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-rw-r--r--examples/opengl/stereoqopenglwidget/glwidget.cpp277
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;
+}