examples/opengl/pbuffers/cube.cpp
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     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the examples of the Qt Toolkit.
       
     8 **
       
     9 ** $QT_BEGIN_LICENSE:LGPL$
       
    10 ** No Commercial Usage
       
    11 ** This file contains pre-release code and may not be distributed.
       
    12 ** You may use this file in accordance with the terms and conditions
       
    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
    23 **
       
    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 #include "cube.h"
       
    43 #include "glwidget.h"
       
    44 
       
    45 #include <QtGui/QImage>
       
    46 #include <QtCore/QPropertyAnimation>
       
    47 
       
    48 static const qreal FACE_SIZE = 0.4;
       
    49 
       
    50 static const qreal speeds[] = { 1.8f, 2.4f, 3.6f };
       
    51 static const qreal amplitudes[] = { 2.0f, 2.5f, 3.0f };
       
    52 
       
    53 static inline void qSetColor(float colorVec[], QColor c)
       
    54 {
       
    55     colorVec[0] = c.redF();
       
    56     colorVec[1] = c.greenF();
       
    57     colorVec[2] = c.blueF();
       
    58     colorVec[3] = c.alphaF();
       
    59 }
       
    60 
       
    61 int Geometry::append(const QVector3D &a, const QVector3D &n, const QVector2D &t)
       
    62 {
       
    63     int v = vertices.count();
       
    64     vertices.append(a);
       
    65     normals.append(n);
       
    66     texCoords.append(t);
       
    67     faces.append(v);
       
    68     colors.append(QVector4D(0.6f, 0.6f, 0.6f, 1.0f));
       
    69     return v;
       
    70 }
       
    71 
       
    72 void Geometry::addQuad(const QVector3D &a, const QVector3D &b,
       
    73                            const QVector3D &c, const QVector3D &d,
       
    74                            const QVector<QVector2D> &tex)
       
    75 {
       
    76     QVector3D norm = QVector3D::normal(a, b, c);
       
    77     // append first triangle
       
    78     int aref = append(a, norm, tex[0]);
       
    79     append(b, norm, tex[1]);
       
    80     int cref = append(c, norm, tex[2]);
       
    81     // append second triangle
       
    82     faces.append(aref);
       
    83     faces.append(cref);
       
    84     append(d, norm, tex[3]);
       
    85 }
       
    86 
       
    87 void Geometry::loadArrays() const
       
    88 {
       
    89     glEnableClientState(GL_VERTEX_ARRAY);
       
    90     glEnableClientState(GL_NORMAL_ARRAY);
       
    91     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
       
    92     glEnableClientState(GL_COLOR_ARRAY);
       
    93     glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
       
    94     glNormalPointer(GL_FLOAT, 0, normals.constData());
       
    95     glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
       
    96     glColorPointer(4, GL_FLOAT, 0, colors.constData());
       
    97 }
       
    98 
       
    99 void Geometry::setColors(int start, GLfloat colorArray[4][4])
       
   100 {
       
   101     int off = faces[start];
       
   102     for (int i = 0; i < 4; ++i)
       
   103         colors[i + off] = QVector4D(colorArray[i][0],
       
   104                                       colorArray[i][1],
       
   105                                       colorArray[i][2],
       
   106                                       colorArray[i][3]);
       
   107 }
       
   108 
       
   109 Tile::Tile(const QVector3D &loc)
       
   110     : location(loc)
       
   111     , start(0)
       
   112     , count(0)
       
   113     , useFlatColor(false)
       
   114     , geom(0)
       
   115 {
       
   116     qSetColor(faceColor, QColor(Qt::darkGray));
       
   117 }
       
   118 
       
   119 void Tile::setColors(GLfloat colorArray[4][4])
       
   120 {
       
   121     useFlatColor = true;
       
   122     geom->setColors(start, colorArray);
       
   123 }
       
   124 
       
   125 static inline void qMultMatrix(const QMatrix4x4 &mat)
       
