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authorSamuel Rødal <samuel.rodal@nokia.com>2011-04-27 17:49:30 +0200
committerSamuel Rødal <samuel.rodal@nokia.com>2011-04-28 15:39:54 +0200
commitf1601a4930ea138955569ebc489d7d73e469b21b (patch)
tree26a955fb7d343c531a78ab3f61c92e54ab147c82 /examples/opengl/hellowindow/hellowindow.cpp
parentbbee0db8f99a6a2f3926ca1b4118189fb5a957dc (diff)
Added QWindow example in examples/opengl/hellowindow.
(cherry picked from commit 712f5fe0acc7ef73117151cd8206a0d4f5d01428)
Diffstat (limited to 'examples/opengl/hellowindow/hellowindow.cpp')
-rw-r--r--examples/opengl/hellowindow/hellowindow.cpp259
1 files changed, 259 insertions, 0 deletions
diff --git a/examples/opengl/hellowindow/hellowindow.cpp b/examples/opengl/hellowindow/hellowindow.cpp
new file mode 100644
index 0000000000..f74d321fd9
--- /dev/null
+++ b/examples/opengl/hellowindow/hellowindow.cpp
@@ -0,0 +1,259 @@
+#include "hellowindow.h"
+
+#include <QWindowContext>
+
+#include <QTimer>
+
+#include <qmath.h>
+
+HelloWindow::HelloWindow()
+ : colorIndex(0)
+{
+ setSurfaceType(OpenGLSurface);
+
+ QWindowFormat format;
+ format.setDepthBufferSize(16);
+ format.setSamples(4);
+
+ setWindowFormat(format);
+
+ setGeometry(QRect(10, 10, 640, 480));
+
+ create();
+
+ initialize();
+
+ QTimer *timer = new QTimer(this);
+ timer->start(10);
+
+ connect(timer, SIGNAL(timeout()), this, SLOT(render()));
+}
+
+void HelloWindow::mousePressEvent(QMouseEvent *)
+{
+ updateColor();
+}
+
+void HelloWindow::updateColor()
+{
+ float colors[][4] =
+ {
+ { 0.4, 1.0, 0.0, 0.0 },
+ { 0.0, 0.4, 1.0, 0.0 }
+ };
+
+ glContext()->makeCurrent();
+
+ program.bind();
+ program.setUniformValue(colorUniform, colors[colorIndex][0], colors[colorIndex][1], colors[colorIndex][2], colors[colorIndex][3]);
+ program.release();
+
+ colorIndex++;
+ if (colorIndex >= sizeof(colors) / sizeof(colors[0]))
+ colorIndex = 0;
+}
+
+void HelloWindow::render()
+{
+ glContext()->makeCurrent();
+
+ glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glFrontFace(GL_CW);
+ glCullFace(GL_FRONT);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+
+ QMatrix4x4 modelview;
+ modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
+ modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
+ modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
+ modelview.scale(m_fScale);
+ modelview.translate(0.0f, -0.2f, 0.0f);
+
+ program.bind();
+ program.setUniformValue(matrixUniform, modelview);
+ paintQtLogo();
+ program.release();
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ glContext()->swapBuffers();
+
+ m_fAngle += 1.0f;
+}
+
+void HelloWindow::paintQtLogo()
+{
+ program.enableAttributeArray(normalAttr);
+ program.enableAttributeArray(vertexAttr);
+ program.setAttributeArray(vertexAttr, vertices.constData());
+ program.setAttributeArray(normalAttr, normals.constData());
+ glDrawArrays(GL_TRIANGLES, 0, vertices.size());
+ program.disableAttributeArray(normalAttr);
+ program.disableAttributeArray(vertexAttr);
+}
+
+void HelloWindow::initialize()
+{
+ glContext()->makeCurrent();
+
+ glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+
+ QGLShader *vshader = new QGLShader(QGLShader::Vertex, this);
+ const char *vsrc =
+ "attribute highp vec4 vertex;\n"
+ "attribute mediump vec3 normal;\n"
+ "uniform mediump mat4 matrix;\n"
+ "uniform lowp vec4 sourceColor;\n"
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
