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-rw-r--r--tests/manual/examples/opengl/qopenglwidget/glwidget.cpp540
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);
+ }
+}