   126 {
       
   127     if (sizeof(qreal) == sizeof(GLfloat))
       
   128         glMultMatrixf((GLfloat*)mat.constData());
       
   129 #ifndef QT_OPENGL_ES
       
   130     else if (sizeof(qreal) == sizeof(GLdouble))
       
   131         glMultMatrixd((GLdouble*)mat.constData());
       
   132 #endif
       
   133     else
       
   134     {
       
   135         GLfloat fmat[16];
       
   136         qreal const *r = mat.constData();
       
   137         for (int i = 0; i < 16; ++i)
       
   138             fmat[i] = r[i];
       
   139         glMultMatrixf(fmat);
       
   140     }
       
   141 }
       
   142 
       
   143 void Tile::draw() const
       
   144 {
       
   145     QMatrix4x4 mat;
       
   146     mat.translate(location);
       
   147     mat.rotate(orientation);
       
   148     glMatrixMode(GL_MODELVIEW);
       
   149     glPushMatrix();
       
   150     qMultMatrix(mat);
       
   151     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
       
   152     glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, geom->indices() + start);
       
   153     glPopMatrix();
       
   154 }
       
   155 
       
   156 TileBuilder::TileBuilder(Geometry *g, qreal depth, qreal size)
       
   157     : verts(4)
       
   158     , tex(4)
       
   159     , start(g->count())
       
   160     , count(0)
       
   161     , geom(g)
       
   162 {
       
   163     // front face - make a square with bottom-left at origin
       
   164     verts[br].setX(size);
       
   165     verts[tr].setX(size);
       
   166     verts[tr].setY(size);
       
   167     verts[tl].setY(size);
       
   168 
       
   169     // these vert numbers are good for the tex-coords
       
   170     for (int i = 0; i < 4; ++i)
       
   171         tex[i] = verts[i].toVector2D();
       
   172 
       
   173     // now move verts half cube width across so cube is centered on origin
       
   174     for (int i = 0; i < 4; ++i)
       
   175         verts[i] -= QVector3D(size / 2.0f, size / 2.0f, -depth);
       
   176 
       
   177     // add the front face
       
   178     g->addQuad(verts[bl], verts[br], verts[tr], verts[tl], tex);
       
   179 
       
   180     count = g->count() - start;
       
   181 }
       
   182 
       
   183 void TileBuilder::initialize(Tile *tile) const
       
   184 {
       
   185     tile->start = start;
       
   186     tile->count = count;
       
   187     tile->geom = geom;
       
   188     qSetColor(tile->faceColor, color);
       
   189 }
       
   190 
       
   191 Tile *TileBuilder::newTile(const QVector3D &loc) const
       
   192 {
       
   193     Tile *tile = new Tile(loc);
       
   194     initialize(tile);
       
   195     return tile;
       
   196 }
       
   197 
       
   198 Cube::Cube(const QVector3D &loc)
       
   199     : Tile(loc)
       
   200     , rot(0.0f)
       
   201     , r(0), a(0)
       
   202 {
       
   203 }
       
   204 
       
   205 Cube::~Cube()
       
   206 {
       
   207 }
       
   208 
       
   209 void Cube::setAltitude(qreal a)
       
   210 {
       
   211     if (location.y() != a)
       
   212     {
       
   213         location.setY(a);
       
   214         emit changed();
       
   215     }
       
   216 }
       
   217 
       
   218 void Cube::setRange(qreal r)
       
   219 {
       
   220     if (location.x() != r)
       
   221     {
       
   222         location.setX(r);
       
   223         emit changed();
       
   224     }
       
   225 }
       
   226 
       
   227 void Cube::setRotation(qreal r)
       
   228 {
       
   229     if (r != rot)
       
   230     {
       
   231         orientation = QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 1.0f, 1.0f), r);
       
   232         emit changed();
       
