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diff --git a/examples/opengl/hellogles3/glwindow.cpp b/examples/opengl/hellogles3/glwindow.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** 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 The Qt Company Ltd 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 "glwindow.h"
+#include <QImage>
+#include <QOpenGLTexture>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLBuffer>
+#include <QOpenGLContext>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLExtraFunctions>
+#include <QPropertyAnimation>
+#include <QPauseAnimation>
+#include <QSequentialAnimationGroup>
+#include <QTimer>
+
+GLWindow::GLWindow()
+ : m_texture(0),
+ m_program(0),
+ m_vbo(0),
+ m_vao(0),
+ m_target(0, 0, -1),
+ m_uniformsDirty(true),
+ m_r(0),
+ m_r2(0)
+{
+ m_world.setToIdentity();
+ m_world.translate(0, 0, -1);
+ m_world.rotate(180, 1, 0, 0);
+
+ QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
+ animGroup->setLoopCount(-1);
+ QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
+ zAnim0->setStartValue(1.5f);
+ zAnim0->setEndValue(10.0f);
+ zAnim0->setDuration(2000);
+ animGroup->addAnimation(zAnim0);
+ QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
+ zAnim1->setStartValue(10.0f);
+ zAnim1->setEndValue(50.0f);
+ zAnim1->setDuration(4000);
+ zAnim1->setEasingCurve(QEasingCurve::OutElastic);
+ animGroup->addAnimation(zAnim1);
+ QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
+ zAnim2->setStartValue(50.0f);
+ zAnim2->setEndValue(1.5f);
+ zAnim2->setDuration(2000);
+ animGroup->addAnimation(zAnim2);
+ animGroup->start();
+
+ QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
+ rAnim->setStartValue(0.0f);
+ rAnim->setEndValue(360.0f);
+ rAnim->setDuration(2000);
+ rAnim->setLoopCount(-1);
+ rAnim->start();
+
+ QTimer::singleShot(4000, this, SLOT(startSecondStage()));
+}
+
+GLWindow::~GLWindow()
+{
+ makeCurrent();
+ delete m_texture;
+ delete m_program;
+ delete m_vbo;
+ delete m_vao;
+}
+
+void GLWindow::startSecondStage()
+{
+ QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
+ r2Anim->setStartValue(0.0f);
+ r2Anim->setEndValue(360.0f);
+ r2Anim->setDuration(20000);
+ r2Anim->setLoopCount(-1);
+ r2Anim->start();
+}
+
+void GLWindow::setZ(float v)
+{
+ m_eye.setZ(v);
+ m_uniformsDirty = true;
+ update();
+}
+
+void GLWindow::setR(float v)
+{
+ m_r = v;
+ m_uniformsDirty = true;
+ update();
+}
+
+void GLWindow::setR2(float v)
+{
+ m_r2 = v;
+ m_uniformsDirty = true;
+ update();
+}
+
+static const char *vertexShaderSource =
+ "layout(location = 0) in vec4 vertex;\n"
+ "layout(location = 1) in vec3 normal;\n"
+ "out vec3 vert;\n"
+ "out vec3 vertNormal;\n"
+ "out vec3 color;\n"
+ "uniform mat4 projMatrix;\n"
+ "uniform mat4 camMatrix;\n"
+ "uniform mat4 worldMatrix;\n"
+ "uniform mat4 myMatrix;\n"
+ "uniform sampler2D sampler;\n"
+ "void main() {\n"
+ " ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
+ " vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
+ " float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
+ " mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
+ " color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
+ " vert = vec3(wm * vertex);\n"
+ " vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
+ " gl_Position = projMatrix * camMatrix * wm * vertex;\n"
+ "}\n";
+
+static const char *fragmentShaderSource =
+ "in highp vec3 vert;\n"
+ "in highp vec3 vertNormal;\n"
+ "in highp vec3 color;\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 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
+ " fragColor = vec4(col, 1.0);\n"
+ "}\n";
+
+QByteArray versionedShaderCode(const char *src)
+{
+ QByteArray versionedSrc;
+
+ if (QOpenGLContext::currentContext()->isOpenGLES())
+ versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
+ else
+ versionedSrc.append(QByteArrayLiteral("#version 330\n"));
+
+ versionedSrc.append(src);
+ return versionedSrc;
+}
+
+void GLWindow::initializeGL()
+{
+ QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
+
+ if (m_texture) {
+ delete m_texture;
+ m_texture = 0;
+ }
+ QImage img(":/qtlogo.png");
+ Q_ASSERT(!img.isNull());
+ m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
+
+ if (m_program) {
+ delete m_program;
+ m_program = 0;
+ }
+ m_program = new QOpenGLShaderProgram;
+ // Prepend the correct version directive to the sources. The rest is the
+ // same, thanks to the common GLSL syntax.
+ m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
+ m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
+ m_program->link();
+
+ m_projMatrixLoc = m_program->uniformLocation("projMatrix");
+ m_camMatrixLoc = m_program->uniformLocation("camMatrix");
+ m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
+ m_myMatrixLoc = m_program->uniformLocation("myMatrix");
+ m_lightPosLoc = m_program->uniformLocation("lightPos");
+
+ // Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
+ if (m_vao) {
+ delete m_vao;
+ m_vao = 0;
+ }
+ m_vao = new QOpenGLVertexArrayObject;
+ if (m_vao->create())
+ m_vao->bind();
+
+ if (m_vbo) {
+ delete m_vbo;
+ m_vbo = 0;
+ }
+ m_program->bind();
+ m_vbo = new QOpenGLBuffer;
+ m_vbo->create();
+ m_vbo->bind();
+ m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
+ 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_vbo->release();
+
+ f->glEnable(GL_DEPTH_TEST);
+ f->glEnable(GL_CULL_FACE);
+}
+
+void GLWindow::resizeGL(int w, int h)
+{
+ m_proj.setToIdentity();
+ m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
+ m_uniformsDirty = true;
+}
+
+void GLWindow::paintGL()
+{
+ // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
+ // do more than what GL(ES) 2.0 offers.
+ QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
+
+ f->glClearColor(0, 0, 0, 1);
+ f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ m_program->bind();
+ m_texture->bind();
+
+ if (m_uniformsDirty) {
+ m_uniformsDirty = false;
+ QMatrix4x4 camera;
+ camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
+ m_program->setUniformValue(m_projMatrixLoc, m_proj);
+ m_program->setUniformValue(m_camMatrixLoc, camera);
+ QMatrix4x4 wm = m_world;
+ wm.rotate(m_r, 1, 1, 0);
+ m_program->setUniformValue(m_worldMatrixLoc, wm);
+ QMatrix4x4 mm;
+ mm.setToIdentity();
+ mm.rotate(-m_r2, 1, 0, 0);
+ m_program->setUniformValue(m_myMatrixLoc, mm);
+ m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
+ }
+
+ // Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We
+ // requested a 3.3 or ES 3.0 context, so we know this will work.
+ f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
+}