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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 <QtGui>
+#include <QtOpenGL>
+
+#include "glwidget.h"
+
+GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget)
+ : QGLWidget(parent, shareWidget)
+{
+ clearColor = Qt::black;
+ xRot = 0;
+ yRot = 0;
+ zRot = 0;
+#ifdef QT_OPENGL_ES_2
+ program = 0;
+#endif
+}
+
+GLWidget::~GLWidget()
+{
+}
+
+QSize GLWidget::minimumSizeHint() const
+{
+ return QSize(50, 50);
+}
+
+QSize GLWidget::sizeHint() const
+{
+ return QSize(200, 200);
+}
+
+void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
+{
+ xRot += xAngle;
+ yRot += yAngle;
+ zRot += zAngle;
+ updateGL();
+}
+
+void GLWidget::setClearColor(const QColor &color)
+{
+ clearColor = color;
+ updateGL();
+}
+
+void GLWidget::initializeGL()
+{
+ makeObject();
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+#ifndef QT_OPENGL_ES_2
+ glEnable(GL_TEXTURE_2D);
+#endif
+
+#ifdef QT_OPENGL_ES_2
+
+#define PROGRAM_VERTEX_ATTRIBUTE 0
+#define PROGRAM_TEXCOORD_ATTRIBUTE 1
+
+ QGLShader *vshader = new QGLShader(QGLShader::Vertex, this);
+ const char *vsrc =
+ "attribute highp vec4 vertex;\n"
+ "attribute mediump vec4 texCoord;\n"
+ "varying mediump vec4 texc;\n"
+ "uniform mediump mat4 matrix;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_Position = matrix * vertex;\n"
+ " texc = texCoord;\n"
+ "}\n";
+ vshader->compileSourceCode(vsrc);
+
+ QGLShader *fshader = new QGLShader(QGLShader::Fragment, this);
+ const char *fsrc =
+ "uniform sampler2D texture;\n"
+ "varying mediump vec4 texc;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = texture2D(texture, texc.st);\n"
+ "}\n";
+ fshader->compileSourceCode(fsrc);
+
+ program = new QGLShaderProgram(this);
+ program->addShader(vshader);
+ program->addShader(fshader);
+ program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
+ program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
+ program->link();
+
+ program->bind();
+ program->setUniformValue("texture", 0);
+
+#endif
+}
+
+void GLWidget::paintGL()
+{
+ qglClearColor(clearColor);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+#if !defined(QT_OPENGL_ES_2)
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -10.0f);
+ glRotatef(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
+ glRotatef(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
+ glRotatef(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
+
+ glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
+ glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+#else
+
+ QMatrix4x4 m;
+ m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
+ m.translate(0.0f, 0.0f, -10.0f);
+ m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
+ m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
+ m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
+
+ program->setUniformValue("matrix", m);
+ program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
+ program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
+ program->setAttributeArray
+ (PROGRAM_VERTEX_ATTRIBUTE, vertices.constData());
+ program->setAttributeArray
+ (PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData());
+
+#endif
+
+ for (int i = 0; i < 6; ++i) {
+ glBindTexture(GL_TEXTURE_2D, textures[i]);
+ glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
+ }
+}
+
+void GLWidget::resizeGL(int width, int height)
+{
+ int side = qMin(width, height);
+ glViewport((width - side) / 2, (height - side) / 2, side, side);
+
+#if !defined(QT_OPENGL_ES_2)
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+#ifndef QT_OPENGL_ES
+ glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
+#else
+ glOrthof(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
+#endif
+ glMatrixMode(GL_MODELVIEW);
+#endif
+}
+
+void GLWidget::mousePressEvent(QMouseEvent *event)
+{
+ lastPos = event->pos();
+}
+
+void GLWidget::mouseMoveEvent(QMouseEvent *event)
+{
+ int dx = event->x() - lastPos.x();
+ int dy = event->y() - lastPos.y();
+
+ if (event->buttons() & Qt::LeftButton) {
+ rotateBy(8 * dy, 8 * dx, 0);
+ } else if (event->buttons() & Qt::RightButton) {
+ rotateBy(8 * dy, 0, 8 * dx);
+ }
+ lastPos = event->pos();
+}
+
+void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */)
+{
+ emit clicked();
+}
+
+void GLWidget::makeObject()
+{
+ static const int coords[6][4][3] = {
+ { { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } },
+ { { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } },
+ { { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } },
+ { { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } },
+ { { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } },
+ { { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } }
+ };
+
+ for (int j=0; j < 6; ++j) {
+ textures[j] = bindTexture
+ (QPixmap(QString(":/images/side%1.png").arg(j + 1)), GL_TEXTURE_2D);
+ }
+
+ for (int i = 0; i < 6; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ texCoords.append
+ (QVector2D(j == 0 || j == 3, j == 0 || j == 1));
+ vertices.append
+ (QVector3D(0.2 * coords[i][j][0], 0.2 * coords[i][j][1],
+ 0.2 * coords[i][j][2]));
+ }
+ }
+}