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diff --git a/examples/opengl/hellogl_es2/glwidget.cpp b/examples/opengl/hellogl_es2/glwidget.cpp
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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 <QPainter>
+#include <QPaintEngine>
+#include <math.h>
+
+#include "bubble.h"
+
+
+const int bubbleNum = 8;
+
+GLWidget::GLWidget(QWidget *parent)
+ : QGLWidget(parent)
+{
+ qtLogo = true;
+ frames = 0;
+ setAttribute(Qt::WA_PaintOnScreen);
+ setAttribute(Qt::WA_NoSystemBackground);
+ setAutoBufferSwap(false);
+ m_showBubbles = true;
+#ifndef Q_WS_QWS
+ setMinimumSize(300, 250);
+#endif
+}
+
+GLWidget::~GLWidget()
+{
+}
+
+void GLWidget::setScaling(int scale) {
+
+ if (scale > 50)
+ m_fScale = 1 + qreal(scale -50) / 50 * 0.5;
+ else if (scale < 50)
+ m_fScale = 1- (qreal(50 - scale) / 50 * 1/2);
+ else
+ m_fScale = 1;
+}
+
+void GLWidget::setLogo() {
+ qtLogo = true;
+}
+
+void GLWidget::setTexture() {
+ qtLogo = false;
+}
+
+void GLWidget::showBubbles(bool bubbles)
+{
+ m_showBubbles = bubbles;
+}
+
+void GLWidget::paintQtLogo()
+{
+ program1.enableAttributeArray(normalAttr1);
+ program1.enableAttributeArray(vertexAttr1);
+ program1.setAttributeArray(vertexAttr1, vertices.constData());
+ program1.setAttributeArray(normalAttr1, normals.constData());
+ glDrawArrays(GL_TRIANGLES, 0, vertices.size());
+ program1.disableAttributeArray(normalAttr1);
+ program1.disableAttributeArray(vertexAttr1);
+}
+
+void GLWidget::paintTexturedCube()
+{
+ glBindTexture(GL_TEXTURE_2D, m_uiTexture);
+ GLfloat afVertices[] = {
+ -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
+ 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
+ -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
+ 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
+
+ 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
+ 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
+ -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
+ -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
+
+ 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
+ -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
+ -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
+ 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
+ };
+ program2.setAttributeArray(vertexAttr2, afVertices, 3);
+
+ GLfloat afTexCoord[] = {
+ 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
+ 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
+ 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
+ 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
+
+ 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
+ 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
+ 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
+ 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
+
+ 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
+ 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
+ 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
+ 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
+ };
+ program2.setAttributeArray(texCoordAttr2, afTexCoord, 2);
+
+ GLfloat afNormals[] = {
+
+ 0,0,-1, 0,0,-1, 0,0,-1,
+ 0,0,-1, 0,0,-1, 0,0,-1,
+ 0,0,1, 0,0,1, 0,0,1,
+ 0,0,1, 0,0,1, 0,0,1,
+
+ -1,0,0, -1,0,0, -1,0,0,
+ -1,0,0, -1,0,0, -1,0,0,
+ 1,0,0, 1,0,0, 1,0,0,
+ 1,0,0, 1,0,0, 1,0,0,
+
+ 0,-1,0, 0,-1,0, 0,-1,0,
+ 0,-1,0, 0,-1,0, 0,-1,0,
+ 0,1,0, 0,1,0, 0,1,0,
+ 0,1,0, 0,1,0, 0,1,0
+ };
+ program2.setAttributeArray(normalAttr2, afNormals, 3);
+
+ program2.setUniformValue(textureUniform2, 0); // use texture unit 0
+
+ program2.enableAttributeArray(vertexAttr2);
+ program2.enableAttributeArray(normalAttr2);
+ program2.enableAttributeArray(texCoordAttr2);
+
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+
+ program2.disableAttributeArray(vertexAttr2);
+ program2.disableAttributeArray(normalAttr2);
+ program2.disableAttributeArray(texCoordAttr2);
+}
+
+void GLWidget::initializeGL ()
+{
+ glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+
+ glGenTextures(1, &m_uiTexture);
+ m_uiTexture = bindTexture(QImage(":/qt.png"));
+
+ QGLShader *vshader1 = new QGLShader(QGLShader::Vertex, this);
+ const char *vsrc1 =
+ "attribute highp vec4 vertex;\n"
+ "attribute mediump vec3 normal;\n"
