qt5base-lts/examples/opengl/legacy/pbuffers/cube.cpp

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#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();
Make gui/math3d classes use float rather than qreal This corrects the mismatch between using floats for internal storage and qreal in the API of QVector*D which leads to lots of implicit casts between double and float. This change also stops users from being surprised by the loss of precision when using these classes on desktop platforms and removes the need for the private constructors taking a dummy int as the final argument. The QMatrix4x4 and QQuaternion classes have been changed to use float for their internal storage since these are meant to be used in conjunction with the QVector*D classes. This is to prevent unexpected loss of precision and to improve performance. The on-disk format has also been changed from double to float thereby reducing the storage required when streaming vectors and matrices. This is potentially a large saving when working with complex 3D meshes etc. This also has a significant performance improvement when passing matrices to QOpenGLShaderProgram (and QGLShaderProgram) as we no longer have to iterate and convert the data to floats. This is an operation that could easily be needed many times per frame. This change also opens the door for further optimisations of these classes to be implemented by using SIMD intrinsics. This needs to be applied in conjunction with https://codereview.qt-project.org/#change,33548 Task-number: QTBUG-21035 Task-number: QTBUG-20661 Change-Id: I9321b06040ffb93ae1cbd72fd2013267ac901b2e Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
2012-08-20 19:55:40 +00:00
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;
}