File: stereoViewer.cpp

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libqglviewer 2.2.6-3-3
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/****************************************************************************

 Copyright (C) 2002-2007 Gilles Debunne (Gilles.Debunne@imag.fr)

 This file is part of the QGLViewer library.
 Version 2.2.6-3, released on August 28, 2007.

 http://artis.imag.fr/Members/Gilles.Debunne/QGLViewer

 libQGLViewer 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.

 libQGLViewer is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 GNU General Public License for more details.

 You should have received a copy of the GNU General Public License
 along with libQGLViewer; if not, write to the Free Software
 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

*****************************************************************************/

#include "stereoViewer.h"
#include <qapplication.h>
#include <math.h>

using namespace std;

void Viewer::init()
{
  restoreStateFromFile();

  // Activate the stereo display. Press 'S' to toggle.
  setStereoDisplay(true);

  help();
}

QString Viewer::helpString() const
{
  QString text("<h2>S t e r e o V i e w e r</h2>");
  text += "You can display in stereo with no change to your application, provided that your hardware supports stereo display.<br><br>";
  
  text += "If you get a <b>Stereo not supported on this display</b> error message, check that ";
  text += "your machine supports stereo (search for quad-buffer in <i>glxinfo</i> and find stereo glasses !).<br><br>";
  
  text += "You can then toggle the stereo display by pressing <b>S</b> in any application.";
  return text;
}

void Viewer::draw()
{
  // Draws a spiral
  const float nbSteps = 200.0;
  glBegin(GL_QUAD_STRIP);
  for (float i=0; i<nbSteps; ++i)
    {
      float ratio = i/nbSteps;
      float angle = 21.0*ratio;
      float c = cos(angle);
      float s = sin(angle);
      float r1 = 1.0 - 0.8*ratio;
      float r2 = 0.8 - 0.8*ratio;
      float alt = ratio - 0.5;
      const float nor = 0.5;
      const float up = sqrt(1.0-nor*nor);
      glColor3f(1-ratio, 0.2 , ratio);
      glNormal3f(nor*c, up, nor*s);
      glVertex3f(r1*c, alt, r1*s);
      glVertex3f(r2*c, alt+0.05, r2*s);
    }
  glEnd();

  return;
}