+ "uniform mediump mat4 matrix;\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 = vec3(0.40, 1.0, 0.0);\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";
+ vshader1->compileSourceCode(vsrc1);
+
+ QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this);
+ const char *fsrc1 =
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+ fshader1->compileSourceCode(fsrc1);
+
+ program1.addShader(vshader1);
+ program1.addShader(fshader1);
+ program1.link();
+
+ vertexAttr1 = program1.attributeLocation("vertex");
+ normalAttr1 = program1.attributeLocation("normal");
+ matrixUniform1 = program1.uniformLocation("matrix");
+
+ QGLShader *vshader2 = new QGLShader(QGLShader::Vertex);
+ const char *vsrc2 =
+ "attribute highp vec4 vertex;\n"
+ "attribute highp vec4 texCoord;\n"
+ "attribute mediump vec3 normal;\n"
+ "uniform mediump mat4 matrix;\n"
+ "varying highp vec4 texc;\n"
+ "varying mediump float angle;\n"
+ "void main(void)\n"
+ "{\n"
+ " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
+ " angle = max(dot(normal, toLight), 0.0);\n"
+ " gl_Position = matrix * vertex;\n"
+ " texc = texCoord;\n"
+ "}\n";
+ vshader2->compileSourceCode(vsrc2);
+
+ QGLShader *fshader2 = new QGLShader(QGLShader::Fragment);
+ const char *fsrc2 =
+ "varying highp vec4 texc;\n"
+ "uniform sampler2D tex;\n"
+ "varying mediump float angle;\n"
+ "void main(void)\n"
+ "{\n"
+ " highp vec3 color = texture2D(tex, texc.st).rgb;\n"
+ " color = color * 0.2 + color * 0.8 * angle;\n"
+ " gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
+ "}\n";
+ fshader2->compileSourceCode(fsrc2);
+
+ program2.addShader(vshader2);
+ program2.addShader(fshader2);
+ program2.link();
+
+ vertexAttr2 = program2.attributeLocation("vertex");
+ normalAttr2 = program2.attributeLocation("normal");
+ texCoordAttr2 = program2.attributeLocation("texCoord");
+ matrixUniform2 = program2.uniformLocation("matrix");
+ textureUniform2 = program2.uniformLocation("tex");
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ m_fAngle = 0;
+ m_fScale = 1;
+ createGeometry();
+ createBubbles(bubbleNum - bubbles.count());
+}
+
+void GLWidget::paintGL()
+{
+ createBubbles(bubbleNum - bubbles.count());
+
+ QPainter painter;
+ painter.begin(this);
+
+ painter.beginNativePainting();
+
+ glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ 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);
+
+ if (qtLogo) {
+ program1.bind();
+ program1.setUniformValue(matrixUniform1, modelview);
+ paintQtLogo();
+ program1.release();
+ } else {
+ program2.bind();
+ program1.setUniformValue(matrixUniform2, modelview);
+ paintTexturedCube();
+ program2.release();
+ }
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ painter.endNativePainting();
+
+ if (m_showBubbles)
+ foreach (Bubble *bubble, bubbles) {
+ bubble->drawBubble(&painter);
+ }
+
+ QString framesPerSecond;
+ framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2);
+
+ painter.setPen(Qt::white);
+
+ painter.drawText(20, 40, framesPerSecond + " fps");
+
+ painter.end();
+
+ swapBuffers();
+
+ QMutableListIterator<Bubble*> iter(bubbles);
+
+ while (iter.hasNext()) {
+ Bubble *bubble = iter.next();
+ bubble->move(rect());
+ }
+ if (!(frames % 100)) {
+ time.start();
+ frames = 0;
+ }
+ m_fAngle += 1.0f;
+ frames ++;
+}
+
+void GLWidget::createBubbles(int number)
+{
+ for (int i = 0; i < number; ++i) {
+ QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))),
+ height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
+ qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0));
+ QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)),
+ height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
+
+ bubbles.append(new Bubble(position, radius, velocity));
+ }
+}
+
+void GLWidget::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 * sin(angle1);
+ qreal y5 = 0.30 * cos(angle1);
+ qreal x6 = 0.20 * sin(angle1);
+ qreal y6 = 0.20 * cos(angle1);
+
+ qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
+ qreal x7 = 0.20 * sin(angle2);
+ qreal y7 = 0.20 * cos(angle2);
+ qreal x8 = 0.30 * sin(angle2);
+ qreal y8 = 0.30 * cos(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 GLWidget::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 GLWidget::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;
+}