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+/****************************************************************************
+**
+** 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 QtQuick3D examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
+** the names of its contributors may be used to endorse or promote
+** products derived from this software without specific prior written
+** permission.
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "cubeview.h"
+#include "qglcube.h"
+#include "qglteapot.h"
+#include <QtOpenGL/qglframebufferobject.h>
+#include <QtCore/qpropertyanimation.h>
+
+//! [1]
+CubeView::CubeView(QWidget *parent)
+ : QGLView(parent)
+ , fbo(0)
+ , tangle(0.0f)
+ , cangle(0.0f)
+ , oangle(0.0f)
+{
+ QGLBuilder builder;
+ builder.newSection(QGL::Faceted);
+ builder << QGLCube(1.5f);
+ cube = builder.currentNode();
+ cube->setObjectName(QLatin1String("Cube"));
+
+ builder.newSection();
+ builder << QGLTeapot();
+ teapot = builder.currentNode();
+ teapot->setObjectName(QLatin1String("Teapot"));
+
+ scene = builder.finalizedSceneNode();
+ scene->setParent(this);
+//! [1]
+
+//! [2]
+ QPropertyAnimation *animation;
+
+ animation = new QPropertyAnimation(this, "teapotAngle", this);
+ animation->setStartValue(0.0f);
+ animation->setEndValue(360.0f);
+ animation->setDuration(1000);
+ animation->setLoopCount(-1);
+ animation->start();
+
+ animation = new QPropertyAnimation(this, "cubeAngle", this);
+ animation->setStartValue(0.0f);
+ animation->setEndValue(360.0f);
+ animation->setDuration(5000);
+ animation->setLoopCount(-1);
+ animation->start();
+
+ animation = new QPropertyAnimation(this, "orbitAngle", this);
+ animation->setStartValue(0.0f);
+ animation->setEndValue(360.0f);
+ animation->setDuration(5000);
+ animation->setLoopCount(-1);
+ animation->start();
+//! [2]
+
+//! [3]
+ innerCamera = new QGLCamera(this);
+}
+//! [3]
+
+CubeView::~CubeView()
+{
+ delete fbo;
+}
+
+//! [4]
+void CubeView::initializeGL(QGLPainter *)
+{
+ fbo = new QGLFramebufferObject(512, 512, QGLFramebufferObject::Depth);
+ fboSurface.setFramebufferObject(fbo);
+//! [4]
+
+//! [5]
+ QImage textureImage(QLatin1String(":/qtlogo.png"));
+ qtlogo.setImage(textureImage);
+
+ glEnable(GL_BLEND);
+}
+//! [5]
+
+//! [6]
+void CubeView::paintGL(QGLPainter *painter)
+{
+ painter->modelViewMatrix().push();
+ painter->projectionMatrix().push();
+ painter->pushSurface(&fboSurface);
+//! [6]
+
+//! [7]
+ painter->setCamera(innerCamera);
+ painter->modelViewMatrix().rotate(tangle, 0.0f, 1.0f, 0.0f);
+
+ painter->setFaceColor(QGL::AllFaces, QColor(170, 202, 0));
+ painter->setStandardEffect(QGL::LitMaterial);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ teapot->draw(painter);
+//! [7]
+
+//! [8]
+ painter->popSurface();
+ painter->projectionMatrix().pop();
+ painter->modelViewMatrix().pop();
+//! [8]
+
+//! [9]
+ painter->modelViewMatrix().rotate(oangle, 0.0f, 1.0f, 0.0f);
+ QMatrix4x4 m = painter->modelViewMatrix();
+ QVector3D cube1pos(-1.5f, 0.0f, 0.0f);
+ QVector3D cube2pos(1.5f, 0.0f, 0.0f);
+
+ if (m.map(cube1pos).z() < m.map(cube2pos).z()) {
+ drawCube1(painter, cube1pos);
+ drawCube2(painter, cube2pos);
+ } else {
+ drawCube2(painter, cube2pos);
+ drawCube1(painter, cube1pos);
+ }
+}
+//! [9]
+
+//! [10]
+void CubeView::drawCube1(QGLPainter *painter, const QVector3D &posn)
+{
+ painter->modelViewMatrix().push();
+
+ qtlogo.bind();
+ painter->setFaceColor(QGL::AllFaces, QColor(202, 100, 0, 150));
+ painter->setStandardEffect(QGL::LitDecalTexture2D);
+
+ painter->modelViewMatrix().translate(posn);
+ painter->modelViewMatrix().rotate(cangle, 1.0f, -1.0f, 1.0f);
+
+ glCullFace(GL_FRONT);
+ glEnable(GL_CULL_FACE);
+ cube->draw(painter);
+ glCullFace(GL_BACK);
+ cube->draw(painter);
+ glDisable(GL_CULL_FACE);
+
+ painter->modelViewMatrix().pop();
+}
+//! [10]
+
+//! [11]
+void CubeView::drawCube2(QGLPainter *painter, const QVector3D &posn)
+{
+ painter->modelViewMatrix().push();
+
+ painter->setFaceColor(QGL::AllFaces, QColor(0, 160, 202, 125));
+ painter->setStandardEffect(QGL::LitDecalTexture2D);
+ glBindTexture(GL_TEXTURE_2D, fbo->texture());
+ glEnable(GL_TEXTURE_2D);
+
+ painter->modelViewMatrix().translate(posn);
+ painter->modelViewMatrix().rotate(cangle, 1.0f, 1.0f, 1.0f);
+
+ glCullFace(GL_FRONT);
+ glEnable(GL_CULL_FACE);
+ cube->draw(painter);
+ glCullFace(GL_BACK);
+ cube->draw(painter);
+ glDisable(GL_CULL_FACE);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ painter->modelViewMatrix().pop();
+}
+//! [11]