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/***************************************************************************
* Copyright (C) 2009 by Stefan Bühler *
* stbuehler@web.de *
* *
* This program 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. *
* *
* This program 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 this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "field3d.h"
#include <QPainter>
#include <GL/gl.h>
namespace toruschess {
Field3D::Field3D(Game *game, QWidget *parent)
: QGLWidget(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer | QGL::Rgba), parent), m_game(game), m_lib(new PieceLibrary(this)),
m_textureBuffer(0), m_textureID(0),
m_camDist(10) ,m_camRotX(90), m_camRotY(0), m_camRotZ(0) {
qDebug("Field3d::Field3D");
for (int x = 0; x < 8; x++) for (int y = 0; y < 8; y++) m_marked[x][y] = false;
m_lib->setSize(m_textureSize / 8, m_textureSize / 8);
}
Field3D::~Field3D() {
qDebug("Field3d::~Field3D");
freeTexture();
}
void Field3D::markMoves(const QList<Move> &moves) {
foreach(Move m, m_markedMoves) m_marked[m.to().x()][m.to().y()] = false;
m_markedMoves = moves;
foreach(Move m, m_markedMoves) m_marked[m.to().x()][m.to().y()] = true;
updateTexture();
updateGL();
}
QSize Field3D::sizeHint() const {
return QSize(640, 480);
}
void Field3D::initializeGL() {
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
createTexture();
createTorus();
}
void Field3D::resizeGL(int w, int h) {
glViewport(0, 0, (GLint)w, (GLint)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0, double(w)/h, 1, 1000);
updateCam();
}
void Field3D::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(-10, 0, -10);
glTexCoord2f(0, 0); glVertex3f(-10, 0, 10);
glTexCoord2f(1, 0); glVertex3f( 10, 0, 10);
glTexCoord2f(1, 1); glVertex3f( 10, 0, -10);
glEnd();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Field3D::updateCam() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -m_camDist);
glRotatef(m_camRotX,1,0,0);
glRotatef(m_camRotY,0,1,0);
glRotatef(m_camRotZ,0,0,1);
updateGL();
}
void Field3D::createTexture() {
freeTexture();
m_textureBuffer = new QImage(QSize(m_textureSize, m_textureSize), QImage::Format_ARGB32_Premultiplied);
m_textureBuffer->fill(Qt::black);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
updateTexture();
m_textureID = bindTexture(*m_textureBuffer);
}
void Field3D::freeTexture() {
if (m_textureID != 0) {
deleteTexture(m_textureID);
m_textureID = 0;
}
if (m_textureBuffer) {
delete m_textureBuffer;
m_textureBuffer = 0;
}
}
void Field3D::updateTexture() {
QPainter pt(m_textureBuffer);
int pieceSize = m_textureSize / 8;
for (int x = 0; x < 8; x++)
for (int y = 0; y < 8; y++) {
bool marked = m_marked[x][y];
int place = m_game->field()->place(Pos(x, y));
/* #D18B47 for dark, #FFCE9E for white */
QBrush fieldBG = ((x+y) % 2 == 1) ? QBrush(QColor(0xD1, 0x8B, 0x47)) : QBrush(QColor(0xFF, 0xCE, 0x9E));
QRect prect(x * pieceSize, y * pieceSize, pieceSize - 1, pieceSize - 1);
pt.fillRect(prect, fieldBG);
m_lib->paint(pt, place, prect);
if (marked) {
int r = qMax(1, (pieceSize + pieceSize) / 36);
pt.setBrush(place != 0 ? Qt::green : Qt::white);
pt.setPen(Qt::red);
pt.drawEllipse(QPoint(prect.x() + pieceSize / 2, prect.y() + pieceSize / 2), r, r);
}
}
}
}