diff options
Diffstat (limited to 'examples/opengl/stereoqopenglwidget/glwidget.cpp')
-rw-r--r-- | examples/opengl/stereoqopenglwidget/glwidget.cpp | 277 |
1 files changed, 277 insertions, 0 deletions
diff --git a/examples/opengl/stereoqopenglwidget/glwidget.cpp b/examples/opengl/stereoqopenglwidget/glwidget.cpp new file mode 100644 index 0000000000..36a6300348 --- /dev/null +++ b/examples/opengl/stereoqopenglwidget/glwidget.cpp @@ -0,0 +1,277 @@ +// Copyright (C) 2022 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 <QFileDialog> +#include <qmath.h> + +GLWidget::GLWidget(const QColor &background) + : m_background(background) +{ + setMinimumSize(300, 250); +} + +GLWidget::~GLWidget() +{ + reset(); +} + +void GLWidget::saveImage(TargetBuffer targetBuffer) +{ + QImage img = grabFramebuffer(targetBuffer); + if (img.isNull()) { + qFatal("Failed to grab framebuffer"); + } + + const char *fn = + targetBuffer == TargetBuffer::LeftBuffer + ? "leftBuffer.png" : "rightBuffer.png"; + + QFileDialog fd(this); + fd.setAcceptMode(QFileDialog::AcceptSave); + fd.setDefaultSuffix("png"); + fd.selectFile(fn); + if (fd.exec() == QDialog::Accepted) + img.save(fd.selectedFiles().first()); +} + +void GLWidget::reset() +{ + // And now release all OpenGL resources. + makeCurrent(); + delete m_program; + m_program = nullptr; + delete m_vshader; + m_vshader = nullptr; + delete m_fshader; + m_fshader = nullptr; + m_vbo.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::initializeGL() +{ + initializeOpenGLFunctions(); + + m_vshader = 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_vshader->compileSourceCode(vsrc1); + + m_fshader = new QOpenGLShader(QOpenGLShader::Fragment); + const char *fsrc1 = + "varying mediump vec4 color;\n" + "void main(void)\n" + "{\n" + " gl_FragColor = color;\n" + "}\n"; + m_fshader->compileSourceCode(fsrc1); + + m_program = new QOpenGLShaderProgram; + m_program->addShader(m_vshader); + m_program->addShader(m_fshader); + m_program->link(); + + + m_vertexAttr = m_program->attributeLocation("vertex"); + m_normalAttr = m_program->attributeLocation("normal"); + m_matrixUniform = m_program->uniformLocation("matrix"); + + createGeometry(); + + m_vbo.create(); + m_vbo.bind(); + 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_vbo.allocate(buf.constData(), (int)buf.count() * sizeof(GLfloat)); + m_vbo.release(); + + m_contextWatchConnection = QObject::connect(context(), &QOpenGLContext::aboutToBeDestroyed, context(), [this] { reset(); }); + + glFrontFace(GL_CW); + glCullFace(GL_FRONT); + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); +} + +void GLWidget::paintGL() +{ + // When QSurfaceFormat::StereoBuffers is enabled, this function is called twice. + // Once where currentTargetBuffer() == QOpenGLWidget::LeftBuffer, + // and once where currentTargetBuffer() == QOpenGLWidget::RightBuffer. + + glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), 1.0f); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + //! [1] + // Slightly translate the model, so that there's a visible difference in each buffer. + QMatrix4x4 modelview; + if (currentTargetBuffer() == QOpenGLWidget::LeftBuffer) + modelview.translate(-0.4f, 0.0f, 0.0f); + else if (currentTargetBuffer() == QOpenGLWidget::RightBuffer) + modelview.translate(0.4f, 0.0f, 0.0f); + //! [1] + + m_program->bind(); + m_program->setUniformValue(m_matrixUniform, modelview); + m_program->enableAttributeArray(m_vertexAttr); + m_program->enableAttributeArray(m_normalAttr); + + m_vbo.bind(); + m_program->setAttributeBuffer(m_vertexAttr, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat)); + m_program->setAttributeBuffer(m_normalAttr, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat)); + m_vbo.release(); + + glDrawArrays(GL_TRIANGLES, 0, m_vertices.size()); + + m_program->disableAttributeArray(m_normalAttr); + m_program->disableAttributeArray(m_vertexAttr); + m_program->release(); + update(); +} + +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; +} |