diff options
Diffstat (limited to 'tests/manual/examples/opengl/qopenglwidget/glwidget.cpp')
-rw-r--r-- | tests/manual/examples/opengl/qopenglwidget/glwidget.cpp | 540 |
1 files changed, 540 insertions, 0 deletions
diff --git a/tests/manual/examples/opengl/qopenglwidget/glwidget.cpp b/tests/manual/examples/opengl/qopenglwidget/glwidget.cpp new file mode 100644 index 0000000000..e2a3ea4fc5 --- /dev/null +++ b/tests/manual/examples/opengl/qopenglwidget/glwidget.cpp @@ -0,0 +1,540 @@ +// 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 : std::as_const(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 : std::as_const(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); + } +} |