--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/qtmobility/examples/sensors/cubehouse/painter_fixed.cpp Mon May 03 13:18:40 2010 +0300
@@ -0,0 +1,243 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "painter.h"
+#include "light.h"
+#include "lightmodel.h"
+#include "material.h"
+
+FixedFunctionPainter::FixedFunctionPainter()
+{
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glDisable(GL_CULL_FACE);
+}
+
+static void setMatrix(GLenum type, const QMatrix4x4 &matrix)
+{
+ glMatrixMode(type);
+ if (sizeof(qreal) == sizeof(GLfloat)) {
+ glLoadMatrixf(reinterpret_cast<const GLfloat *>(matrix.constData()));
+ } else {
+ GLfloat mat[16];
+ const qreal *m = matrix.constData();
+ for (int index = 0; index < 16; ++index)
+ mat[index] = m[index];
+ glLoadMatrixf(mat);
+ }
+}
+
+void FixedFunctionPainter::setMatrices
+ (const QMatrix4x4 &mv, const QMatrix4x4 &proj)
+{
+ setMatrix(GL_PROJECTION, proj);
+ setMatrix(GL_MODELVIEW, mv);
+}
+
+static void setLight(int light, const Light *parameters,
+ const QMatrix4x4& transform = QMatrix4x4())
+{
+ GLfloat params[4];
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ QColor color = parameters->ambientColor();
+ params[0] = color.redF();
+ params[1] = color.greenF();
+ params[2] = color.blueF();
+ params[3] = color.alphaF();
+ glLightfv(light, GL_AMBIENT, params);
+
+ color = parameters->diffuseColor();
+ params[0] = color.redF();
+ params[1] = color.greenF();
+ params[2] = color.blueF();
+ params[3] = color.alphaF();
+ glLightfv(light, GL_DIFFUSE, params);
+
+ color = parameters->specularColor();
+ params[0] = color.redF();
+ params[1] = color.greenF();
+ params[2] = color.blueF();
+ params[3] = color.alphaF();
+ glLightfv(light, GL_SPECULAR, params);
+
+ QVector4D vector = parameters->eyePosition(transform);
+ params[0] = vector.x();
+ params[1] = vector.y();
+ params[2] = vector.z();
+ params[3] = vector.w();
+ glLightfv(light, GL_POSITION, params);
+
+ QVector3D spotDirection = parameters->eyeSpotDirection(transform);
+ params[0] = spotDirection.x();
+ params[1] = spotDirection.y();
+ params[2] = spotDirection.z();
+ glLightfv(light, GL_SPOT_DIRECTION, params);
+
+ params[0] = parameters->spotExponent();
+ glLightfv(light, GL_SPOT_EXPONENT, params);
+
+ params[0] = parameters->spotAngle();
+ glLightfv(light, GL_SPOT_CUTOFF, params);
+
+ params[0] = parameters->constantAttenuation();
+ glLightfv(light, GL_CONSTANT_ATTENUATION, params);
+
+ params[0] = parameters->linearAttenuation();
+ glLightfv(light, GL_LINEAR_ATTENUATION, params);
+
+ params[0] = parameters->quadraticAttenuation();
+ glLightfv(light, GL_QUADRATIC_ATTENUATION, params);
+
+ glPopMatrix();
+}
+
+static void setLightModel(const LightModel *lightModel)
+{
+ GLfloat values[4];
+#ifdef GL_LIGHT_MODEL_TWO_SIDE
+ if (lightModel->model() == LightModel::TwoSided)
+ values[0] = 1.0f;
+ else
+ values[0] = 0.0f;
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, values);
+#endif
+#ifdef GL_LIGHT_MODEL_COLOR_CONTROL
+ if (lightModel->colorControl() == LightModel::SeparateSpecularColor)
+ values[0] = GL_SEPARATE_SPECULAR_COLOR;
+ else
+ values[0] = GL_SINGLE_COLOR;
+ glLightModelfv(GL_LIGHT_MODEL_COLOR_CONTROL, values);
+#endif
+#ifdef GL_LIGHT_MODEL_LOCAL_VIEWER
+ if (lightModel->viewerPosition() == LightModel::LocalViewer)
+ values[0] = 1.0f;
+ else
+ values[0] = 0.0f;
+ glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, values);
+#endif
+#ifdef GL_LIGHT_MODEL_AMBIENT
+ QColor color = lightModel->ambientSceneColor();
+ values[0] = color.redF();
+ values[1] = color.blueF();
+ values[2] = color.greenF();
+ values[3] = color.alphaF();
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, values);
+#endif
+}
+
+static void setMaterial(int face, const Material *parameters)
+{
+ GLfloat params[17];
+
+ QColor mcolor = parameters->ambientColor();
+ params[0] = mcolor.redF();
+ params[1] = mcolor.greenF();
+ params[2] = mcolor.blueF();
+ params[3] = mcolor.alphaF();
+
+ mcolor = parameters->diffuseColor();
+ params[4] = mcolor.redF();
+ params[5] = mcolor.greenF();
+ params[6] = mcolor.blueF();
+ params[7] = mcolor.alphaF();
+
+ mcolor = parameters->specularColor();
+ params[8] = mcolor.redF();
+ params[9] = mcolor.greenF();
+ params[10] = mcolor.blueF();
+ params[11] = mcolor.alphaF();
+
+ mcolor = parameters->emittedLight();
+ params[12] = mcolor.redF();
+ params[13] = mcolor.greenF();
+ params[14] = mcolor.blueF();
+ params[15] = mcolor.alphaF();
+
+ params[16] = parameters->shininess();
+
+ glMaterialfv(face, GL_AMBIENT, params);
+ glMaterialfv(face, GL_DIFFUSE, params + 4);
+ glMaterialfv(face, GL_SPECULAR, params + 8);
+ glMaterialfv(face, GL_EMISSION, params + 12);
+ glMaterialfv(face, GL_SHININESS, params + 16);
+}
+
+void FixedFunctionPainter::selectMaterial(Material *material)
+{
+ ::setLight(GL_LIGHT0, light);
+ ::setLightModel(lightModel);
+ ::setMaterial(GL_FRONT_AND_BACK, material);
+ glDisable(GL_TEXTURE_2D);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+void FixedFunctionPainter::selectTexturedMaterial(Material *material)
+{
+ ::setLight(GL_LIGHT0, light);
+ ::setLightModel(lightModel);
+ ::setMaterial(GL_FRONT_AND_BACK, material);
+ glEnable(GL_TEXTURE_2D);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+}
+
+void FixedFunctionPainter::setVertices(const float *array, int stride)
+{
+ glVertexPointer(3, GL_FLOAT, stride * sizeof(float), array);
+}
+
+void FixedFunctionPainter::setTexCoords(const float *array, int stride)
+{
+ glTexCoordPointer(2, GL_FLOAT, stride * sizeof(float), array);
+}
+
+void FixedFunctionPainter::setNormals(const float *array, int stride)
+{
+ glNormalPointer(GL_FLOAT, stride * sizeof(float), array);
+}