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diff --git a/examples/opengl/legacy/pbuffers/cube.cpp b/examples/opengl/legacy/pbuffers/cube.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the examples of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, 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 The Qt Company Ltd 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 "cube.h"
-#include "glwidget.h"
-
-#include <QtGui/QImage>
-#include <QtCore/QPropertyAnimation>
-
-static const qreal speeds[] = { 3.8f, 4.4f, 5.6f };
-static const qreal amplitudes[] = { 2.0f, 2.5f, 3.0f };
-
-static inline void qSetColor(float colorVec[], QColor c)
-{
- colorVec[0] = c.redF();
- colorVec[1] = c.greenF();
- colorVec[2] = c.blueF();
- colorVec[3] = c.alphaF();
-}
-
-int Geometry::append(const QVector3D &a, const QVector3D &n, const QVector2D &t)
-{
- int v = vertices.count();
- vertices.append(a);
- normals.append(n);
- texCoords.append(t);
- faces.append(v);
- colors.append(QVector4D(0.6f, 0.6f, 0.6f, 1.0f));
- return v;
-}
-
-void Geometry::addQuad(const QVector3D &a, const QVector3D &b,
- const QVector3D &c, const QVector3D &d,
- const QVector<QVector2D> &tex)
-{
- QVector3D norm = QVector3D::normal(a, b, c);
- // append first triangle
- int aref = append(a, norm, tex[0]);
- append(b, norm, tex[1]);
- int cref = append(c, norm, tex[2]);
- // append second triangle
- faces.append(aref);
- faces.append(cref);
- append(d, norm, tex[3]);
-}
-
-void Geometry::loadArrays() const
-{
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
- glNormalPointer(GL_FLOAT, 0, normals.constData());
- glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
- glColorPointer(4, GL_FLOAT, 0, colors.constData());
-}
-
-void Geometry::setColors(int start, GLfloat colorArray[4][4])
-{
- int off = faces[start];
- for (int i = 0; i < 4; ++i)
- colors[i + off] = QVector4D(colorArray[i][0],
- colorArray[i][1],
- colorArray[i][2],
- colorArray[i][3]);
-}
-
-Tile::Tile(const QVector3D &loc)
- : location(loc)
- , start(0)
- , count(0)
- , useFlatColor(false)
- , geom(0)
-{
- qSetColor(faceColor, QColor(Qt::darkGray));
-}
-
-void Tile::setColors(GLfloat colorArray[4][4])
-{
- useFlatColor = true;
- geom->setColors(start, colorArray);
-}
-
-void Tile::draw() const
-{
- QMatrix4x4 mat;
- mat.translate(location);
- mat.rotate(orientation);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glMultMatrixf(mat.constData());
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
- glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, geom->indices() + start);
- glPopMatrix();
-}
-
-TileBuilder::TileBuilder(Geometry *g, qreal depth, qreal size)
- : verts(4)
- , tex(4)
- , start(g->count())
- , count(0)
- , geom(g)
-{
- // front face - make a square with bottom-left at origin
- verts[br].setX(size);
- verts[tr].setX(size);
- verts[tr].setY(size);
- verts[tl].setY(size);
-
- // these vert numbers are good for the tex-coords
- for (int i = 0; i < 4; ++i)
- tex[i] = verts[i].toVector2D();
-
- // now move verts half cube width across so cube is centered on origin
- for (int i = 0; i < 4; ++i)
- verts[i] -= QVector3D(size / 2.0f, size / 2.0f, -depth);
-
- // add the front face
- g->addQuad(verts[bl], verts[br], verts[tr], verts[tl], tex);
-
- count = g->count() - start;
-}
-
-void TileBuilder::initialize(Tile *tile) const
-{
- tile->start = start;
- tile->count = count;
- tile->geom = geom;
