/*
Qt OpenGL Tutorial - Lesson 16
nehewidget.cpp
v 1.00
2002/12/20
Copyright (C) 2002 Cavendish
cavendish@qiliang.net
http://www.qiliang.net/nehe_qt
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
*/
#include <qimage.h>
#include "nehewidget.h"
GLfloat lightAmbient[4] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat lightDiffuse[4] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat lightPosition[4] = { 0.0, 0.0, 2.0, 1.0 };
GLuint fogMode[3] = { GL_EXP, GL_EXP2, GL_LINEAR };
GLfloat fogColor[4] = { 0.5, 0.5, 0.5, 1.0 };
NeHeWidget::NeHeWidget( QWidget* parent, const char* name, bool fs )
: QGLWidget( parent, name )
{
xRot = yRot = zRot = 0.0;
zoom = -5.0;
xSpeed = ySpeed = 0.0;
filter = 0;
light = false;
fogFilter = 0;
fullscreen = fs;
setGeometry( 0, 0, 640, 480 );
setCaption( "Chris Aliotta & NeHe's Fog Tutorial" );
if ( fullscreen )
showFullScreen();
}
NeHeWidget::~NeHeWidget()
{
}
void NeHeWidget::initializeGL()
{
loadGLTextures();
glEnable( GL_TEXTURE_2D );
glShadeModel( GL_SMOOTH );
glClearColor( 0.5, 0.5, 0.5, 1.0 );
glClearDepth( 1.0 );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
glLightfv( GL_LIGHT1, GL_AMBIENT, lightAmbient );
glLightfv( GL_LIGHT1, GL_DIFFUSE, lightDiffuse );
glLightfv( GL_LIGHT1, GL_POSITION, lightPosition );
glEnable( GL_LIGHT1 );
glFogi( GL_FOG_MODE, fogMode[fogFilter] );
glFogfv( GL_FOG_COLOR, fogColor );
glFogf( GL_FOG_DENSITY, 0.35 );
glHint( GL_FOG_HINT, GL_DONT_CARE );
glFogf( GL_FOG_START, 1.0 );
glFogf( GL_FOG_END, 5.0 );
glEnable( GL_FOG );
}
void NeHeWidget::paintGL()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
glTranslatef( 0.0, 0.0, zoom );
glRotatef( xRot, 1.0, 0.0, 0.0 );
glRotatef( yRot, 0.0, 1.0, 0.0 );
glBindTexture( GL_TEXTURE_2D, texture[filter] );
glBegin( GL_QUADS );
glNormal3f( 0.0, 0.0, 1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 1.0, 1.0 );
glNormal3f( 0.0, 0.0, -1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( -1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, -1.0, -1.0 );
glNormal3f( 0.0, 1.0, 0.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, 1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, -1.0 );
glNormal3f( 0.0, -1.0, 0.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 );
glNormal3f( 1.0, 0.0, 0.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, -1.0, 1.0 );
glNormal3f( -1.0, 0.0, 0.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( -1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 1.0, -1.0 );
glEnd();
xRot += xSpeed;
yRot += ySpeed;
}
void NeHeWidget::resizeGL( int width, int height )
{
if ( height == 0 )
{
height = 1;
}
glViewport( 0, 0, (GLint)width, (GLint)height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0, (GLfloat)width/(GLfloat)height, 0.1, 100.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
void NeHeWidget::keyPressEvent( QKeyEvent *e )
{
switch ( e->key() )
{
case Qt::Key_L:
light = !light;
if ( !light )
{
glDisable( GL_LIGHTING );
}
else
{
glEnable( GL_LIGHTING );
}
updateGL();
break;
case Qt::Key_F:
filter += 1;;
if ( filter > 2 )
{
filter = 0;
}
updateGL();
break;
case Qt::Key_G:
fogFilter += 1;;
if ( fogFilter > 2 )
{
fogFilter = 0;
}
glFogi( GL_FOG_MODE, fogMode[fogFilter] );
updateGL();
break;
case Qt::Key_Prior:
zoom -= 0.2;
updateGL();
break;
case Qt::Key_Next:
zoom += 0.2;
updateGL();
break;
case Qt::Key_Up:
xSpeed -= 0.01;
updateGL();
break;
case Qt::Key_Down:
xSpeed += 0.01;
updateGL();
break;
case Qt::Key_Right:
ySpeed += 0.01;
updateGL();
break;
case Qt::Key_Left:
ySpeed -= 0.01;
updateGL();
break;
case Qt::Key_F2:
fullscreen = !fullscreen;
if ( fullscreen )
{
showFullScreen();
}
else
{
showNormal();
setGeometry( 0, 0, 640, 480 );
}
update();
break;
case Qt::Key_Escape:
close();
}
}
void NeHeWidget::loadGLTextures()
{
QImage tex, buf;
if ( !buf.load( "./data/Crate.bmp" ) )
{
qWarning( "Could not read image file, using single-color instead." );
QImage dummy( 128, 128, 32 );
dummy.fill( Qt::green.rgb() );
buf = dummy;
}
tex = QGLWidget::convertToGLFormat( buf );
glGenTextures( 3, &texture[0] );
glBindTexture( GL_TEXTURE_2D, texture[0] );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexImage2D( GL_TEXTURE_2D, 0, 3, tex.width(), tex.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex.bits() );
glBindTexture( GL_TEXTURE_2D, texture[1] );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, 3, tex.width(), tex.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex.bits() );
glBindTexture( GL_TEXTURE_2D, texture[2] );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, tex.width(), tex.height(),
GL_RGBA, GL_UNSIGNED_BYTE, tex.bits() );
}
【Qt OpenGL教程】16:看起来很酷的雾源码
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