add torus
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@ -23,12 +23,14 @@
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#include <GL/gl.h>
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#include <math.h>
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namespace toruschess {
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Field3D::Field3D(Game *game, QWidget *parent)
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: QGLWidget(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer | QGL::Rgba), parent), m_game(game), m_lib(new PieceLibrary(this)),
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m_textureBuffer(0), m_textureID(0),
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m_camDist(10) ,m_camRotX(90), m_camRotY(0), m_camRotZ(0) {
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m_camDist(10) ,m_camRotX(45), m_camRotY(0), m_camRotZ(0) {
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qDebug("Field3d::Field3D");
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for (int x = 0; x < 8; x++) for (int y = 0; y < 8; y++) m_marked[x][y] = false;
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m_lib->setSize(m_textureSize / 8, m_textureSize / 8);
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@ -60,7 +62,6 @@ namespace toruschess {
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glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
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createTexture();
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createTorus();
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}
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void Field3D::resizeGL(int w, int h) {
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@ -76,6 +77,36 @@ namespace toruschess {
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void Field3D::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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glEnable(GL_TEXTURE_2D);
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{
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const int numc = 16, numt = 16;
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const double rad1 = 4.0, rad2 = 2.0;
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int i, j, k;
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double s, t, x, y, z, twopi;
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twopi = 2 * M_PI;
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for (i = 0; i < numc; i++) {
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glBegin(GL_QUAD_STRIP);
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for (j = 0; j <= numt; j++) {
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for (k = 1; k >= 0; k--) {
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s = (i + k) % numc + 0.5;
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t = j % numt;
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x = (rad1+rad2*cos(s*twopi/numc))*cos(t*twopi/numt);
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y = (rad1+rad2*cos(s*twopi/numc))*sin(t*twopi/numt);
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z = rad2 * sin(s * twopi / numc);
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glTexCoord2f(double(i+k)/numc, double(j)/numt);
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glVertex3f(x, z, y);
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}
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}
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glEnd();
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}
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}
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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return;
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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@ -52,9 +52,6 @@ namespace toruschess {
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void freeTexture();
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void updateTexture();
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void createTorus();
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void freeTorus();
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Game *m_game;
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PieceLibrary *m_lib;
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