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authorChristian Ehrlicher <ch.ehrlicher@gmx.de>2019-09-13 20:43:09 +0200
committerChristian Ehrlicher <ch.ehrlicher@gmx.de>2019-09-30 22:16:27 +0200
commitb0042601ed8056c9ed6056c26f71dfa9fbc951ce (patch)
tree9288bbda958a9e0755d3179de0fe5325d9bd7898 /examples/opengl/hellogles3/glwindow.cpp
parentfbda189e081e6c7abf82334c0ac71b16ec2c37dd (diff)
Cleanup QtOpenGL examples
Cleanup the OpenGL examples - use nullptr (clang-tidy) - use member-initialization - avoid redundant checks for != nullptr when deleting a pointer Change-Id: I3e4702690ed79e71c3e952d51ceef83b907b45b7 Reviewed-by: Edward Welbourne <edward.welbourne@qt.io> Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'examples/opengl/hellogles3/glwindow.cpp')
-rw-r--r--examples/opengl/hellogles3/glwindow.cpp32
1 files changed, 6 insertions, 26 deletions
diff --git a/examples/opengl/hellogles3/glwindow.cpp b/examples/opengl/hellogles3/glwindow.cpp
index 9458b74810..c644faa9a6 100644
--- a/examples/opengl/hellogles3/glwindow.cpp
+++ b/examples/opengl/hellogles3/glwindow.cpp
@@ -57,19 +57,10 @@
#include <QOpenGLVertexArrayObject>
#include <QOpenGLExtraFunctions>
#include <QPropertyAnimation>
-#include <QPauseAnimation>
#include <QSequentialAnimationGroup>
#include <QTimer>
GLWindow::GLWindow()
- : m_texture(0),
- m_program(0),
- m_vbo(0),
- m_vao(0),
- m_target(0, 0, -1),
- m_uniformsDirty(true),
- m_r(0),
- m_r2(0)
{
m_world.setToIdentity();
m_world.translate(0, 0, -1);
@@ -197,18 +188,12 @@ void GLWindow::initializeGL()
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
- if (m_texture) {
- delete m_texture;
- m_texture = 0;
- }
QImage img(":/qtlogo.png");
Q_ASSERT(!img.isNull());
+ delete m_texture;
m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
- if (m_program) {
- delete m_program;
- m_program = 0;
- }
+ delete m_program;
m_program = new QOpenGLShaderProgram;
// Prepend the correct version directive to the sources. The rest is the
// same, thanks to the common GLSL syntax.
@@ -223,26 +208,21 @@ void GLWindow::initializeGL()
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
- if (m_vao) {
- delete m_vao;
- m_vao = 0;
- }
+ delete m_vao;
m_vao = new QOpenGLVertexArrayObject;
if (m_vao->create())
m_vao->bind();
- if (m_vbo) {
- delete m_vbo;
- m_vbo = 0;
- }
m_program->bind();
+ delete m_vbo;
m_vbo = new QOpenGLBuffer;
m_vbo->create();
m_vbo->bind();
m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
- f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
+ f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
+ nullptr);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
m_vbo->release();