/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt3D 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 #include //! [1] CubeView::CubeView(QWindow *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 QOpenGLFramebufferObject(512, 512, QOpenGLFramebufferObject::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]