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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the examples 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 "glwidget.h"
+#include <QtGui/QImage>
+
+#include <math.h>
+
+static GLint cubeArray[][3] = {
+ {0, 0, 0}, {0, 1, 0}, {1, 1, 0}, {1, 0, 0},
+ {0, 0, 1}, {1, 0, 1}, {1, 1, 1}, {0, 1, 1},
+ {0, 0, 0}, {1, 0, 0}, {1, 0, 1}, {0, 0, 1},
+ {0, 1, 0}, {0, 1, 1}, {1, 1, 1}, {1, 1, 0},
+ {0, 1, 0}, {0, 0, 0}, {0, 0, 1}, {0, 1, 1},
+ {1, 0, 0}, {1, 1, 0}, {1, 1, 1}, {1, 0, 1}
+};
+
+static GLint cubeTextureArray[][2] = {
+ {0, 0}, {1, 0}, {1, 1}, {0, 1},
+ {0, 0}, {0, 1}, {1, 1}, {1, 0},
+ {0, 0}, {1, 0}, {1, 1}, {0, 1},
+ {1, 0}, {0, 0}, {0, 1}, {1, 1},
+ {0, 0}, {1, 0}, {1, 1}, {0, 1},
+ {1, 0}, {0, 0}, {0, 1}, {1, 1}
+};
+
+static GLint faceArray[][2] = {
+ {1, -1}, {1, 1}, {-1, 1}, {-1, -1}
+};
+
+static GLubyte colorArray[][4] = {
+ {102, 176, 54, 255},
+ {81, 141, 41, 255},
+ {62, 108, 32, 255},
+ {45, 79, 23, 255}
+};
+
+GLWidget::GLWidget(QWidget *parent)
+ : QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
+{
+ // create the framebuffer object - make sure to have a current
+ // context before creating it
+ makeCurrent();
+ fbo = new QGLFramebufferObject(512, 512);
+ timerId = startTimer(20);
+ setWindowTitle(tr("OpenGL framebuffer objects 2"));
+}
+
+GLWidget::~GLWidget()
+{
+ glDeleteLists(pbufferList, 1);
+ delete fbo;
+}
+
+void GLWidget::initializeGL()
+{
+ glMatrixMode(GL_MODELVIEW);
+
+ glEnable(GL_CULL_FACE);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glVertexPointer(3, GL_INT, 0, cubeArray);
+ glTexCoordPointer(2, GL_INT, 0, cubeTextureArray);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorArray);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ pbufferList = glGenLists(1);
+ glNewList(pbufferList, GL_COMPILE);
+ {
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+
+ // draw cube background
+ glPushMatrix();
+ glLoadIdentity();
+ glTranslatef(0.5f, 0.5f, -2.0f);
+ glDisable(GL_TEXTURE_2D);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glVertexPointer(2, GL_INT, 0, faceArray);
+ glDrawArrays(GL_QUADS, 0, 4);
+ glVertexPointer(3, GL_INT, 0, cubeArray);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glEnable(GL_TEXTURE_2D);
+ glPopMatrix();
+
+ // draw cube
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ glRotatef(3.0f, 1.0f, 1.0f, 1.0f);
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ glColor4f(0.9f, 0.9f, 0.9f, 1.0f);
+ glDrawArrays(GL_QUADS, 0, 24);
+
+ glPushMatrix(); // this state is popped back in the paintGL() function
+ }
+ glEndList();
+
+ for (int i = 0; i < 3; ++i) {
+ yOffs[i] = 0.0f;
+ xInc[i] = 0.005f;
+ rot[i] = 0.0f;
+ }
+ xOffs[0]= 0.0f;
+ xOffs[1]= 0.5f;
+ xOffs[2]= 1.0f;
+
+ cubeTexture = bindTexture(QImage(":res/cubelogo.png"));
+
+ glPushMatrix(); // push to avoid stack underflow in the first paintGL() call
+}
+
+void GLWidget::resizeGL(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ float aspect = w/(float)(h ? h : 1);
+ glFrustum(-aspect, aspect, -1, 1, 10, 100);
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+ glTranslatef(0.0f, 0.0f, -15.0f);
+}
+
+void GLWidget::paintGL()
+{
+ glPopMatrix(); // pop the matrix pushed in the pbuffer list
+
+ // push the projection matrix and the entire GL state before
+ // doing any rendering into our framebuffer object
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+
+ glViewport(0, 0, fbo->size().width(), fbo->size().height());
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1, 1, -1, 1, -99, 99);
+ glTranslatef(-0.5f, -0.5f, 0.0f);
+ glMatrixMode(GL_MODELVIEW);
+
+ // render to the framebuffer object
+ fbo->bind();
+ glBindTexture(GL_TEXTURE_2D, cubeTexture);
+ glCallList(pbufferList);
+ fbo->release();
+
+ // pop the projection matrix and GL state back for rendering
+ // to the actual widget
+ glPopAttrib();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+
+ glBindTexture(GL_TEXTURE_2D, fbo->texture());
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // draw the background
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glVertexPointer(2, GL_INT, 0, faceArray);
+ glTranslatef(-1.2f, -0.8f, 0.0f);
+ glScalef(0.2f, 0.2f, 0.2f);
+ for (int y = 0; y < 5; ++y) {
+ for (int x = 0; x < 5; ++x) {
+ glTranslatef(2.0f, 0, 0);
+ glColor4f(0.8f, 0.8f, 0.8f, 1.0f);
+ glDrawArrays(GL_QUADS, 0, 4);
+ }
+ glTranslatef(-10.0f, 2.0f, 0);
+ }
+ glVertexPointer(3, GL_INT, 0, cubeArray);
+
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+
+ // draw the bouncing cubes
+ drawCube(0, 0.0f, 1.5f, 2.5f, 1.5f);
+ drawCube(1, 1.0f, 2.0f, 2.5f, 2.0f);
+ drawCube(2, 2.0f, 3.5f, 2.5f, 2.5f);
+ glPopMatrix();
+}
+
+void GLWidget::drawCube(int i, GLfloat z, GLfloat rotation, GLfloat jmp, GLfloat amp)
+{
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(xOffs[i], yOffs[i], z);
+ glTranslatef(0.5f, 0.5f, 0.5f);
+ GLfloat scale = 0.75 + i*(0.25f/2);
+ glScalef(scale, scale, scale);
+ glRotatef(rot[i], 1.0f, 1.0f, 1.0f);
+ glTranslatef(-0.5f, -0.5f, -0.5f);
+
+ glColor4f(1.0f, 1.0f, 1.0f, 0.8f);
+ glDrawArrays(GL_QUADS, 0, 24);
+
+ if (xOffs[i] > 1.0f || xOffs[i] < -1.0f) {
+ xInc[i] = -xInc[i];
+ xOffs[i] = xOffs[i] > 1.0f ? 1.0f : -1.0f;
+ }
+ xOffs[i] += xInc[i];
+ yOffs[i] = qAbs(cos((-3.141592f * jmp) * xOffs[i]) * amp) - 1;
+ rot[i] += rotation;
+}