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Diffstat (limited to 'examples/opengl/hellogles3/glwindow.cpp')
-rw-r--r-- | examples/opengl/hellogles3/glwindow.cpp | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/examples/opengl/hellogles3/glwindow.cpp b/examples/opengl/hellogles3/glwindow.cpp new file mode 100644 index 0000000000..ad654b854c --- /dev/null +++ b/examples/opengl/hellogles3/glwindow.cpp @@ -0,0 +1,281 @@ +/**************************************************************************** +** +** 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); +} |