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php爱好者> php文档> 一个Qt OpenGl编写的图片晃动效果

一个Qt OpenGl编写的图片晃动效果

时间:2010-12-20  来源:landuochong

头文件 andy.h

#ifndef ANDY_H
#define ANDY_H
#include <qgl.h>
#include <QMouseEvent>
#include <QtGui>
#include <QtCore>
#include <QtOpenGL>

class AndyWidget : public QGLWidget
{
    Q_OBJECT

public:
   
  AndyWidget( QWidget* parent = 0, const char* name = 0);
  ~AndyWidget();

protected:
  void newPaint();
  void initializeGL();           //initiate opengl window content
  void paintGL();
  void resizeGL( int width, int height );    //deal with the matter when the size of the window is changed
  void loadGLTextures();                      //load the textures
  void mousePressEvent(QMouseEvent *event);
  void mouseMoveEvent(QMouseEvent *event);
  void mouseReleaseEvent(QMouseEvent *event);
 
protected:

  int num;
  // float speed,distant;
  float k; 
 // int status;
  GLfloat zoom,xoom,yoom;
  GLuint texture[10];           //store the texture           
  float oldx,oldy;              //store the station of where mouse be preessed
  float releasex,releasey;      //store the station of where the mouse be released
private:
 QPoint lastPos,pressPos;
 
};

 

#endif//ANDY_H

 

 

源文件 andy.cpp

 

#include <qimage.h>
#include <QMouseEvent>
#include "andy.h"
#include<math.h>
#include<iostream.h>
/*************************************************/
AndyWidget::AndyWidget( QWidget* parent, const char* name)
    : QGLWidget( parent, name )
{
    num=1;
    oldx=oldy=releasex=releasey=0;
    zoom = -5.0;
    xoom = 0.0;
    yoom = 0.0;
    setGeometry( 0, 0, 800, 480 );
    setCaption( "sway special efficacy" );
}
/************************************************/
AndyWidget::~AndyWidget()
{
}


/******************************************************/
void AndyWidget::mousePressEvent(QMouseEvent *event)
{      
    oldx=float(event->x());                      //record the oldx value
    oldy=float(event->y());                      //record the oldy value
    cout<<"oldx="<<oldx<<endl;
    cout<<"oldy="<<oldy<<endl;
    lastPos = event->pos();
     
}
/*********************************************************/
void AndyWidget::mouseMoveEvent(QMouseEvent *event)
{
  
    float dx = float(event->x() - lastPos.x());               
    float dy = float(event->y() - lastPos.y());
    yoom -= (dy/100);
    xoom += (dx/100);
    lastPos = event->pos();
    updateGL();
}


/************************************************/
 void AndyWidget::mouseReleaseEvent(QMouseEvent *event)
{
    int choice,i;
    releasex=float(event->x());                       //record the current x value of where the mouse is released
    releasey=float(event->y());                       //record the current y value of where the mouse is released
    cout<<"releasex="<<releasex<<endl;
    cout<<"releasey="<<releasey<<endl;
 
    if(((releasey-oldy)!=0)&&((releasex-oldx)!=0))
   {   
    k=(releasey-oldy)/(releasex-oldx);               //compute the k
    cout<<"the tan k="<<k<<endl;
   }
   

   if(((releasey-oldy)==0)&&((releasex-oldx)==0))   //don't move****0
     {
         num+=1;
      if(num>8)
         num=1;
   
      choice=0;                                       
      cout<<"choice0="<<choice<<endl;
    }
 
   if(((releasey-oldy)==0)&&((releasex-oldx)<0))   //west direction****1
    {
        num=1;
        choice=1;                                       
        cout<<"choice1="<<choice<<endl;
    }  

  if(((releasey-oldy)==0)&&((releasex-oldx)>0))   //east direction****2
    { num=2;
      choice=2;                                       
      cout<<"choice2="<<choice<<endl;
    }  
 
  if(((releasey-oldy)>0)&&((releasex-oldx)==0))   //south direction****3
    { 
      num=3;
      choice=3;                                       
      cout<<"choice3="<<choice<<endl;
    }
 
  if(((releasey-oldy)<0)&&((releasex-oldx)==0))   //north direction****4
    {
      num=4;
      choice=4;                                       
      cout<<"choice4="<<choice<<endl;
    }
 
  if(((releasey-oldy)>0)&&((releasex-oldx)>0))   //southeast direction****5
    {
      num=5;
      choice=5;                                       
      cout<<"choice5="<<choice<<endl;
    }  

  if(((releasey-oldy)>0)&&((releasex-oldx)<0))   //southwest direction****6
    {
      num=6;
      choice=6;                                       
      cout<<"choice6="<<choice<<endl;
    }  

  if(((releasey-oldy)<0)&&((releasex-oldx)<0))   //northwest direction****7
    {
      num=7;
      updateGL();
      choice=7;                                       
      cout<<"choice7="<<choice<<endl;
    }  

  if(((releasey-oldy)<0)&&((releasex-oldx)>0))   //northeast direction****8
    {
      num=8;
      updateGL();
      choice=8;                                       
      cout<<"choice8="<<choice<<endl;
    }  
   