   233     }
       
   234 }
       
   235 
       
   236 void Cube::removeBounce()
       
   237 {
       
   238     delete a;
       
   239     a = 0;
       
   240     delete r;
       
   241     r = 0;
       
   242 }
       
   243 
       
   244 void Cube::startAnimation()
       
   245 {
       
   246     if (r)
       
   247     {
       
   248         r->start();
       
   249         r->setCurrentTime(startx);
       
   250     }
       
   251     if (a)
       
   252         a->start();
       
   253     if (rtn)
       
   254         rtn->start();
       
   255 }
       
   256 
       
   257 void Cube::setAnimationPaused(bool paused)
       
   258 {
       
   259     if (paused)
       
   260     {
       
   261         if (r)
       
   262             r->pause();
       
   263         if (a)
       
   264             a->pause();
       
   265         if (rtn)
       
   266             rtn->pause();
       
   267     }
       
   268     else
       
   269     {
       
   270         if (r)
       
   271             r->resume();
       
   272         if (a)
       
   273             a->resume();
       
   274         if (rtn)
       
   275             rtn->resume();
       
   276     }
       
   277 }
       
   278 
       
   279 CubeBuilder::CubeBuilder(Geometry *g, qreal depth, qreal size)
       
   280     : TileBuilder(g, depth)
       
   281     , ix(0)
       
   282 {
       
   283     for (int i = 0; i < 4; ++i)
       
   284         verts[i].setZ(size / 2.0f);
       
   285     // back face - "extrude" verts down
       
   286     QVector<QVector3D> back(verts);
       
   287     for (int i = 0; i < 4; ++i)
       
   288         back[i].setZ(-size / 2.0f);
       
   289 
       
   290     // add the back face
       
   291     g->addQuad(back[br], back[bl], back[tl], back[tr], tex);
       
   292 
       
   293     // add the sides
       
   294     g->addQuad(back[bl], back[br], verts[br], verts[bl], tex);
       
   295     g->addQuad(back[br], back[tr], verts[tr], verts[br], tex);
       
   296     g->addQuad(back[tr], back[tl], verts[tl], verts[tr], tex);
       
   297     g->addQuad(back[tl], back[bl], verts[bl], verts[tl], tex);
       
   298 
       
   299     count = g->count() - start;
       
   300 }
       
   301 
       
   302 Cube *CubeBuilder::newCube(const QVector3D &loc) const
       
   303 {
       
   304     Cube *c = new Cube(loc);
       
   305     initialize(c);
       
   306     qreal d = 4000.0f;
       
   307     qreal d3 = d / 3.0f;
       
   308     // Animate movement from left to right
       
   309     c->r = new QPropertyAnimation(c, "range");
       
   310     c->r->setStartValue(-1.3f);
       
   311     c->r->setEndValue(1.3f);
       
   312     c->startx = ix * d3 * 3.0f;
       
   313     c->r->setDuration(d * 4.0f);
       
   314     c->r->setLoopCount(-1);
       
   315     c->r->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve));
       
   316     // Animate movement from bottom to top
       
   317     c->a = new QPropertyAnimation(c, "altitude");
       
   318     c->a->setEndValue(loc.y());
       
   319     c->a->setStartValue(loc.y() + amplitudes[ix]);
       
   320     c->a->setDuration(d / speeds[ix]);
       
   321     c->a->setLoopCount(-1);
       
   322     c->a->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve));
       
   323     // Animate rotation
       
   324     c->rtn = new QPropertyAnimation(c, "rotation");
       
   325     c->rtn->setStartValue(c->rot);
       
   326     c->rtn->setEndValue(359.0f);
       
   327     c->rtn->setDuration(d * 2.0f);
       
   328     c->rtn->setLoopCount(-1);
       
   329     c->rtn->setDuration(d / 2);
       
   330     ix = (ix + 1) % 3;
       
   331     return c;
       
   332 }