StereoView::StereoView(QWidget *parent) : QGLView(parent) { scene = new QGLSceneNode(this); QGLSceneNode *teapot; QGLSceneNode *cube; { QGLBuilder builder; builder << QGLTeapot(); teapot = builder.finalizedSceneNode(); } { QGLBuilder builder; builder.newSection(QGL::Faceted); builder << QGLCube(1.0f); cube = builder.finalizedSceneNode(); } cube->setPosition(QVector3D(-1.0f, 0.0f, 2.0f)); scene->addNode(teapot); scene->addNode(cube); QGLMaterial *china = new QGLMaterial(this); china->setAmbientColor(QColor(192, 150, 128)); china->setSpecularColor(QColor(60, 60, 60)); china->setShininess(128); scene->setMaterial(china); scene->setEffect(QGL::LitMaterial); camera()->setEye(QVector3D(0.0f, 0.0f, 15.0f)); camera()->setEyeSeparation(0.2f); }
/* Creates the scene of balls */ void ModelBall::createScene() { qsrand(QDateTime::currentMSecsSinceEpoch()); QGLMaterial *material = new QGLMaterial(); material->setColor(Qt::blue); material->setSpecularColor(QColor(SPECULAR_COLOR)); material->setAmbientColor(QColor(AMBIENT_COLOR)); material->setEmittedLight(QColor(EMITTED_LIGHT_COLOR)); material->setShininess(SHININESS); for (int i = 0; i < ANIMATION_BALLS; i++) { _nodes.append(createNode(material)); _phase[i] = 2 * M_PI / ANIMATION_BALLS * i - M_PI; } _mainNode = _nodes.first(); }
void loadProperty(const QString &property, QTextStream &value) { if (property == "material") { QGLMaterial *mat = new QGLMaterial(); QString name, file; value >> name >> file; if (file != "-") { QGLTexture2D *tex = new QGLTexture2D(); tex->setImage(QImage(dataDir + file)); mat->setTexture(tex); mat->setTextureCombineMode(QGLMaterial::Decal); } int r, g, b; value >> r >> g >> b; if (r != -1) mat->setAmbientColor(QColor(r, g, b)); value >> r >> g >> b; if (r != -1) mat->setDiffuseColor(QColor(r, g, b)); value >> r >> g >> b; if (r != -1) mat->setSpecularColor(QColor(r, g, b)); qreal shin; value >> shin; mat->setShininess(shin); palette.insert(name, mat); } else if (property == "size") {
/*! Initializes the Qt3D materials used in the application. */ void GameView::initializeMaterials() { m_MaterialCollection = new QGLMaterialCollection(this); QGLTexture2D *lightTexture = new QGLTexture2D; lightTexture->setImage(QImage(":/reflectionmap.png")); QColor ambientColor = QColor(64, 64, 190); QGLMaterial *material = new QGLMaterial; material->setObjectName("PauseButtonMaterial"); QGLTexture2D *texture = new QGLTexture2D; texture->setImage(QImage(":/pause_button.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); // Black hole material material = new QGLMaterial; material->setObjectName("BlackHoleMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/BlackHole.jpg")); material->setTexture(texture); texture = new QGLTexture2D; texture->setImage(QImage(":/bh_sprial.png")); material->setTexture(texture, 1); material->setTextureCombineMode(QGLMaterial::Replace); m_MaterialCollection->addMaterial(material); // Black hole center material material = new QGLMaterial; material->setObjectName("BlackHoleFrontMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/bh_sprial.png")); material->setTexture(texture); material->setTexture(lightTexture, 1); m_MaterialCollection->addMaterial(material); // Platform material material = new QGLMaterial; material->setObjectName("PlatformMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/platformtex.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); // Blok material material = new QGLMaterial; material->setObjectName("BlokMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/SimpleBlock.png")); material->setTexture(texture); material->setTexture(lightTexture, 1); material->setAmbientColor(ambientColor); material->setShininess(0.2f); m_MaterialCollection->addMaterial(material); // Ball materials material = new QGLMaterial; material->setObjectName("BallMaterial1"); material->setAmbientColor(ambientColor); material->setDiffuseColor(QColor(255, 255, 64)); material->setTexture(texture, 0); material->setTexture(lightTexture, 1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("BallMaterial2"); material->setAmbientColor(ambientColor); material->setDiffuseColor(QColor(255, 64, 64)); material->setTexture(texture, 0); material->setTexture(lightTexture, 1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("BallMaterial3"); material->setDiffuseColor(QColor(64, 64, 255)); material->setAmbientColor(ambientColor); material->setTexture(texture, 0); material->setTexture(lightTexture, 1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("BallMaterial4"); material->setDiffuseColor(QColor(64, 255, 64)); material->setAmbientColor(ambientColor); material->setTexture(texture, 0); material->setTexture(lightTexture,1); material->setShininess(1.0f); material->setSpecularColor(material->diffuseColor()); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("LightFlareMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/flare.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); material = new QGLMaterial; material->setObjectName("FontMaterial"); texture = new QGLTexture2D; texture->setImage(QImage(":/scorefont.png")); material->setTexture(texture); m_MaterialCollection->addMaterial(material); }