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//
// CubeView class implementation for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2021 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
// Note to editor: the following code can and should be copied
// to the fluid tutorial in 'documentation/src/fluid.dox'
// *without* '#if HAVE_GL' preprocessor statements, leaving
// only those parts where the condition is true.
// [\code in documentation/src/fluid.dox]
#include "CubeView.h"
#include <math.h>
#if HAVE_GL
CubeView::CubeView(int x, int y, int w, int h, const char *l)
: Fl_Gl_Window(x, y, w, h, l)
#else
CubeView::CubeView(int x, int y, int w, int h, const char *l)
: Fl_Box(x, y, w, h, l)
#endif /* HAVE_GL */
{
Fl::use_high_res_GL(1);
vAng = 0.0;
hAng = 0.0;
size = 10.0;
xshift = 0.0;
yshift = 0.0;
/* The cube definition. These are the vertices of a unit cube
* centered on the origin.*/
boxv0[0] = -0.5; boxv0[1] = -0.5; boxv0[2] = -0.5;
boxv1[0] = 0.5; boxv1[1] = -0.5; boxv1[2] = -0.5;
boxv2[0] = 0.5; boxv2[1] = 0.5; boxv2[2] = -0.5;
boxv3[0] = -0.5; boxv3[1] = 0.5; boxv3[2] = -0.5;
boxv4[0] = -0.5; boxv4[1] = -0.5; boxv4[2] = 0.5;
boxv5[0] = 0.5; boxv5[1] = -0.5; boxv5[2] = 0.5;
boxv6[0] = 0.5; boxv6[1] = 0.5; boxv6[2] = 0.5;
boxv7[0] = -0.5; boxv7[1] = 0.5; boxv7[2] = 0.5;
#if !HAVE_GL
label("OpenGL is required for this demo to operate.");
align(FL_ALIGN_WRAP | FL_ALIGN_INSIDE);
#endif /* !HAVE_GL */
}
#if HAVE_GL
void CubeView::drawCube() {
/* Draw a colored cube */
#define ALPHA 0.5
glShadeModel(GL_FLAT);
glBegin(GL_QUADS);
glColor4f(0.0, 0.0, 1.0, ALPHA);
glVertex3fv(boxv0);
glVertex3fv(boxv1);
glVertex3fv(boxv2);
glVertex3fv(boxv3);
glColor4f(1.0, 1.0, 0.0, ALPHA);
glVertex3fv(boxv0);
glVertex3fv(boxv4);
glVertex3fv(boxv5);
glVertex3fv(boxv1);
glColor4f(0.0, 1.0, 1.0, ALPHA);
glVertex3fv(boxv2);
glVertex3fv(boxv6);
glVertex3fv(boxv7);
glVertex3fv(boxv3);
glColor4f(1.0, 0.0, 0.0, ALPHA);
glVertex3fv(boxv4);
glVertex3fv(boxv5);
glVertex3fv(boxv6);
glVertex3fv(boxv7);
glColor4f(1.0, 0.0, 1.0, ALPHA);
glVertex3fv(boxv0);
glVertex3fv(boxv3);
glVertex3fv(boxv7);
glVertex3fv(boxv4);
glColor4f(0.0, 1.0, 0.0, ALPHA);
glVertex3fv(boxv1);
glVertex3fv(boxv5);
glVertex3fv(boxv6);
glVertex3fv(boxv2);
glEnd();
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
glVertex3fv(boxv0);
glVertex3fv(boxv1);
glVertex3fv(boxv1);
glVertex3fv(boxv2);
glVertex3fv(boxv2);
glVertex3fv(boxv3);
glVertex3fv(boxv3);
glVertex3fv(boxv0);
glVertex3fv(boxv4);
glVertex3fv(boxv5);
glVertex3fv(boxv5);
glVertex3fv(boxv6);
glVertex3fv(boxv6);
glVertex3fv(boxv7);
glVertex3fv(boxv7);
glVertex3fv(boxv4);
glVertex3fv(boxv0);
glVertex3fv(boxv4);
glVertex3fv(boxv1);
glVertex3fv(boxv5);
glVertex3fv(boxv2);
glVertex3fv(boxv6);
glVertex3fv(boxv3);
glVertex3fv(boxv7);
glEnd();
} // drawCube
void CubeView::draw() {
if (!valid()) {
glLoadIdentity();
glViewport(0, 0, pixel_w(), pixel_h());
glOrtho(-10, 10, -10, 10, -20050, 10000);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef((GLfloat)xshift, (GLfloat)yshift, 0);
glRotatef((GLfloat)hAng, 0, 1, 0);
glRotatef((GLfloat)vAng, 1, 0, 0);
glScalef(float(size), float(size), float(size));
drawCube();
glPopMatrix();
}
// [\endcode in documentation/src/fluid.dox]
#endif /* HAVE_GL */
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