diff options
Diffstat (limited to 'examples/opengl/hellowindow/hellowindow.cpp')
-rw-r--r-- | examples/opengl/hellowindow/hellowindow.cpp | 275 |
1 files changed, 275 insertions, 0 deletions
diff --git a/examples/opengl/hellowindow/hellowindow.cpp b/examples/opengl/hellowindow/hellowindow.cpp new file mode 100644 index 0000000000..9575d3e3c7 --- /dev/null +++ b/examples/opengl/hellowindow/hellowindow.cpp @@ -0,0 +1,275 @@ +#include "hellowindow.h" + +#include <QGuiGLContext> + +#include <QTimer> + +#include <qmath.h> + +Renderer::Renderer() + : m_initialized(false) +{ + m_format.setDepthBufferSize(16); + m_format.setSamples(4); + + m_context = new QGuiGLContext(m_format); +} + +QSurfaceFormat Renderer::format() const +{ + return m_format; +} + +HelloWindow::HelloWindow(Renderer *renderer) + : m_colorIndex(0) + , m_renderer(renderer) +{ + setSurfaceType(QWindow::OpenGLSurface); + setWindowTitle(QLatin1String("Hello Window")); + + setFormat(renderer->format()); + + setGeometry(QRect(10, 10, 640, 480)); + + create(); + + QTimer *timer = new QTimer(this); + connect(timer, SIGNAL(timeout()), this, SLOT(render())); + timer->start(10); + + updateColor(); +} + +void HelloWindow::mousePressEvent(QMouseEvent *) +{ + updateColor(); +} + +void HelloWindow::updateColor() +{ + QColor colors[] = + { + QColor(100, 255, 0), + QColor(0, 100, 255) + }; + + m_color = colors[m_colorIndex]; + + m_colorIndex++; + if (m_colorIndex >= int(sizeof(colors) / sizeof(colors[0]))) + m_colorIndex = 0; +} + +void HelloWindow::render() +{ + m_renderer->render(this, m_color, geometry().size()); +} + +void Renderer::render(QSurface *surface, const QColor &color, const QSize &viewSize) +{ + if (!m_context->makeCurrent(surface)) + return; + + if (!m_initialized) { + initialize(); + m_initialized = true; + } + + glViewport(0, 0, viewSize.width(), viewSize.height()); + + glClearColor(0.1f, 0.1f, 0.2f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + 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.translate(0.0f, -0.2f, 0.0f); + + program.bind(); + program.setUniformValue(matrixUniform, modelview); + program.setUniformValue(colorUniform, color); + paintQtLogo(); + program.release(); + + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + + m_context->swapBuffers(surface); + + m_fAngle += 1.0f; +} + +void Renderer::paintQtLogo() +{ + program.enableAttributeArray(normalAttr); + program.enableAttributeArray(vertexAttr); + program.setAttributeArray(vertexAttr, vertices.constData()); + program.setAttributeArray(normalAttr, normals.constData()); + glDrawArrays(GL_TRIANGLES, 0, vertices.size()); + program.disableAttributeArray(normalAttr); + program.disableAttributeArray(vertexAttr); +} + +void Renderer::initialize() +{ + glClearColor(0.1f, 0.1f, 0.2f, 1.0f); + + QGLShader *vshader = new QGLShader(QGLShader::Vertex, this); + const char *vsrc = + "attribute highp vec4 vertex;\n" + "attribute mediump vec3 normal;\n" + "uniform mediump mat4 matrix;\n" + "uniform lowp vec4 sourceColor;\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 = sourceColor.rgb;\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"; + vshader->compileSourceCode(vsrc); + + QGLShader *fshader = new QGLShader(QGLShader::Fragment, this); + const char *fsrc = + "varying mediump vec4 color;\n" + "void main(void)\n" + "{\n" + " gl_FragColor = color;\n" + "}\n"; + fshader->compileSourceCode(fsrc); + + program.addShader(vshader); + program.addShader(fshader); + program.link(); + + vertexAttr = program.attributeLocation("vertex"); + normalAttr = program.attributeLocation("normal"); + matrixUniform = program.uniformLocation("matrix"); + colorUniform = program.uniformLocation("sourceColor"); + + m_fAngle = 0; + createGeometry(); +} + +void Renderer::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 * qSin(angle1); + qreal y5 = 0.30 * qCos(angle1); + qreal x6 = 0.20 * qSin(angle1); + qreal y6 = 0.20 * qCos(angle1); + + qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; + qreal x7 = 0.20 * qSin(angle2); + qreal y7 = 0.20 * qCos(angle2); + qreal x8 = 0.30 * qSin(angle2); + qreal y8 = 0.30 * qCos(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 Renderer::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 Renderer::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; +} |