diff -r 2b40d63a9c3d -r 90517678cc4f qtmobility/examples/sensors/cubehouse/painter_fixed.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/qtmobility/examples/sensors/cubehouse/painter_fixed.cpp Mon May 03 13:18:40 2010 +0300 @@ -0,0 +1,243 @@ +/**************************************************************************** +** +** 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 Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#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); +}