/**************************************************************************** ** ** Copyright (C) 2010 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. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include #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; }