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-rw-r--r--examples/opengl/qopenglwidget/glwidget.cpp540
1 files changed, 0 insertions, 540 deletions
diff --git a/examples/opengl/qopenglwidget/glwidget.cpp b/examples/opengl/qopenglwidget/glwidget.cpp
deleted file mode 100644
index 96d5d51321..0000000000
--- a/examples/opengl/qopenglwidget/glwidget.cpp
+++ /dev/null
@@ -1,540 +0,0 @@
-// Copyright (C) 2016 The Qt Company Ltd.
-// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
-
-#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 *maybeMainWindow, const QColor &background)
- : m_mainWindow(maybeMainWindow),
- m_background(background)
-{
- setMinimumSize(300, 250);
- if (QCoreApplication::arguments().contains(QStringLiteral("--srgb")))
- setTextureFormat(GL_SRGB8_ALPHA8);
-}
-
-GLWidget::~GLWidget()
-{
- reset();
-}
-
-void GLWidget::reset()
-{
- qDeleteAll(m_bubbles);
- // Leave everything in a state suitable for a subsequent call to
- // initialize(). This matters when coming from the context's
- // aboutToBeDestroyed signal, would not matter when invoked from the
- // destructor.
- m_bubbles.clear();
-
- // And now release all OpenGL resources.
- makeCurrent();
- delete m_texture;
- m_texture = nullptr;
- delete m_program1;
- m_program1 = nullptr;
- delete m_program2;
- m_program2 = nullptr;
- delete m_vshader1;
- m_vshader1 = nullptr;
- delete m_fshader1;
- m_fshader1 = nullptr;
- delete m_vshader2;
- m_vshader2 = nullptr;
- delete m_fshader2;
- m_fshader2 = nullptr;
- m_vbo1.destroy();
- m_vbo2.destroy();
- doneCurrent();
-
- // We are done with the current QOpenGLContext, forget it. If there is a
- // subsequent initialize(), that will then connect to the new context.
- QObject::disconnect(m_contextWatchConnection);
-}
-
-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());
-
- // A well-behaved QOpenGLWidget releases OpenGL resources not only upon
- // destruction, but also when the associated OpenGL context disappears. If
- // the widget continues to exist, the context's destruction will be
- // followed by a call to initialize(). This is not strictly mandatory in
- // widgets that never change their parents.
- m_contextWatchConnection = QObject::connect(context(), &QOpenGLContext::aboutToBeDestroyed, context(), [this] { reset(); });
-}
-
-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 || !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_mainWindow) {
- if (!m_btn) {
- m_btn = new QPushButton("\nAdd widget\n", this);
- connect(m_btn, &QPushButton::clicked, this, [this] { m_mainWindow->addNew(); });
- }
- m_btn->move(20, 80);
- if (!m_btn2) {
- m_btn2 = new QPushButton("\nI prefer tabbed widgets\n", this);
- connect(m_btn2, &QPushButton::clicked, this, [this] { m_mainWindow->showNewWindow(); });
- }
- m_btn2->move(20, 160);
- }
-}