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Diffstat (limited to 'examples/opengl/qopenglwidget/glwidget.cpp')
-rw-r--r-- | examples/opengl/qopenglwidget/glwidget.cpp | 560 |
1 files changed, 0 insertions, 560 deletions
diff --git a/examples/opengl/qopenglwidget/glwidget.cpp b/examples/opengl/qopenglwidget/glwidget.cpp deleted file mode 100644 index a480fe5726..0000000000 --- a/examples/opengl/qopenglwidget/glwidget.cpp +++ /dev/null @@ -1,560 +0,0 @@ -/**************************************************************************** - ** - ** Copyright (C) 2016 The Qt Company Ltd. - ** Contact: https://www.qt.io/licensing/ - ** - ** This file is part of the examples of the Qt Toolkit. - ** - ** $QT_BEGIN_LICENSE:BSD$ - ** Commercial License Usage - ** Licensees holding valid commercial Qt licenses may use this file in - ** accordance with the commercial license agreement provided with the - ** Software or, alternatively, in accordance with the terms contained in - ** a written agreement between you and The Qt Company. For licensing terms - ** and conditions see https://www.qt.io/terms-conditions. For further - ** information use the contact form at https://www.qt.io/contact-us. - ** - ** BSD License Usage - ** Alternatively, 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 "glwidget.h" -#include <QPainter> -#include <QPaintEngine> -#include <QOpenGLShaderProgram> -#include <QOpenGLTexture> -#include <QRandomGenerator> -#include <QCoreApplication> -#include <qmath.h> - -#include "mainwindow.h" -#include "bubble.h" - -const int bubbleNum = 8; - -#ifndef GL_SRGB8_ALPHA8 -#define GL_SRGB8_ALPHA8 0x8C43 -#endif - -GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background) - : m_mainWindow(mw), - m_hasButton(button), - m_background(background) -{ - setMinimumSize(300, 250); - if (QCoreApplication::arguments().contains(QStringLiteral("--srgb"))) - setTextureFormat(GL_SRGB8_ALPHA8); -} - -GLWidget::~GLWidget() -{ - qDeleteAll(m_bubbles); - - // And now release all OpenGL resources. - makeCurrent(); - delete m_texture; - delete m_program1; - delete m_program2; - delete m_vshader1; - delete m_fshader1; - delete m_vshader2; - delete m_fshader2; - m_vbo1.destroy(); - m_vbo2.destroy(); - doneCurrent(); -} - -void GLWidget::setScaling(int scale) -{ - if (scale > 30) - m_fScale = 1 + qreal(scale - 30) / 30 * 0.25; - else if (scale < 30) - m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25); - else - m_fScale = 1; -} - -void GLWidget::setLogo() -{ - m_qtLogo = true; -} - -void GLWidget::setTexture() -{ - m_qtLogo = false; -} - -void GLWidget::setShowBubbles(bool bubbles) -{ - m_showBubbles = bubbles; -} - -void GLWidget::paintQtLogo() -{ - m_program1->enableAttributeArray(m_vertexAttr1); - m_program1->enableAttributeArray(m_normalAttr1); - - m_vbo1.bind(); - // The data in the buffer is placed like this: - // vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ... - m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat)); - m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat)); - m_vbo1.release(); - - glDrawArrays(GL_TRIANGLES, 0, m_vertices.size()); - - m_program1->disableAttributeArray(m_normalAttr1); - m_program1->disableAttributeArray(m_vertexAttr1); -} - -void GLWidget::paintTexturedCube() -{ - m_texture->bind(); - - if (!m_vbo2.isCreated()) { - static GLfloat afVertices[] = { - -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, - 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, - -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, - 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, - - 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, - 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, - -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, - -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, - - 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, - -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, - -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, - 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 - }; - - static GLfloat afTexCoord[] = { - 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, - 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, - 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, - 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, - - 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, - 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, - 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, - 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, - - 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, - 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, - 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, - 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f - }; - - GLfloat afNormals[] = { - - 