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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the 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 "cube.h"
+#include "glwidget.h"
+
+#include <QtGui/QImage>
+#include <QtCore/QPropertyAnimation>
+
+static const qreal FACE_SIZE = 0.4;
+
+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);
+}
+
+static inline void qMultMatrix(const QMatrix4x4 &mat)
+{
+ if (sizeof(qreal) == sizeof(GLfloat))
+ glMultMatrixf((GLfloat*)mat.constData());
+#ifndef QT_OPENGL_ES
+ else if (sizeof(qreal) == sizeof(GLdouble))
+ glMultMatrixd((GLdouble*)mat.constData());
+#endif
+ else
+ {
+ GLfloat fmat[16];
+ qreal const *r = mat.constData();
+ for (int i = 0; i < 16; ++i)
+ fmat[i] = r[i];
+ glMultMatrixf(fmat);
+ }
+}
+
+void Tile::draw() const
+{
+ QMatrix4x4 mat;
+ mat.translate(location);
+ mat.rotate(orientation);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ qMultMatrix(mat);
+ 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;
+}