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-rw-r--r--examples/opengl/hellowindow/hellowindow.cpp276
1 files changed, 276 insertions, 0 deletions
diff --git a/examples/opengl/hellowindow/hellowindow.cpp b/examples/opengl/hellowindow/hellowindow.cpp
new file mode 100644
index 0000000000..10d9d346a6
--- /dev/null
+++ b/examples/opengl/hellowindow/hellowindow.cpp
@@ -0,0 +1,276 @@
+#include "hellowindow.h"
+
+#include <QOpenGLContext>
+
+#include <QTimer>
+
+#include <qmath.h>
+
+Renderer::Renderer(const QSurfaceFormat &format, Renderer *share)
+ : m_initialized(false)
+ , m_format(format)
+{
+ m_context = new QOpenGLContext(this);
+ m_context->setFormat(format);
+ if (share)
+ m_context->setShareContext(share->m_context);
+ m_context->create();
+}
+
+HelloWindow::HelloWindow(Renderer *renderer)
+ : m_colorIndex(0)
+ , m_renderer(renderer)
+{
+ setSurfaceType(QWindow::OpenGLSurface);
+ setWindowFlags(Qt::Window | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
+
+ setGeometry(QRect(10, 10, 640, 480));
+
+ setFormat(renderer->format());
+
+ create();
+
+ QTimer *timer = new QTimer(this);
+ connect(timer, SIGNAL(timeout()), this, SLOT(render()));
+ timer->start(10);
+
+ connect(this, SIGNAL(needRender(QSurface *, const QColor &, const QSize &)),
+ renderer, SLOT(render(QSurface *, const QColor &, const QSize &)));
+
+ updateColor();
+}
+
+void HelloWindow::mousePressEvent(QMouseEvent *)
+{
+ updateColor();
+}
+
+void HelloWindow::render()
+{
+ emit needRender(this, m_color, size());
+}
+
+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 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);
+
+ m_program->bind();
+ m_program->setUniformValue(matrixUniform, modelview);
+ m_program->setUniformValue(colorUniform, color);
+ paintQtLogo();
+ m_program->release();
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ m_context->swapBuffers(surface);
+
+ m_fAngle += 1.0f;
+}
+
+void Renderer::paintQtLogo()
+{
+ m_program->enableAttributeArray(normalAttr);
+ m_program->enableAttributeArray(vertexAttr);
+ m_program->setAttributeArray(vertexAttr, vertices.constData());
+ m_program->setAttributeArray(normalAttr, normals.constData());
+ glDrawArrays(GL_TRIANGLES, 0, vertices.size());
+ m_program->disableAttributeArray(normalAttr);
+ m_program->disableAttributeArray(vertexAttr);
+}
+
+void Renderer::initialize()
+{
+ glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+
+ QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::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);
+
+ QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
+ const char *fsrc =
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+ fshader->compileSourceCode(fsrc);
+
+ m_program = new QOpenGLShaderProgram;
+ m_program->addShader(vshader);
+ m_program->addShader(fshader);
+ m_program->link();
+
+ vertexAttr = m_program->attributeLocation("vertex");
+ normalAttr = m_program->attributeLocation("normal");
+ matrixUniform = m_program->uniformLocation("matrix");
+ colorUniform = m_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;
+}