qtmobility/examples/sensors/cubehouse/view.cpp
changeset 4 90517678cc4f
child 5 453da2cfceef
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/qtmobility/examples/sensors/cubehouse/view.cpp	Mon May 03 13:18:40 2010 +0300
@@ -0,0 +1,240 @@
+/****************************************************************************
+**
+** 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 "view.h"
+#include "teapot.h"
+#include "cube.h"
+#include <QtCore/qdebug.h>
+#include <QtCore/qtimer.h>
+#include <stdio.h>
+#include "qaccelerometer.h"
+
+#if defined(QT_OPENGL_ES)
+#define USE_BUFFERS 1
+#endif
+
+View::View(QWidget *parent)
+    : QGLWidget(parent),
+      sensitivity(0.1f),
+      painter(0),
+      showFrameRate(false)
+{
+    mainCamera = new Camera(this);
+
+    roomCamera = new Camera(this);
+    roomCamera->setAdjustForAspectRatio(false);
+
+    sensor = new QAccelerometer(this);
+    connect(sensor, SIGNAL(readingChanged()), this, SLOT(accelerometerTimeout()));
+    sensor->start();
+
+    time.start();
+
+    vertexBuffer = 0;
+    indexBuffer = 0;
+}
+
+View::~View()
+{
+    delete painter;
+}
+
+void View::resizeGL(int width, int height)
+{
+    glViewport(0, 0, width, height);
+}
+
+void View::initializeGL()
+{
+#if defined(QT_OPENGL_ES_2)
+    painter = new ShaderPainter();
+#else
+    painter = new FixedFunctionPainter();
+#endif
+
+    glEnable(GL_DEPTH_TEST);
+
+    roomMaterialBack = new Material();
+    roomMaterialBack->setDiffuseColor(QColor(128, 100, 0));
+
+    roomMaterialLeftRight = new Material();
+    roomMaterialLeftRight->setDiffuseColor(Qt::cyan);
+
+    roomMaterialTopBottom = new Material();
+    roomMaterialTopBottom->setDiffuseColor(Qt::yellow);
+
+    cubeMaterial = new Material();
+    cubeMaterial->setColor(QColor(170, 202, 0));
+
+    teapotMaterial = new Material();
+    teapotMaterial->setAmbientColor(QColor(192, 150, 128));
+    teapotMaterial->setSpecularColor(QColor(60, 60, 60));
+    teapotMaterial->setShininess(128);
+
+    roomModel = new LightModel(this);
+    roomModel->setAmbientSceneColor(Qt::white);
+    roomModel->setViewerPosition(LightModel::LocalViewer);
+
+    normalModel = new LightModel(this);
+
+    Light *light = new Light(this);
+    light->setPosition(QVector3D(0.0f, 0.0f, 3.0f));
+    painter->setLight(light);
+
+    texture = bindTexture(QImage(QLatin1String(":/qtlogo.png")));
+
+#ifdef USE_BUFFERS
+    // Upload the teapot data into GL buffers for quicker rendering.
