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