source: trunk/examples/demo/opengl/glgear.cpp@ 168

Last change on this file since 168 was 160, checked in by dmik, 19 years ago

Imported table and iconview modules and a bunch of dependent examples from the official release 3.3.1 from Trolltech.

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1/****************************************************************************
2** $Id: glgear.cpp 160 2006-12-11 20:15:57Z dmik $
3**
4** Copyright (C) 1992-2000 Trolltech AS. All rights reserved.
5**
6** This file is part of an example program for Qt. This example
7** program may be used, distributed and modified without limitation.
8**
9*****************************************************************************/
10//
11// Draws a gear.
12//
13// Portions of this code have been borrowed from Brian Paul's Mesa
14// distribution.
15//
16
17#include "glgear.h"
18
19#include <math.h>
20
21#if defined(Q_CC_MSVC)
22#pragma warning(disable:4305) // init: truncation from const double to float
23#endif
24
25/*
26 * Draw a gear wheel. You'll probably want to call this function when
27 * building a display list since we do a lot of trig here.
28 *
29 * Input: inner_radius - radius of hole at center
30 * outer_radius - radius at center of teeth
31 * width - width of gear
32 * teeth - number of teeth
33 * tooth_depth - depth of tooth
34 */
35static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
36 GLint teeth, GLfloat tooth_depth )
37{
38 GLint i;
39 GLfloat r0, r1, r2;
40 GLfloat angle, da;
41 GLfloat u, v, len;
42
43 r0 = inner_radius;
44 r1 = outer_radius - tooth_depth/2.0;
45 r2 = outer_radius + tooth_depth/2.0;
46
47 const double pi = 3.14159264;
48 da = 2.0*pi / teeth / 4.0;
49
50 glShadeModel( GL_FLAT );
51
52 glNormal3f( 0.0, 0.0, 1.0 );
53
54 /* draw front face */
55 glBegin( GL_QUAD_STRIP );
56 for (i=0;i<=teeth;i++) {
57 angle = i * 2.0*pi / teeth;
58 glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
59 glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
60 glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
61 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
62 }
63 glEnd();
64
65 /* draw front sides of teeth */
66 glBegin( GL_QUADS );
67 da = 2.0*pi / teeth / 4.0;
68 for (i=0;i<teeth;i++) {
69 angle = i * 2.0*pi / teeth;
70
71 glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
72 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
73 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
74 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
75 }
76 glEnd();
77
78
79 glNormal3f( 0.0, 0.0, -1.0 );
80
81 /* draw back face */
82 glBegin( GL_QUAD_STRIP );
83 for (i=0;i<=teeth;i++) {
84 angle = i * 2.0*pi / teeth;
85 glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
86 glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
87 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
88 glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
89 }
90 glEnd();
91
92 /* draw back sides of teeth */
93 glBegin( GL_QUADS );
94 da = 2.0*pi / teeth / 4.0;
95 for (i=0;i<teeth;i++) {
96 angle = i * 2.0*pi / teeth;
97
98 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
99 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
100 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
101 glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
102 }
103 glEnd();
104
105
106 /* draw outward faces of teeth */
107 glBegin( GL_QUAD_STRIP );
108 for (i=0;i<teeth;i++) {
109 angle = i * 2.0*pi / teeth;
110
111 glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
112 glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
113 u = r2*cos(angle+da) - r1*cos(angle);
114 v = r2*sin(angle+da) - r1*sin(angle);
115 len = sqrt( u*u + v*v );
116 u /= len;
117 v /= len;
118 glNormal3f( v, -u, 0.0 );
119 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
120 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
121 glNormal3f( cos(angle), sin(angle), 0.0 );
122 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