0,0,-1, 0,0,-1, 0,0,-1, - 0,0,-1, 0,0,-1, 0,0,-1, - 0,0,1, 0,0,1, 0,0,1, - 0,0,1, 0,0,1, 0,0,1, - - -1,0,0, -1,0,0, -1,0,0, - -1,0,0, -1,0,0, -1,0,0, - 1,0,0, 1,0,0, 1,0,0, - 1,0,0, 1,0,0, 1,0,0, - - 0,-1,0, 0,-1,0, 0,-1,0, - 0,-1,0, 0,-1,0, 0,-1,0, - 0,1,0, 0,1,0, 0,1,0, - 0,1,0, 0,1,0, 0,1,0 - }; - - m_vbo2.create(); - m_vbo2.bind(); - m_vbo2.allocate(36 * 8 * sizeof(GLfloat)); - m_vbo2.write(0, afVertices, sizeof(afVertices)); - m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord)); - m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals)); - m_vbo2.release(); - } - - m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0 - - m_program2->enableAttributeArray(m_vertexAttr2); - m_program2->enableAttributeArray(m_normalAttr2); - m_program2->enableAttributeArray(m_texCoordAttr2); - - m_vbo2.bind(); - // In the buffer we first have 36 vertices (3 floats for each), then 36 texture - // coordinates (2 floats for each), then 36 normals (3 floats for each). - m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3); - m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2); - m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3); - m_vbo2.release(); - - glDrawArrays(GL_TRIANGLES, 0, 36); - - m_program2->disableAttributeArray(m_vertexAttr2); - m_program2->disableAttributeArray(m_normalAttr2); - m_program2->disableAttributeArray(m_texCoordAttr2); -} - -void GLWidget::initializeGL() -{ - initializeOpenGLFunctions(); - - m_texture = new QOpenGLTexture(QImage(":/qt.png")); - - m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex); - const char *vsrc1 = - "attribute highp vec4 vertex;\n" - "attribute mediump vec3 normal;\n" - "uniform mediump mat4 matrix;\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 = vec3(0.40, 1.0, 0.0);\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"; - m_vshader1->compileSourceCode(vsrc1); - - m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment); - const char *fsrc1 = - "varying mediump vec4 color;\n" - "void main(void)\n" - "{\n" - " gl_FragColor = color;\n" - "}\n"; - m_fshader1->compileSourceCode(fsrc1); - - m_program1 = new QOpenGLShaderProgram; - m_program1->addShader(m_vshader1); - m_program1->addShader(m_fshader1); - m_program1->link(); - - m_vertexAttr1 = m_program1->attributeLocation("vertex"); - m_normalAttr1 = m_program1->attributeLocation("normal"); - m_matrixUniform1 = m_program1->uniformLocation("matrix"); - - m_vshader2 = new QOpenGLShader(QOpenGLShader::Vertex); - const char *vsrc2 = - "attribute highp vec4 vertex;\n" - "attribute highp vec4 texCoord;\n" - "attribute mediump vec3 normal;\n" - "uniform mediump mat4 matrix;\n" - "varying highp vec4 texc;\n" - "varying mediump float angle;\n" - "void main(void)\n" - "{\n" - " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" - " angle = max(dot(normal, toLight), 0.0);\n" - " gl_Position = matrix * vertex;\n" - " texc = texCoord;\n" - "}\n"; - m_vshader2->compileSourceCode(vsrc2); - - m_fshader2 = new QOpenGLShader(QOpenGLShader::Fragment); - const char *fsrc2 = - "varying highp vec4 texc;\n" - "uniform sampler2D tex;\n" - "varying mediump float angle;\n" - "void main(void)\n" - "{\n" - " highp vec3 color = texture2D(tex, texc.st).rgb;\n" - " color = color * 0.2 + color * 0.8 * angle;\n" - " gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n" - "}\n"; - m_fshader2->compileSourceCode(fsrc2); - - m_program2 = new QOpenGLShaderProgram; - m_program2->addShader(m_vshader2); - m_program2->addShader(m_fshader2); - m_program2->link(); - - m_vertexAttr2 = m_program2->attributeLocation("vertex"); - m_normalAttr2 = m_program2->attributeLocation("normal"); - m_texCoordAttr2 = m_program2->attributeLocation("texCoord"); - m_matrixUniform2 = m_program2->uniformLocation("matrix"); - m_textureUniform2 = m_program2->uniformLocation("tex"); - - m_fAngle = 0; - m_fScale = 1; - - createGeometry(); - - // Use a vertex buffer object. Client-side pointers are old-school and should be avoided. - m_vbo1.create(); - m_vbo1.bind(); - // For the cube all the data belonging to the texture coordinates and - // normals is placed separately, after the vertices. Here, for the Qt logo, - // let's do something different and potentially more efficient: create a - // properly interleaved data set. - const int vertexCount = m_vertices.count(); - QList<GLfloat> buf; - buf.resize(vertexCount * 3 * 2); - GLfloat *p = buf.data(); - for (int i = 0; i < vertexCount; ++i) { - *p++ = m_vertices[i].x(); - *p++ = m_vertices[i].y(); - *p++ = m_vertices[i].z(); - *p++ = m_normals[i].x(); - *p++ = m_normals[i].y(); - *p++ = m_normals[i].z(); - } - m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat)); - m_vbo1.release(); - - createBubbles(bubbleNum - m_bubbles.count()); -} - -void GLWidget::paintGL() -{ - createBubbles(bubbleNum - m_bubbles.count()); - - QPainter