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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;
}
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