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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
+** the names of its contributors may be used to endorse or promote
+** products derived from this software without specific prior written
+** permission.
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "openglwindow.h"
+
+#include <QtGui/QGuiApplication>
+#include <QtGui/QMatrix4x4>
+#include <QtGui/QOpenGLShaderProgram>
+#include <QtGui/QScreen>
+
+#include <QtCore/qmath.h>
+
+//! [1]
+class TriangleWindow : public OpenGLWindow
+{
+public:
+ TriangleWindow();
+
+ void initialize();
+ void render();
+
+private:
+ GLuint loadShader(GLenum type, const char *source);
+
+ GLuint m_posAttr;
+ GLuint m_colAttr;
+ GLuint m_matrixUniform;
+
+ QOpenGLShaderProgram *m_program;
+ int m_frame;
+};
+
+TriangleWindow::TriangleWindow()
+ : m_program(0)
+ , m_frame(0)
+{
+}
+//! [1]
+
+//! [2]
+int main(int argc, char **argv)
+{
+ QGuiApplication app(argc, argv);
+
+ QSurfaceFormat format;
+ format.setSamples(4);
+
+ TriangleWindow window;
+ window.setFormat(format);
+ window.resize(640, 480);
+ window.show();
+
+ window.setAnimating(true);
+
+ return app.exec();
+}
+//! [2]
+
+
+//! [3]
+static const char *vertexShaderSource =
+ "attribute highp vec4 posAttr;\n"
+ "attribute lowp vec4 colAttr;\n"
+ "varying lowp vec4 col;\n"
+ "uniform highp mat4 matrix;\n"
+ "void main() {\n"
+ " col = colAttr;\n"
+ " gl_Position = matrix * posAttr;\n"
+ "}\n";
+
+static const char *fragmentShaderSource =
+ "varying lowp vec4 col;\n"
+ "void main() {\n"
+ " gl_FragColor = col;\n"
+ "}\n";
+//! [3]
+
+//! [4]
+GLuint TriangleWindow::loadShader(GLenum type, const char *source)
+{
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &source, 0);
+ glCompileShader(shader);
+ return shader;
+}
+
+void TriangleWindow::initialize()
+{
+ m_program = new QOpenGLShaderProgram(this);
+ m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
+ m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
+ m_program->link();
+ m_posAttr = m_program->attributeLocation("posAttr");
+ m_colAttr = m_program->attributeLocation("colAttr");
+ m_matrixUniform = m_program->uniformLocation("matrix");
+}
+//! [4]
+
+//! [5]
+void TriangleWindow::render()
+{
+ glViewport(0, 0, width(), height());
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ m_program->bind();
+
+ QMatrix4x4 matrix;
+ matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
+ matrix.translate(0, 0, -2);
+ matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);
+
+ m_program->setUniformValue(m_matrixUniform, matrix);
+
+ GLfloat vertices[] = {
+ 0.0f, 0.707f,
+ -0.5f, -0.5f,
+ 0.5f, -0.5f
+ };
+
+ GLfloat colors[] = {
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f
+ };
+
+ glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+ glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);
+
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(0);
+
+ m_program->release();
+
+ ++m_frame;
+}
+//! [5]