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+/****************************************************************************
+**
+** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia Plc 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 <QMouseEvent>
+#include <QOpenGLShaderProgram>
+#include <QCoreApplication>
+#include <math.h>
+
+GLWidget::GLWidget(QWidget *parent)
+ : QOpenGLWidget(parent),
+ m_xRot(0),
+ m_yRot(0),
+ m_zRot(0),
+ m_program(0)
+{
+ m_core = QCoreApplication::arguments().contains(QStringLiteral("--coreprofile"));
+ // --transparent causes the clear color to be transparent. Therefore, on systems that
+ // support it, the widget will become transparent apart from the logo.
+ m_transparent = QCoreApplication::arguments().contains(QStringLiteral("--transparent"));
+ if (m_transparent)
+ setAttribute(Qt::WA_TranslucentBackground);
+}
+
+GLWidget::~GLWidget()
+{
+ cleanup();
+}
+
+QSize GLWidget::minimumSizeHint() const
+{
+ return QSize(50, 50);
+}
+
+QSize GLWidget::sizeHint() const
+{
+ return QSize(400, 400);
+}
+
+static void qNormalizeAngle(int &angle)
+{
+ while (angle < 0)
+ angle += 360 * 16;
+ while (angle > 360 * 16)
+ angle -= 360 * 16;
+}
+
+void GLWidget::setXRotation(int angle)
+{
+ qNormalizeAngle(angle);
+ if (angle != m_xRot) {
+ m_xRot = angle;
+ emit xRotationChanged(angle);
+ update();
+ }
+}
+
+void GLWidget::setYRotation(int angle)
+{
+ qNormalizeAngle(angle);
+ if (angle != m_yRot) {
+ m_yRot = angle;
+ emit yRotationChanged(angle);
+ update();
+ }
+}
+
+void GLWidget::setZRotation(int angle)
+{
+ qNormalizeAngle(angle);
+ if (angle != m_zRot) {
+ m_zRot = angle;
+ emit zRotationChanged(angle);
+ update();
+ }
+}
+
+void GLWidget::cleanup()
+{
+ makeCurrent();
+ m_logoVbo.destroy();
+ delete m_program;
+ m_program = 0;
+ doneCurrent();
+}
+
+static const char *vertexShaderSourceCore =
+ "#version 150\n"
+ "in vec4 vertex;\n"
+ "in vec3 normal;\n"
+ "out vec3 vert;\n"
+ "out vec3 vertNormal;\n"
+ "uniform mat4 projMatrix;\n"
+ "uniform mat4 mvMatrix;\n"
+ "uniform mat3 normalMatrix;\n"
+ "void main() {\n"
+ " vert = vertex.xyz;\n"
+ " vertNormal = normalMatrix * normal;\n"
+ " gl_Position = projMatrix * mvMatrix * vertex;\n"
+ "}\n";
+
+static const char *fragmentShaderSourceCore =
+ "#version 150\n"
+ "in highp vec3 vert;\n"
+ "in highp vec3 vertNormal;\n"
+ "out highp vec4 fragColor;\n"
+ "uniform highp vec3 lightPos;\n"
+ "void main() {\n"
+ " highp vec3 L = normalize(lightPos - vert);\n"
+ " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
+ " highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
+ " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
+ " fragColor = vec4(col, 1.0);\n"
+ "}\n";
+
+static const char *vertexShaderSource =
+ "attribute vec4 vertex;\n"
+ "attribute vec3 normal;\n"
+ "varying vec3 vert;\n"
+ "varying vec3 vertNormal;\n"
+ "uniform mat4 projMatrix;\n"
+ "uniform mat4 mvMatrix;\n"
+ "uniform mat3 normalMatrix;\n"
+ "void main() {\n"
+ " vert = vertex.xyz;\n"
+ " vertNormal = normalMatrix * normal;\n"
+ " gl_Position = projMatrix * mvMatrix * vertex;\n"
+ "}\n";
+
+static const char *fragmentShaderSource =
+ "varying highp vec3 vert;\n"
+ "varying highp vec3 vertNormal;\n"
+ "uniform highp vec3 lightPos;\n"
+ "void main() {\n"
+ " highp vec3 L = normalize(lightPos - vert);\n"
+ " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
+ " highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
+ " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
+ " gl_FragColor = vec4(col, 1.0);\n"
+ "}\n";
+
+void GLWidget::initializeGL()
+{
+ // In this example the widget's corresponding top-level window can change
+ // several times during the widget's lifetime. Whenever this happens, the
+ // QOpenGLWidget's associated context is destroyed and a new one is created.
+ // Therefore we have to be prepared to clean up the resources on the
+ // aboutToBeDestroyed() signal, instead of the destructor. The emission of
+ // the signal will be followed by an invocation of initializeGL() where we
+ // can recreate all resources.
+ connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
+
+ initializeOpenGLFunctions();
+ glClearColor(0, 0, 0, m_transparent ? 0 : 1);
+
+ m_program = new QOpenGLShaderProgram;
+ m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
+ m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
+ m_program->bindAttributeLocation("vertex", 0);
+ m_program->bindAttributeLocation("normal", 1);
+ m_program->link();
+
+ m_program->bind();
+ m_projMatrixLoc = m_program->uniformLocation("projMatrix");
+ m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
+ m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
+ m_lightPosLoc = m_program->uniformLocation("lightPos");
+
+ // Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
+ // implementations this is optional and support may not be present
+ // at all. Nonetheless the below code works in all cases and makes
+ // sure there is a VAO when one is needed.
+ m_vao.create();
+ QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
+
+ // Setup our vertex buffer object.
+ m_logoVbo.create();
+ m_logoVbo.bind();
+ m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
+
+ // Store the vertex attribute bindings for the program.
+ setupVertexAttribs();
+
+ // Our camera never changes in this example.
+ m_camera.setToIdentity();
+ m_camera.translate(0, 0, -1);
+
+ // Light position is fixed.
+ m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
+
+ m_program->release();
+}
+
+void GLWidget::setupVertexAttribs()
+{
+ m_logoVbo.bind();
+ QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
+ f->glEnableVertexAttribArray(0);
+ f->glEnableVertexAttribArray(1);
+ f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
+ f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
+ m_logoVbo.release();
+}
+
+void GLWidget::paintGL()
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ m_world.setToIdentity();
+ m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
+ m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
+ m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
+
+ QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
+ m_program->bind();
+ m_program->setUniformValue(m_projMatrixLoc, m_proj);
+ m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
+ QMatrix3x3 normalMatrix = m_world.normalMatrix();
+ m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
+
+ glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
+
+ m_program->release();
+}
+
+void GLWidget::resizeGL(int w, int h)
+{
+ m_proj.setToIdentity();
+ m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
+}
+
+void GLWidget::mousePressEvent(QMouseEvent *event)
+{
+ m_lastPos = event->pos();
+}
+
+void GLWidget::mouseMoveEvent(QMouseEvent *event)
+{
+ int dx = event->x() - m_lastPos.x();
+ int dy = event->y() - m_lastPos.y();
+
+ if (event->buttons() & Qt::LeftButton) {
+ setXRotation(m_xRot + 8 * dy);
+ setYRotation(m_yRot + 8 * dx);
+ } else if (event->buttons() & Qt::RightButton) {
+ setXRotation(m_xRot + 8 * dy);
+ setZRotation(m_zRot + 8 * dx);
+ }
+ m_lastPos = event->pos();
+}