//the fellowing sentence to deal with the matter
 
 
  switch(choice)
  {
    case 0:
         updateGL();
         xoom=yoom=0.0;
         updateGL();
  for(i=0;i<2;i++)
  {
    xoom+=0.01;
    yoom-=0.01;
        updateGL();

  }
    xoom=yoom=0.0;
    updateGL();
for(i=0;i<2;i++)
  {
    xoom-=0.01;
    yoom-=0.01;
    updateGL();

  }
    xoom=yoom=0.0;
    updateGL();
  for(i=0;i<2;i++)
  {
    xoom-=0.01;
    yoom+=0.01;
        updateGL();

  }
        xoom=yoom=0.0;
    updateGL();
   for(i=0;i<2;i++)
  {
    xoom+=0.01;
    yoom+=0.01;
        updateGL();

  }
    xoom=yoom=0.0;
    updateGL();  
 
 break;
   case 1:
    updateGL();
  { yoom=0.0;
    xoom=0.5;
    updateGL();
    while(xoom>-0.4)
      {xoom-=0.1;updateGL();}
    while(xoom<0.2)
     {xoom+=0.03;updateGL();}
    while(xoom>-0.1)
     {xoom-=0.02;updateGL();}
      xoom=0.0;updateGL();

  
    }
 break;
   case 2:
     updateGL();
    {
    yoom=0.0;
    xoom=-0.5;
    updateGL();
    while(xoom<0.4)
      {xoom+=0.1;updateGL();}
    while(xoom>-0.3)
     {xoom-=0.03;updateGL();}
    while(xoom<0.1)
     {xoom+=0.02;updateGL();}
    xoom=0.0;updateGL();
  
    }
 
 break;
  case 3:
    xoom=0.0;
    yoom=0.5;
    updateGL();
    while(yoom>-0.4)
      {yoom-=0.1;updateGL();}
    while(yoom<0.3)
     {yoom+=0.03;updateGL();}
    while(yoom>-0.1)
     {yoom-=0.02;updateGL();}
     yoom=0.0;updateGL();
 
 
 break;
   case 4:
    xoom=0.0;
    yoom=-0.5;
    updateGL();
   while(yoom<0.4)
    {yoom+=0.1;updateGL();}
    while(yoom>-0.3)
     {yoom-=0.03;updateGL();}
    while(yoom<0.1)
     {yoom+=0.02;updateGL();}
     yoom=0.0;updateGL();
 
 break;
  case 5:
 {
  k=fabs(k);
  if(k>2.5)                                                     //resume as the same choice 3
     {
     xoom=0.0;
  yoom=0.5;
  updateGL();
    while(yoom>-0.4)
      {yoom-=0.1;updateGL();}
    while(yoom<0.3)
     {yoom+=0.03;updateGL();}
    while(yoom>-0.1)
     {yoom-=0.02;updateGL();}
    yoom=0.0;updateGL();
      }
  

  else
 {  xoom=-0.4;yoom=-k*xoom;updateGL();
  while(xoom<0.3)
    { xoom+=0.1;yoom-=k*0.1;updateGL();}
  while(xoom>-0.2)
    {xoom-=0.03;yoom+=k*0.03;updateGL();}
  while(xoom<0.1)
  { xoom+=0.02;yoom-=k*0.02;updateGL();}
    xoom=yoom=0.0;updateGL();
  }
 }
 break;

  case 6:
  {

  k=fabs(k);
  if(k>2.5)                                                         //resume as the same choice 3 
          {
        xoom=0.0;
  yoom=0.5;
    updateGL();
    while(yoom>-0.4)
      {yoom-=0.1;updateGL();}
    while(yoom<0.3)
     {yoom+=0.03;updateGL();}
    while(yoom>-0.1)
     {yoom-=0.02;updateGL();}
    yoom=0.0;updateGL();
      }

