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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 examples of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 "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
+
+//! [smoothed]
+class smoothedaccelerometerfilter : public QObject, public QAccelerometerFilter
+{
+ qreal prevX;
+ qreal prevY;
+ qreal prevZ;
+ bool havePrev;
+
+public:
+ smoothedaccelerometerfilter(QObject *parent = 0)
+ : QObject(parent)
+ , QAccelerometerFilter()
+ , prevX(0)
+ , prevY(0)
+ , prevZ(0)
+ , havePrev(false)
+ {
+ }
+
+ bool filter(QAccelerometerReading *reading)
+ {
+ // Smooth out the reported values. Large changes are applied as-is,
+ // and small jitters smooth to the rest position.
+ if (havePrev) {
+ qreal xdiff = reading->x() - prevX;
+ qreal ydiff = reading->y() - prevY;
+ qreal zdiff = reading->z() - prevZ;
+#define threshold 0.196133f
+ if (qAbs(xdiff) < threshold && qAbs(ydiff) < threshold && qAbs(zdiff) < threshold) {
+ reading->setX(prevX + xdiff * 0.1f);
+ reading->setY(prevY + ydiff * 0.1f);
+ reading->setZ(prevZ + zdiff * 0.1f);
+ }
+ }
+ prevX = reading->x();
+ prevY = reading->y();
+ prevZ = reading->z();
+ havePrev = true;
+ return true;
+ }
+};
+//! [smoothed]
+
+View::View(QWidget *parent)
+ : QGLWidget(parent),
+ sensitivity(0.1f),
+ painter(0),
+ showFrameRate(false)
+{
+#if (QT_VERSION >= QT_VERSION_CHECK(4, 7, 2))
+ setAttribute(Qt::WA_LockPortraitOrientation);
+#endif
+
+ mainCamera = new Camera(this);
+
+ roomCamera = new Camera(this);
+ roomCamera->setAdjustForAspectRatio(false);
+
+//! [accelerometer]
+ sensor = new QAccelerometer(this);
+ connect(sensor, SIGNAL(readingChanged()), this, SLOT(accelerometerTimeout()));
+ sensor->addFilter(new smoothedaccelerometerfilter(this));
+ sensor->start();
+//! [accelerometer]
+
+ 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
+}
+
+//! [accelerometer2]
+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);
+}
+//! [accelerometer2]