/**************************************************************************** ** ** 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 QtSensors module 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 "painter.h" #include "light.h" #include "lightmodel.h" #include "material.h" FixedFunctionPainter::FixedFunctionPainter() { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDisable(GL_CULL_FACE); } static void setMatrix(GLenum type, const QMatrix4x4 &matrix) { glMatrixMode(type); if (sizeof(qreal) == sizeof(GLfloat)) { glLoadMatrixf(reinterpret_cast(matrix.constData())); } else { GLfloat mat[16]; const qreal *m = matrix.constData(); for (int index = 0; index < 16; ++index) mat[index] = m[index]; glLoadMatrixf(mat); } } void FixedFunctionPainter::setMatrices (const QMatrix4x4 &mv, const QMatrix4x4 &proj) { setMatrix(GL_PROJECTION, proj); setMatrix(GL_MODELVIEW, mv); } static void setLight(int light, const Light *parameters, const QMatrix4x4& transform = QMatrix4x4()) { GLfloat params[4]; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); QColor color = parameters->ambientColor(); params[0] = color.redF(); params[1] = color.greenF(); params[2] = color.blueF(); params[3] = color.alphaF(); glLightfv(light, GL_AMBIENT, params); color = parameters->diffuseColor(); params[0] = color.redF(); params[1] = color.greenF(); params[2] = color.blueF(); params[3] = color.alphaF(); glLightfv(light, GL_DIFFUSE, params); color = parameters->specularColor(); params[0] = color.redF(); params[1] = color.greenF(); params[2] = color.blueF(); params[3] = color.alphaF(); glLightfv(light, GL_SPECULAR, params); QVector4D vector = parameters->eyePosition(transform); params[0] = vector.x(); params[1] = vector.y(); params[2] = vector.z(); params[3] = vector.w(); glLightfv(light, GL_POSITION, params); QVector3D spotDirection = parameters->eyeSpotDirection(transform); params[0] = spotDirection.x(); params[1] = spotDirection.y(); params[2] = spotDirection.z(); glLightfv(light, GL_SPOT_DIRECTION, params); params[0] = parameters->spotExponent(); glLightfv(light, GL_SPOT_EXPONENT, params); params[0] = parameters->spotAngle(); glLightfv(light, GL_SPOT_CUTOFF, params); params[0] = parameters->constantAttenuation(); glLightfv(light, GL_CONSTANT_ATTENUATION, params); params[0] = parameters->linearAttenuation(); glLightfv(light, GL_LINEAR_ATTENUATION, params); params[0] = parameters->quadraticAttenuation(); glLightfv(light, GL_QUADRATIC_ATTENUATION, params); glPopMatrix(); } static void setLightModel(const LightModel *lightModel) { GLfloat values[4]; #ifdef GL_LIGHT_MODEL_TWO_SIDE if (lightModel->model() == LightModel::TwoSided) values[0] = 1.0f; else values[0] = 0.0f; glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, values); #endif #ifdef GL_LIGHT_MODEL_COLOR_CONTROL if (lightModel->colorControl() == LightModel::SeparateSpecularColor) values[0] = GL_SEPARATE_SPECULAR_COLOR; else values[0] = GL_SINGLE_COLOR; glLightModelfv(GL_LIGHT_MODEL_COLOR_CONTROL, values); #endif #ifdef GL_LIGHT_MODEL_LOCAL_VIEWER if (lightModel->viewerPosition() == LightModel::LocalViewer) values[0] = 1.0f; else values[0] = 0.0f; glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, values); #endif #ifdef GL_LIGHT_MODEL_AMBIENT QColor color = lightModel->ambientSceneColor(); values[0] = color.redF(); values[1] = color.blueF(); values[2] = color.greenF(); values[3] = color.alphaF(); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, values); #endif } static void setMaterial(int face, const Material *parameters) { GLfloat params[17]; QColor mcolor = parameters->ambientColor(); params[0] = mcolor.redF(); params[1] = mcolor.greenF(); params[2] = mcolor.blueF(); params[3] = mcolor.alphaF(); mcolor = parameters->diffuseColor(); params[4] = mcolor.redF(); params[5] = mcolor.greenF(); params[6] = mcolor.blueF(); params[7] = mcolor.alphaF(); mcolor = parameters->specularColor(); params[8] = mcolor.redF(); params[9] = mcolor.greenF(); params[10] = mcolor.blueF(); params[11] = mcolor.alphaF(); mcolor = parameters->emittedLight(); params[12] = mcolor.redF(); params[13] = mcolor.greenF(); params[14] = mcolor.blueF(); params[15] = mcolor.alphaF(); params[16] = parameters->shininess(); glMaterialfv(face, GL_AMBIENT, params); glMaterialfv(face, GL_DIFFUSE, params + 4); glMaterialfv(face, GL_SPECULAR, params + 8); glMaterialfv(face, GL_EMISSION, params + 12); glMaterialfv(face, GL_SHININESS, params + 16); } void FixedFunctionPainter::selectMaterial(Material *material) { ::setLight(GL_LIGHT0, light); ::setLightModel(lightModel); ::setMaterial(GL_FRONT_AND_BACK, material); glDisable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void FixedFunctionPainter::selectTexturedMaterial(Material *material) { ::setLight(GL_LIGHT0, light); ::setLightModel(lightModel); ::setMaterial(GL_FRONT_AND_BACK, material); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); } void FixedFunctionPainter::setVertices(const float *array, int stride) { glVertexPointer(3, GL_FLOAT, stride * sizeof(float), array); } void FixedFunctionPainter::setTexCoords(const float *array, int stride) { glTexCoordPointer(2, GL_FLOAT, stride * sizeof(float), array); } void FixedFunctionPainter::setNormals(const float *array, int stride) { glNormalPointer(GL_FLOAT, stride * sizeof(float), array); }