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-rw-r--r--examples/opengl/hellogl_es2/glwidget.cpp461
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diff --git a/examples/opengl/hellogl_es2/glwidget.cpp b/examples/opengl/hellogl_es2/glwidget.cpp
deleted file mode 100644
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--- a/examples/opengl/hellogl_es2/glwidget.cpp
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@@ -1,461 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2013 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 <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;
- setMinimumSize(300, 250);
-}
-
-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");
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri(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);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri(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);
- }
-
- if (const int elapsed = time.elapsed()) {
- QString framesPerSecond;
- framesPerSecond.setNum(frames /(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;
-}