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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** 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 Nokia Corporation 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 <math.h>
+
+#include "cube.h"
+
+#include <QGLPixelBuffer>
+
+#ifndef GL_MULTISAMPLE
+#define GL_MULTISAMPLE 0x809D
+#endif
+
+static GLfloat colorArray[][4] = {
+ {0.243f, 0.423f, 0.125f, 1.0f},
+ {0.176f, 0.31f, 0.09f, 1.0f},
+ {0.4f, 0.69f, 0.212f, 1.0f},
+ {0.317f, 0.553f, 0.161f, 1.0f}
+};
+
+GLWidget::GLWidget(QWidget *parent)
+ : QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
+ , geom(0)
+ , cube(0)
+{
+ // create the pbuffer
+ QGLFormat pbufferFormat = format();
+ pbufferFormat.setSampleBuffers(false);
+ pbuffer = new QGLPixelBuffer(QSize(512, 512), pbufferFormat, this);
+ setWindowTitle(tr("OpenGL pbuffers"));
+ initializeGeometry();
+}
+
+GLWidget::~GLWidget()
+{
+ pbuffer->releaseFromDynamicTexture();
+ glDeleteTextures(1, &dynamicTexture);
+ delete pbuffer;
+
+ qDeleteAll(cubes);
+ qDeleteAll(tiles);
+ delete cube;
+}
+
+void GLWidget::initializeGL()
+{
+ initCommon();
+ glShadeModel(GL_SMOOTH);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
+ initPbuffer();
+ cube->startAnimation();
+ connect(cube, SIGNAL(changed()), this, SLOT(update()));
+ for (int i = 0; i < 3; ++i)
+ {
+ cubes[i]->startAnimation();
+ connect(cubes[i], SIGNAL(changed()), this, SLOT(update()));
+ }
+}
+
+void GLWidget::paintGL()
+{
+ pbuffer->makeCurrent();
+ drawPbuffer();
+ // On direct render platforms, drawing onto the pbuffer context above
+ // automatically updates the dynamic texture. For cases where rendering
+ // directly to a texture is not supported, explicitly copy.
+ if (!hasDynamicTextureUpdate)
+ pbuffer->updateDynamicTexture(dynamicTexture);
+ makeCurrent();
+
+ // Use the pbuffer as a texture to render the scene
+ glBindTexture(GL_TEXTURE_2D, dynamicTexture);
+
+ // set up to render the scene
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -10.0f);
+
+ // draw the background
+ glPushMatrix();
+ glScalef(aspect, 1.0f, 1.0f);
+ for (int i = 0; i < tiles.count(); ++i)
+ tiles[i]->draw();
+ glPopMatrix();
+
+ // draw the bouncing cubes
+ for (int i = 0; i < cubes.count(); ++i)
+ cubes[i]->draw();
+}
+
+void GLWidget::initializeGeometry()
+{
+ geom = new Geometry();
+ CubeBuilder cBuilder(geom, 0.5);
+ cBuilder.setColor(QColor(255, 255, 255, 212));
+ // build the 3 bouncing, spinning cubes
+ for (int i = 3; i > 0; --i)
+ cubes.append(cBuilder.newCube(QVector3D((float)(i-1), -1.5f, 5 - i)));
+
+ // build the spinning cube which goes in the dynamic texture
+ cube = cBuilder.newCube();
+ cube->removeBounce();
+
+ // build the background tiles
+ TileBuilder tBuilder(geom);
+ tBuilder.setColor(QColor(Qt::white));
+ for (int c = -2; c <= +2; ++c)
+ for (int r = -2; r <= +2; ++r)
+ tiles.append(tBuilder.newTile(QVector3D(c, r, 0)));
+
+ // graded backdrop for the pbuffer scene
+ TileBuilder bBuilder(geom, 0.0f, 2.0f);
+ bBuilder.setColor(QColor(102, 176, 54, 210));
+ backdrop = bBuilder.newTile(QVector3D(0.0f, 0.0f, -1.5f));
+ backdrop->setColors(colorArray);
+}
+
+void GLWidget::initCommon()
+{
+ qglClearColor(QColor(Qt::darkGray));
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_MULTISAMPLE);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glEnable(GL_TEXTURE_2D);
+
+ geom->loadArrays();
+}
+
+void GLWidget::perspectiveProjection()
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+#ifdef QT_OPENGL_ES
+ glFrustumf(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0);
+#else
+ glFrustum(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0);
+#endif
+ glMatrixMode(GL_MODELVIEW);
+}
+
+void GLWidget::orthographicProjection()
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+#ifdef QT_OPENGL_ES
+ glOrthof(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0);
+#else
+ glOrtho(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0);
+#endif
+ glMatrixMode(GL_MODELVIEW);
+}
+
+void GLWidget::resizeGL(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ aspect = (qreal)width / (qreal)(height ? height : 1);
+ perspectiveProjection();
+}
+
+void GLWidget::drawPbuffer()
+{
+ orthographicProjection();
+
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glDisable(GL_TEXTURE_2D);
+ backdrop->draw();
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, cubeTexture);
+ glDisable(GL_CULL_FACE);
+ cube->draw();
+ glEnable(GL_CULL_FACE);
+
+ glFlush();
+}
+
+void GLWidget::initPbuffer()
+{
+ pbuffer->makeCurrent();
+
+ cubeTexture = bindTexture(QImage(":res/cubelogo.png"));
+
+ initCommon();
+
+ // generate a texture that has the same size/format as the pbuffer
+ dynamicTexture = pbuffer->generateDynamicTexture();
+
+ // bind the dynamic texture to the pbuffer - this is a no-op under X11
+ hasDynamicTextureUpdate = pbuffer->bindToDynamicTexture(dynamicTexture);
+ makeCurrent();
+}
+
+void GLWidget::setAnimationPaused(bool enable)
+{
+ cube->setAnimationPaused(enable);
+ for (int i = 0; i < 3; ++i)
+ cubes[i]->setAnimationPaused(enable);
+}