123 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
124 u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
125 v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
126 glNormal3f( v, -u, 0.0 );
127 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
128 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
129 glNormal3f( cos(angle), sin(angle), 0.0 );
130 }
131
132 glVertex3f( r1*cos(0.0), r1*sin(0.0), width*0.5 );
133 glVertex3f( r1*cos(0.0), r1*sin(0.0), -width*0.5 );
134
135 glEnd();
136
137
138 glShadeModel( GL_SMOOTH );
139
140 /* draw inside radius cylinder */
141 glBegin( GL_QUAD_STRIP );
142 for (i=0;i<=teeth;i++) {
143 angle = i * 2.0*pi / teeth;
144 glNormal3f( -cos(angle), -sin(angle), 0.0 );
145 glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
146 glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
147 }
148 glEnd();
149
150}
151
152void GLGear::draw()
153{
154 glPushMatrix();
155 glRotatef( view_rotx, 1.0, 0.0, 0.0 );
156 glRotatef( view_roty, 0.0, 1.0, 0.0 );
157 glRotatef( view_rotz, 0.0, 0.0, 1.0 );
158
159 glPushMatrix();
160 glTranslatef( -3.0, -2.0, 0.0 );
161 glRotatef( angle, 0.0, 0.0, 1.0 );
162 glCallList(gear1);
163 glPopMatrix();
164
165 glPushMatrix();
166 glTranslatef( 3.1, -2.0, 0.0 );
167 glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
168 glCallList(gear2);
169 glPopMatrix();
170
171 glPushMatrix();
172 glTranslatef( -3.1, 2.2, -1.8 );
173 glRotatef( 90.0, 1.0, 0.0, 0.0 );
174 glRotatef( 2.0*angle-2.0, 0.0, 0.0, 1.0 );
175 glCallList(gear3);
176 glPopMatrix();
177
178 glPopMatrix();
179}
180
181GLGear::GLGear( QWidget *parent, const char *name, WFlags f )
182 : GLControlWidget( parent, name, 0, f )
183{
184 scale = 1.0;
185 setAnimationDelay( 15 );
186 view_rotx = 20.0;
187 view_roty = 30.0;
188 view_rotz = 0.0;
189 angle = 0.0;
190}
191
192void GLGear::initializeGL()
193{
194 static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
195 static GLfloat ared[4] = {0.8, 0.1, 0.0, 1.0 };
196 static GLfloat agreen[4] = {0.0, 0.8, 0.2, 1.0 };
197 static GLfloat ablue[4] = {0.2, 0.2, 1.0, 1.0 };
198
199 glLightfv( GL_LIGHT0, GL_POSITION, pos );
200 glEnable( GL_CULL_FACE );
201 glEnable( GL_LIGHTING );
202 glEnable( GL_LIGHT0 );
203 glEnable( GL_DEPTH_TEST );
204
205 /* make the gears */
206 gear1 = glGenLists(1);
207 glNewList(gear1, GL_COMPILE);
208 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ared );
209 gear( 1.0, 4.0, 1.0, 20, 0.7 );
210 glEndList();
211
212 gear2 = glGenLists(1);
213 glNewList(gear2, GL_COMPILE);
214 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, agreen );
215 gear( 0.5, 2.0, 2.0, 10, 0.7 );
216 glEndList();
217
218 gear3 = glGenLists(1);
219 glNewList(gear3, GL_COMPILE);
220 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ablue );
221 gear( 1.3, 2.0, 0.5, 10, 0.7 );
222 glEndList();
223
224 glEnable( GL_NORMALIZE );
225}
226
227
228void GLGear::resizeGL( int width, int height )
229{
230 GLfloat w = (float) width / (float) height;
231 GLfloat h = 1.0;
232
233 glViewport( 0, 0, width, height );
234 glMatrixMode(GL_PROJECTION);
235 glLoadIdentity();
236 glFrustum( -w, w, -h, h, 5.0, 60.0 );
237 glMatrixMode(GL_MODELVIEW);
238 glLoadIdentity();
239 glTranslatef( 0.0, 0.0, -40.0 );
240}
241
242
243void GLGear::paintGL()
244{
245 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
246 glPushMatrix();
247 transform();
248 draw();
249 drawText();
250
251 glPushAttrib( GL_LIGHTING_BIT | GL_TEXTURE_BIT );
252 glDisable( GL_LIGHTING );
253 glDisable( GL_TEXTURE_2D );
254 qglColor( green );
255 glLineWidth( 1.0 );
256 glBegin( GL_LINES );
257 {
258 glVertex3f( 0.0, 0.0, 0.0 );
259 glVertex3f( 2.98, 2.98, 2.98 );
260 }
261 glEnd();
262 renderText( 3.0, 3.0, 3.0, "Gears", QFont( "helvetica", 12, QFont::Bold, TRUE ) );
263 glPopMatrix();
264 glPopAttrib();
265}
266
267void GLGear::animate()
268{
269 angle += 2.0;
270 view_roty += 1.0;
271 updateGL();
272}
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