- qSetColor(tile->faceColor, color);
-}
-
-Tile *TileBuilder::newTile(const QVector3D &loc) const
-{
- Tile *tile = new Tile(loc);
- initialize(tile);
- return tile;
-}
-
-Cube::Cube(const QVector3D &loc)
- : Tile(loc)
- , rot(0.0f)
- , r(0)
- , animGroup(0)
-{
-}
-
-Cube::~Cube()
-{
-}
-
-void Cube::setAltitude(qreal a)
-{
- if (location.y() != a)
- {
- location.setY(a);
- emit changed();
- }
-}
-
-void Cube::setRange(qreal r)
-{
- if (location.x() != r)
- {
- location.setX(r);
- emit changed();
- }
-}
-
-void Cube::setRotation(qreal r)
-{
- if (r != rot)
- {
- orientation = QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 1.0f, 1.0f), r);
- emit changed();
- }
-}
-
-void Cube::removeBounce()
-{
- delete animGroup;
- animGroup = 0;
- delete r;
- r = 0;
-}
-
-void Cube::startAnimation()
-{
- if (r)
- {
- r->start();
- r->setCurrentTime(startx);
- }
- if (animGroup)
- animGroup->start();
- if (rtn)
- rtn->start();
-}
-
-void Cube::setAnimationPaused(bool paused)
-{
- if (paused)
- {
- if (r)
- r->pause();
- if (animGroup)
- animGroup->pause();
- if (rtn)
- rtn->pause();
- }
- else
- {
- if (r)
- r->resume();
- if (animGroup)
- animGroup->resume();
- if (rtn)
- rtn->resume();
- }
-}
-
-CubeBuilder::CubeBuilder(Geometry *g, qreal depth, qreal size)
- : TileBuilder(g, depth)
- , ix(0)
-{
- for (int i = 0; i < 4; ++i)
- verts[i].setZ(size / 2.0f);
- // back face - "extrude" verts down
- QVector<QVector3D> back(verts);
- for (int i = 0; i < 4; ++i)
- back[i].setZ(-size / 2.0f);
-
- // add the back face
- g->addQuad(back[br], back[bl], back[tl], back[tr], tex);
-
- // add the sides
- g->addQuad(back[bl], back[br], verts[br], verts[bl], tex);
- g->addQuad(back[br], back[tr], verts[tr], verts[br], tex);
- g->addQuad(back[tr], back[tl], verts[tl], verts[tr], tex);
- g->addQuad(back[tl], back[bl], verts[bl], verts[tl], tex);
-
- count = g->count() - start;
-}
-
-Cube *CubeBuilder::newCube(const QVector3D &loc) const
-{
- Cube *c = new Cube(loc);
- initialize(c);
- qreal d = 4000.0f;
- qreal d3 = d / 3.0f;
- // Animate movement from left to right
- c->r = new QPropertyAnimation(c, "range");
- c->r->setStartValue(-1.3f);
- c->r->setEndValue(1.3f);
- c->startx = ix * d3 * 3.0f;
- c->r->setDuration(d * 4.0f);
- c->r->setLoopCount(-1);
- c->r->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve));
-
- c->animGroup = new QSequentialAnimationGroup(c);
-
- // Animate movement from bottom to top
- QPropertyAnimation *a_up = new QPropertyAnimation(c, "altitude", c->animGroup);
- a_up->setEndValue(loc.y());
- a_up->setStartValue(loc.y() + amplitudes[ix]);
- a_up->setDuration(d / speeds[ix]);
- a_up->setLoopCount(1);
- a_up->setEasingCurve(QEasingCurve(QEasingCurve::InQuad));
-
- // Animate movement from top to bottom
- QPropertyAnimation *a_down = new QPropertyAnimation(c, "altitude", c->animGroup);
- a_down->setEndValue(loc.y() + amplitudes[ix]);
- a_down->setStartValue(loc.y());
- a_down->setDuration(d / speeds[ix]);
- a_down->setLoopCount(1);
- a_down->setEasingCurve(QEasingCurve(QEasingCurve::OutQuad));
-
- c->animGroup->addAnimation(a_up);
- c->animGroup->addAnimation(a_down);
- c->animGroup->setLoopCount(-1);
-
- // Animate rotation
- c->rtn = new QPropertyAnimation(c, "rotation");
- c->rtn->setStartValue(c->rot);
- c->rtn->setEndValue(359.0f);
- c->rtn->setDuration(d * 2.0f);
- c->rtn->setLoopCount(-1);
- c->rtn->setDuration(d / 2);
- ix = (ix + 1) % 3;
- return c;
-}