     
 // k=0.5;
 else
    {
  xoom=0.4;yoom=k*xoom;updateGL();
  while(xoom>-0.3)
  { xoom-=0.1;yoom-=k*0.1;updateGL();}
  while(xoom<0.2)
  {xoom+=0.03;yoom+=k*0.03;updateGL();}
  while(xoom>-0.1)
  { xoom-=0.02;yoom-=k*0.02;updateGL();}
   xoom=yoom=0.0;updateGL();
   }
 }
 
 
 break;
 case 7:
 {
  k=fabs(k);
  if(k>2.5)                                                  //resume as the same the choice 4
   {  xoom=0.0;
  yoom=-0.5;
  updateGL();
   while(yoom<0.4)
      {yoom+=0.1;updateGL();}
    while(yoom>-0.3)
     {yoom-=0.03;updateGL();}
    while(yoom<0.1)
     {yoom+=0.02;updateGL();}
     yoom=0.0;updateGL();
    }
 
  else
    {
  xoom=0.4;yoom=-k*xoom;updateGL();
  while(xoom>-0.3)
  { xoom-=0.1;yoom+=k*0.1;updateGL();}
  while(xoom<0.2)
  {xoom+=0.03;yoom-=k*0.03;updateGL();}
  while(xoom>-0.1)
  { xoom-=0.02;yoom+=k*0.02;updateGL();}
  xoom=yoom=0.0;updateGL();
 }
  }
 
 break;
 case 8:
{
  k=fabs(k);
  if(k>2.5)                                                  //resume as the same the choice 4
       {  xoom=0.0;
  yoom=-0.4;
  updateGL();
    while(yoom<0.3)
      {yoom+=0.1;updateGL();}
    while(yoom>-0.2)
     {yoom-=0.03;updateGL();}
    while(yoom<0.1)
     {yoom+=0.02;updateGL();}
    yoom=0.0;updateGL();
    }
 

  else
 {
  xoom=-0.4;yoom=k*xoom;updateGL();
  while(xoom<0.3)
  { xoom+=0.1;yoom+=k*0.1;updateGL();}
  while(xoom>-0.2)
  {xoom-=0.03;yoom-=k*0.03;updateGL();}
  while(xoom<0.1)
  { xoom+=0.02;yoom+=k*0.02;updateGL();}
  xoom=yoom=0.0;updateGL();
   }
  }

 break;
 default:
 break;

  } 
}

 

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

void AndyWidget::newPaint()
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    glLoadIdentity();
    glTranslatef(  xoom,  yoom, zoom );
    glBindTexture( GL_TEXTURE_2D, texture[num] );
 
glBegin( GL_QUADS );                                              //paint the quads
    glTexCoord2f( 0.0, 1.0 );glVertex3f( -1.0, 1.0,  0.0 );
    glTexCoord2f( 1.0, 1.0 ); glVertex3f(  1.0, 1.0,  0.0 );
    glTexCoord2f( 1.0, 0.0 ); glVertex3f(  1.0,  -1.0,  0.0 );
    glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0,  -1.0,  0.0 );
glEnd();
    glLoadIdentity();
    glTranslatef(-3.0,0.0,-4.9);
    glBindTexture( GL_TEXTURE_2D, texture[0] );
glBegin( GL_QUADS );
    glTexCoord2f( 0.0, 0.0 ); glVertex3f(  0.5, -1.0,  1.0 );     //1
    glTexCoord2f( 1.0, 0.0 ); glVertex3f(  1.0, -1.0,  1.0 );
    glTexCoord2f( 1.0, 1.0 ); glVertex3f(  1.0,  1.0,  1.0 );
    glTexCoord2f( 0.0, 1.0 ); glVertex3f(  0.5,  1.0,  1.0 );
glEnd();      
    glBindTexture( GL_TEXTURE_2D, texture[4] );
glBegin( GL_QUADS );
    glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.5, -1.0, -1.0 );      //3
    glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.5,  1.0, -1.0 );
    glTexCoord2f( 0.0, 1.0 ); glVertex3f(  1.2,  1.0, -1.0 );
    glTexCoord2f( 0.0, 0.0 ); glVertex3f(  1.2, -1.0, -1.0 );
glEnd();
    glBindTexture( GL_TEXTURE_2D, texture[3] );
glBegin( GL_QUADS );
    glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.5,  1.0, -1.0 );      //5
    glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.5,  1.0,  1.0 );
    glTexCoord2f( 1.0, 0.0 ); glVertex3f(  1.0,  1.0,  1.0 );
    glTexCoord2f( 1.0, 1.0 ); glVertex3f(  1.0,  1.0, -1.0 );
glEnd();
    glBindTexture( GL_TEXTURE_2D, texture[2] );
glBegin( GL_QUADS );
    glTexCoord2f( 1.0, 1.0 ); glVertex3f(  0.5, -1.0, -1.0 );     //6
    glTexCoord2f( 0.0, 1.0 ); glVertex3f(  1.0, -1.0, -1.0 );
    glTexCoord2f( 0.0, 0.0 ); glVertex3f(  1.0, -1.0,  1.0 );
    glTexCoord2f( 1.0, 0.0 ); glVertex3f(  0.5, -1.0,  1.0 );
glEnd();
    glBindTexture( GL_TEXTURE_2D, texture[num] );
glBegin( GL_QUADS );
    glTexCoord2f( 1.0, 0.0 ); glVertex3f(  1.2, -1.0, -1.0 );     //4
    glTexCoord2f( 1.0, 1.0 ); glVertex3f(  1.2,  1.0, -1.0 );
    glTexCoord2f( 0.0, 1.0 ); glVertex3f(  1.0,  1.0,  1.0 );
    glTexCoord2f( 0.0, 0.0 ); glVertex3f(  1.0, -1.0,  1.0 );
glEnd();
    glBindTexture( GL_TEXTURE_2D, texture[0] );
glBegin( GL_QUADS );
    glTexCoord2f( 0.0, 0.0 ); glVertex3f( 0.5, -1.0, -1.0 );      //2
    glTexCoord2f( 1.0, 0.0 ); glVertex3f( 0.5, -1.0,  1.0 );
    glTexCoord2f( 1.0, 1.0 ); glVertex3f( 0.5,  1.0,  1.0 );
    glTexCoord2f( 0.0, 1.0 ); glVertex3f( 0.5,  1.0, -1.0 );
glEnd();