+ " float angle = max(dot(normal, toLight), 0.0);\n"
+ " vec3 col = sourceColor.rgb;\n"
+ " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
+ " color = clamp(color, 0.0, 1.0);\n"
+ " gl_Position = matrix * vertex;\n"
+ "}\n";
+ vshader->compileSourceCode(vsrc);
+
+ QGLShader *fshader = new QGLShader(QGLShader::Fragment, this);
+ const char *fsrc =
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+ fshader->compileSourceCode(fsrc);
+
+ program.addShader(vshader);
+ program.addShader(fshader);
+ program.link();
+
+ vertexAttr = program.attributeLocation("vertex");
+ normalAttr = program.attributeLocation("normal");
+ matrixUniform = program.uniformLocation("matrix");
+ colorUniform = program.uniformLocation("sourceColor");
+
+ m_fAngle = 0;
+ m_fScale = 1;
+ createGeometry();
+ updateColor();
+}
+
+void HelloWindow::createGeometry()
+{
+ vertices.clear();
+ normals.clear();
+
+ qreal x1 = +0.06f;
+ qreal y1 = -0.14f;
+ qreal x2 = +0.14f;
+ qreal y2 = -0.06f;
+ qreal x3 = +0.08f;
+ qreal y3 = +0.00f;
+ qreal x4 = +0.30f;
+ qreal y4 = +0.22f;
+
+ quad(x1, y1, x2, y2, y2, x2, y1, x1);
+ quad(x3, y3, x4, y4, y4, x4, y3, x3);
+
+ extrude(x1, y1, x2, y2);
+ extrude(x2, y2, y2, x2);
+ extrude(y2, x2, y1, x1);
+ extrude(y1, x1, x1, y1);
+ extrude(x3, y3, x4, y4);
+ extrude(x4, y4, y4, x4);
+ extrude(y4, x4, y3, x3);
+
+ const qreal Pi = 3.14159f;
+ const int NumSectors = 100;
+
+ for (int i = 0; i < NumSectors; ++i) {
+ qreal angle1 = (i * 2 * Pi) / NumSectors;
+ qreal x5 = 0.30 * qSin(angle1);
+ qreal y5 = 0.30 * qCos(angle1);
+ qreal x6 = 0.20 * qSin(angle1);
+ qreal y6 = 0.20 * qCos(angle1);
+
+ qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
+ qreal x7 = 0.20 * qSin(angle2);
+ qreal y7 = 0.20 * qCos(angle2);
+ qreal x8 = 0.30 * qSin(angle2);
+ qreal y8 = 0.30 * qCos(angle2);
+
+ quad(x5, y5, x6, y6, x7, y7, x8, y8);
+
+ extrude(x6, y6, x7, y7);
+ extrude(x8, y8, x5, y5);
+ }
+
+ for (int i = 0;i < vertices.size();i++)
+ vertices[i] *= 2.0f;
+}
+
+void HelloWindow::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
+{
+ vertices << QVector3D(x1, y1, -0.05f);
+ vertices << QVector3D(x2, y2, -0.05f);
+ vertices << QVector3D(x4, y4, -0.05f);
+
+ vertices << QVector3D(x3, y3, -0.05f);
+ vertices << QVector3D(x4, y4, -0.05f);
+ vertices << QVector3D(x2, y2, -0.05f);
+
+ QVector3D n = QVector3D::normal
+ (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
+
+ normals << n;
+ normals << n;
+ normals << n;
+
+ normals << n;
+ normals << n;
+ normals << n;
+
+ vertices << QVector3D(x4, y4, 0.05f);
+ vertices << QVector3D(x2, y2, 0.05f);
+ vertices << QVector3D(x1, y1, 0.05f);
+
+ vertices << QVector3D(x2, y2, 0.05f);
+ vertices << QVector3D(x4, y4, 0.05f);
+ vertices << QVector3D(x3, y3, 0.05f);
+
+ n = QVector3D::normal
+ (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
+
+ normals << n;
+ normals << n;
+ normals << n;
+
+ normals << n;
+ normals << n;
+ normals << n;
+}
+
+void HelloWindow::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
+{
+ vertices << QVector3D(x1, y1, +0.05f);
+ vertices << QVector3D(x2, y2, +0.05f);
+ vertices << QVector3D(x1, y1, -0.05f);
+
+ vertices << QVector3D(x2, y2, -0.05f);
+ vertices << QVector3D(x1, y1, -0.05f);
+ vertices << QVector3D(x2, y2, +0.05f);
+
+ QVector3D n = QVector3D::normal
+ (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
+
+ normals << n;
+ normals << n;
+ normals << n;
+
+ normals << n;
+ normals << n;
+ normals << n;
+}