painter; - painter.begin(this); - - painter.beginNativePainting(); - - glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 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.scale(m_fScale); - modelview.translate(0.0f, -0.2f, 0.0f); - - if (m_qtLogo) { - m_program1->bind(); - m_program1->setUniformValue(m_matrixUniform1, modelview); - paintQtLogo(); - m_program1->release(); - } else { - m_program2->bind(); - m_program2->setUniformValue(m_matrixUniform2, modelview); - paintTexturedCube(); - m_program2->release(); - } - - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - - painter.endNativePainting(); - - if (m_showBubbles) { - for (Bubble *bubble : qAsConst(m_bubbles)) - bubble->drawBubble(&painter); - } - - if (const int elapsed = m_time.elapsed()) { - QString framesPerSecond; - framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2); - painter.setPen(m_transparent ? Qt::black : Qt::white); - painter.drawText(20, 40, framesPerSecond + " paintGL calls / s"); - } - - painter.end(); - - for (Bubble *bubble : qAsConst(m_bubbles)) - bubble->move(rect()); - - if (!(m_frames % 100)) { - m_time.start(); - m_frames = 0; - } - m_fAngle += 1.0f; - ++m_frames; - - // When requested, follow the ideal way to animate: Rely on - // blocking swap and just schedule updates continuously. - if (!m_mainWindow->timerEnabled()) - update(); -} - -void GLWidget::createBubbles(int number) -{ - for (int i = 0; i < number; ++i) { - QPointF position(width()*(0.1 + QRandomGenerator::global()->bounded(0.8)), - height()*(0.1 + QRandomGenerator::global()->bounded(0.8))); - qreal radius = qMin(width(), height())*(0.0175 + QRandomGenerator::global()->bounded(0.0875)); - QPointF velocity(width()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)), - height()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0))); - - m_bubbles.append(new Bubble(position, radius, velocity)); - } -} - -void GLWidget::createGeometry() -{ - m_vertices.clear(); - m_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 int NumSectors = 100; - const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; - - for (int i = 0; i < NumSectors; ++i) { - qreal angle = i * sectorAngle; - qreal x5 = 0.30 * sin(angle); - qreal y5 = 0.30 * cos(angle); - qreal x6 = 0.20 * sin(angle); - qreal y6 = 0.20 * cos(angle); - - angle += sectorAngle; - qreal x7 = 0.20 * sin(angle); - qreal y7 = 0.20 * cos(angle); - qreal x8 = 0.30 * sin(angle); - qreal y8 = 0.30 * cos(angle); - - quad(x5, y5, x6, y6, x7, y7, x8, y8); - - extrude(x6, y6, x7, y7); - extrude(x8, y8, x5, y5); - } - - for (int i = 0;i < m_vertices.size();i++) - m_vertices[i] *= 2.0f; -} - -void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) -{ - m_vertices << QVector3D(x1, y1, -0.05f); - m_vertices << QVector3D(x2, y2, -0.05f); - m_vertices << QVector3D(x4, y4, -0.05f); - - m_vertices << QVector3D(x3, y3, -0.05f); - m_vertices << QVector3D(x4, y4, -0.05f); - m_vertices << QVector3D(x2, y2, -0.05f); - - QVector3D n = QVector3D::normal - (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); - - m_normals << n; - m_normals << n; - m_normals << n; - - m_normals << n; - m_normals << n; - m_normals << n; - - m_vertices << QVector3D(x4, y4, 0.05f); - m_vertices << QVector3D(x2, y2, 0.05f); - m_vertices << QVector3D(x1, y1, 0.05f); - - m_vertices << QVector3D(x2, y2, 0.05f); - m_vertices << QVector3D(x4, y4, 0.05f); - m_vertices << QVector3D(x3, y3, 0.05f); - - n = QVector3D::normal - (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); - - m_normals << n; - m_normals << n; - m_normals << n; - - m_normals << n; - m_normals << n; - m_normals << n; -} - -void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2) -{ - m_vertices << QVector3D(x1, y1, +0.05f); - m_vertices << QVector3D(x2, y2, +0.05f); - m_vertices << QVector3D(x1, y1, -0.05f); - - m_vertices << QVector3D(x2, y2, -0.05f); - m_vertices << QVector3D(x1, y1, -0.05f); - m_vertices << QVector3D(x2, y2, +0.05f); - - QVector3D n = QVector3D::normal - (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); - - m_normals << n; - m_normals << n; - m_normals << n; - - m_normals << n; - m_normals << n; - m_normals << n; -} - -void GLWidget::setTransparent(bool transparent) -{ - setAttribute(Qt::WA_AlwaysStackOnTop, transparent); - m_transparent = transparent; - // Call update() on the top-level window after toggling AlwayStackOnTop to make sure - // the entire backingstore is updated accordingly. - window()->update(); -} - -void GLWidget::resizeGL(int, int) -{ - if (m_hasButton) { - if (!m_btn) { - m_btn = new QPushButton("A widget on top.\nPress for more widgets.", this); - connect(m_btn, &QPushButton::clicked, this, &GLWidget::handleButtonPress); - } - m_btn->move(20, 80); - } -} - -void GLWidget::handleButtonPress() -{ - m_mainWindow->addNew(); -} |