}

/***************paintGL()***********************/
void AndyWidget::paintGL()
{
    newPaint();

}

/***************initialzeGL()**********************/
void AndyWidget::initializeGL()
{
  loadGLTextures();

  glEnable( GL_TEXTURE_2D );
  glShadeModel( GL_SMOOTH );
  glClearColor( 0.5, 0.4, 0.3, 0.5 );
  glClearDepth( 1.0 );                               //set the depth buffer
  glEnable( GL_DEPTH_TEST );                         //start the depth test
  glDepthFunc( GL_LEQUAL );                           //depth test type
  glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
}
/*************************************************/
void AndyWidget::resizeGL( int width, int height )
{
  if ( height == 0 )
  {
    height = 1;
  }
  glViewport( 0, 0, (GLint)width, (GLint)height );    //reset the viewport
  glMatrixMode( GL_PROJECTION );                       //choose the matrimode
  glLoadIdentity();
  gluPerspective( 45.0, (GLfloat)width/(GLfloat)height, 0.1, 100.0 );  //set the matrimode
  glMatrixMode( GL_MODELVIEW );
  glLoadIdentity();
}
/****************************************************/
void AndyWidget::loadGLTextures()
{  int j;
  QImage tex[9], buf[9];
 
  if ( !buf[0].load( "./data/p.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
   
  }
  
  if ( !buf[1].load( "./data/1.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
 
  }
  if ( !buf[2].load( "./data/2.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
  
  }

 if ( !buf[3].load( "./data/3.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
  
  }
 if ( !buf[4].load( "./data/4.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
 
  }
 if ( !buf[5].load( "./data/5.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
   
  }
  if ( !buf[6].load( "./data/6.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
  
  }
 if ( !buf[7].load( "./data/7.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
 
  }
 if ( !buf[8].load( "./data/8.bmp" ) )
  {
    qWarning( "Could not read image file, using single-color instead." );
   ;
  }
//****************
   for(j=0;j<9;j++)
    {
 tex[j] = QGLWidget::convertToGLFormat( buf[j] );
    }

  glGenTextures( 9, &texture[0] );
  
  for(j=0;j<9;j++)
    {
  glBindTexture( GL_TEXTURE_2D, texture[j] );
  glTexImage2D( GL_TEXTURE_2D, 0, 3, tex[j].width(), tex[j].height(), 0,
      GL_RGBA, GL_UNSIGNED_BYTE, tex[j].bits() );
     
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

    }
  
}


 

main.cpp

测试用的

 

#include <qapplication.h>
#include <qmessagebox.h>
#include "Andy.h"

int main( int argc, char **argv )
{
    bool fs = false;
    QApplication a(argc,argv);
    AndyWidget w( 0, 0);
    a.setMainWidget( &w );
    w.show();
    return a.exec();
}

note: Linux环境下gcc统计器,QT4+QTOPENGL+openGL工具

 

qt3到qt4的转换 命令行输入

#qt3to4 *.pro

 

在工程文件中加入:

QT += Opengl

QT +=qt3support opengl

 

添加QT4的环境变量

# vim /root/.bashrc

在文件的末尾添加

export PATH=(QT4的安装路径):$PATH

保存后退出后,重起终端就OK了


http://blog.csdn.net/yang_rong_yong/archive/2008/08/20/2799482.aspx

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