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testGL1::testGL1(QWidget *parent) :
QGLWidget(parent)
{
clearColor = Qt::darkYellow;
xRot = 0;
yRot = 0;
zRot = 0;
}
void testGL1::loadTexture()
{
texture[0] = bindTexture(QPixmap(QString(":/image.png")), GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, texture[0] );
}
void testGL1::initializeGL()
{
loadTexture();
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void testGL1::resizeGL(int width,int height)
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
}
void testGL1::paintGL()
{
qglClearColor(clearColor);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glTranslatef(0.0f,0.0f,-20.0F) ;
glRotatef(-50.0F,1.0F,0.0F,0.0F);
glRotatef(xRot/ 16.0f , 1.0f, 0.0f, 0.0f);
glRotatef(yRot/ 16.0f , 0.0f, 1.0f, 0.0f);
glRotatef(zRot/ 16.0f, 0.0f, 0.0f, 1.0f);
for ( int i = 0 ; i < 6 ; i++ ) {
glPushMatrix();
glRotatef(i*360.0F/6,0.0F,0.0F,1.0F);
glTranslatef(6.0f,0.0f,0.0F) ;
SolidCube(1.0F) ;//
glPopMatrix(); }
glDisable(GL_DEPTH_TEST);
glFlush();
}
void testGL1::SolidCube(float c){
glBindTexture(GL_TEXTURE_2D, texture[0]);
c /= 1.0F;
glBegin(GL_QUADS);
glNormal3f(0.0F,0.0F,-1.0F);
glTexCoord2f(0.0f, 0.0f); glVertex3f(c,c,-c);
glTexCoord2f(1.0f, 0.0f); glVertex3f(c,-c,-c);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,-c,-c);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,c,-c);
//glNormal3f(0.0F,0.0F,1.0F);
glTexCoord2f(1.0f, 0.0f); glVertex3f(c,c,c);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,c,c);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,-c,c);
glTexCoord2f(0.0f, 0.0f); glVertex3f(c,-c,c);
//glNormal3f(-1.0F,0.0F,0.0F);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,c,-c);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-c,-c,-c);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-c,-c,c);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,c,c);
//glNormal3f(1.0F,0.0F,0.0F);
glTexCoord2f(1.0f, 1.0f); glVertex3f(c,c,c);
glTexCoord2f(0.0f, 1.0f); glVertex3f(c,-c,c);
glTexCoord2f(0.0f, 0.0f); glVertex3f(c,-c,-c);
glTexCoord2f(1.0f, 0.0f); glVertex3f(c,c,-c);
//glNormal3f(0.0F,-1.0F,0.0F);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-c,-c,c);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,-c,-c);
glTexCoord2f(0.0f, 1.0f); glVertex3f(c,-c,-c);
glTexCoord2f(0.0f, 0.0f); glVertex3f(c,-c,c);
//glNormal3f(0.0F,1.0F,0.0F);
glTexCoord2f(0.0f, 0.0f); glVertex3f(c,c,c);
glTexCoord2f(1.0f, 0.0f); glVertex3f(c,c,-c);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,c,-c);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,c,c);
glEnd();
} |
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