+    glGenBuffers(1, &vertexBuffer);
+    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
+    glBufferData(GL_ARRAY_BUFFER,
+                 teapotVertexCount * teapotVertexStride * sizeof(float),
+                 teapotVertexData, GL_STATIC_DRAW);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+    glGenBuffers(1, &indexBuffer);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
+    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+                 teapotTriangleCount * 3 * sizeof(ushort),
+                 teapotTriangleData, GL_STATIC_DRAW);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+}
+
+void View::paintGL()
+{
+    if (showFrameRate)
+        qWarning("time since last frame: %d ms", time.restart());
+
+    qreal aspectRatio = qreal(width()) / qreal(height());
+    QMatrix4x4 mv, mv2;
+    QMatrix4x4 proj;
+
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+    mv = roomCamera->modelViewMatrix();
+    proj = roomCamera->projectionMatrix(aspectRatio);
+    painter->setLightModel(roomModel);
+    painter->setMatrices(mv, proj);
+
+    painter->selectMaterial(roomMaterialBack);
+    painter->drawQuad(QVector3D(-3.0f, -3.0f, -15.0f),
+                      QVector3D( 3.0f, -3.0f, -15.0f),
+                      QVector3D( 3.0f,  3.0f, -15.0f),
+                      QVector3D(-3.0f,  3.0f, -15.0f),
+                      QVector3D(0.0f, 0.0f, 1.0f));
+
+    painter->selectMaterial(roomMaterialLeftRight);
+    painter->drawQuad(QVector3D(-3.0f, -3.0f, -15.0f),
+                      QVector3D(-3.0f,  3.0f, -15.0f),
+                      QVector3D(-3.0f,  3.0f, 0.0f),
+                      QVector3D(-3.0f, -3.0f, 0.0f),
+                      QVector3D(1.0f, 0.0f, 0.0f));
+    painter->drawQuad(QVector3D(3.0f,  3.0f, -15.0f),
+                      QVector3D(3.0f, -3.0f, -15.0f),
+                      QVector3D(3.0f, -3.0f, 0.0f),
+                      QVector3D(3.0f,  3.0f, 0.0f),
+                      QVector3D(-1.0f, 0.0f, 0.0f));
+
+    painter->selectMaterial(roomMaterialTopBottom);
+    painter->drawQuad(QVector3D(-3.0f,  3.0f, -15.0f),
+                      QVector3D( 3.0f,  3.0f, -15.0f),
+                      QVector3D( 3.0f,  3.0f, 0.0f),
+                      QVector3D(-3.0f,  3.0f, 0.0f),
+                      QVector3D(0.0f, -1.0f, 0.0f));
+    painter->drawQuad(QVector3D(-3.0f, -3.0f, -15.0f),
+                      QVector3D(-3.0f, -3.0f, 0.0f),
+                      QVector3D( 3.0f, -3.0f, 0.0f),
+                      QVector3D( 3.0f, -3.0f, -15.0f),
+                      QVector3D(0.0f, 1.0f, 0.0f));
+
+    mv = mv2 = mainCamera->modelViewMatrix();
+    proj = mainCamera->projectionMatrix(aspectRatio);
+    mv.translate(1.0f, -0.5f, 0.0f);
+    mv.rotate(45.0f, 1.0f, 1.0f, 1.0f);
+    painter->setMatrices(mv, proj);
+    painter->setLightModel(normalModel);
+    painter->selectTexturedMaterial(cubeMaterial);
+    painter->setVertices(cubeVertices, 8);
+    painter->setNormals(cubeVertices + 3, 8);
+    painter->setTexCoords(cubeVertices + 6, 8);
+    glDrawArrays(GL_TRIANGLES, 0, 36);
+
+    mv2.translate(-0.8f, -1.5f, -3.0f);
+    painter->setMatrices(mv2, proj);
+    painter->selectMaterial(teapotMaterial);
+#ifdef USE_BUFFERS
+    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
+    painter->setVertices(0, 8);
+    painter->setNormals(reinterpret_cast<float *>(3 * sizeof(float)), 8);
+    painter->setTexCoords(reinterpret_cast<float *>(6 * sizeof(float)), 8);
+    glDrawElements(GL_TRIANGLES, teapotTriangleCount * 3,
+                   GL_UNSIGNED_SHORT, 0);
+    glBindBuffer(GL_ARRAY_BUFFER, 0);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#else
+    painter->setVertices(teapotVertexData, 8);
+    painter->setNormals(teapotVertexData + 3, 8);
+    painter->setTexCoords(teapotVertexData + 6, 8);
+    glDrawElements(GL_TRIANGLES, teapotTriangleCount * 3,
+                   GL_UNSIGNED_SHORT, teapotTriangleData);
+#endif
+}
+
+void View::accelerometerTimeout()
+{
+    QVector3D g = gravity();
+    mainCamera->setMotionAdjustment(g);
+    roomCamera->setMotionAdjustment(g);
+    update();
+}
+
+#define ACCEL_TO_G(v) (v / 9.80665)
+
+QVector3D View::gravity() const
+{
+    qreal x = ACCEL_TO_G(sensor->reading()->x()) * sensitivity;
+    qreal y = ACCEL_TO_G(sensor->reading()->y()) * sensitivity;
+    qreal z = ACCEL_TO_G(sensor->reading()->z());
+
+    return QVector3D(x, y, z);
+}