{
+    while (*angle < 0)
+        *angle += 360 * 16;
+    while (*angle > 360 * 16)
+        *angle -= 360 * 16;
+}