/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** 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 Digia Plc 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 "glwindow.h" #include #include #include #include #include inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2) { xOut = y1 * z2 - z1 * y2; yOut = z1 * x2 - x1 * z2; zOut = x1 * y2 - y1 * x2; } inline void Normalize(qreal &x, qreal &y, qreal &z) { qreal l = sqrt(x*x + y*y + z*z); x = x / l; y = y / l; z = z / l; } GLWindow::GLWindow() { setSurfaceType(OpenGLSurface); qtLogo = true; createdVertices = 0; createdNormals = 0; m_vertexNumber = 0; frames = 0; m_fScale = 1; QSurfaceFormat format; format.setDepthBufferSize(24); format.setMajorVersion(1); format.setMinorVersion(1); setGeometry(QGuiApplication::primaryScreen()->availableGeometry()); setFormat(format); create(); m_context = new QOpenGLContext; m_context->setFormat(format); m_context->create(); m_context->makeCurrent(this); initializeGL(); QTimer *timer = new QTimer(this); timer->setInterval(16); connect(timer, SIGNAL(timeout()), this, SLOT(paintGL())); timer->start(); } GLWindow::~GLWindow() { if (createdVertices) delete[] createdVertices; if (createdNormals) delete[] createdNormals; delete m_context; } void GLWindow::paintQtLogo() { glDisable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3,GL_FLOAT,0, createdVertices); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT,0,createdNormals); glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3); } void GLWindow::initializeGL () { glClearColor(0.1f, 0.1f, 0.2f, 1.0f); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat aLightPosition[] = {0.0f,0.3f,1.0f,0.0f}; glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, aLightPosition); m_fAngle = 0; m_fScale = 1; createGeometry(); } void GLWindow::paintGL() { m_context->makeCurrent(this); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glMatrixMode(GL_TEXTURE); glPushMatrix(); //Since OpenGL ES does not support glPush/PopAttrib(GL_ALL_ATTRIB_BITS) //we have to take care of the states ourselves glClearColor(0.1f, 0.1f, 0.2f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glShadeModel(GL_FLAT); glFrontFace(GL_CW); glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(m_fAngle, 0.0f, 1.0f, 0.0f); glRotatef(m_fAngle, 1.0f, 0.0f, 0.0f); glRotatef(m_fAngle, 0.0f, 0.0f, 1.0f); glScalef(m_fScale, m_fScale,m_fScale); glTranslatef(0.0f,-0.2f,0.0f); GLfloat matDiff[] = {0.40f, 1.0f, 0.0f, 1.0f}; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff); paintQtLogo(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); m_context->swapBuffers(this); m_fAngle += 1.0f; } void GLWindow::createGeometry() { vertices.clear(); 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 qreal Pi = 3.14159f; const int NumSectors = 100; for (int i = 0; i < NumSectors; ++i) { qreal angle1 = (i * 2 * Pi) / NumSectors; qreal x5 = 0.30 * sin(angle1); qreal y5 = 0.30 * cos(angle1); qreal x6 = 0.20 * sin(angle1); qreal y6 = 0.20 * cos(angle1); qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; qreal x7 = 0.20 * sin(angle2); qreal y7 = 0.20 * cos(angle2); qreal x8 = 0.30 * sin(angle2); qreal y8 = 0.30 * cos(angle2); quad(x5, y5, x6, y6, x7, y7, x8, y8); extrude(x6, y6, x7, y7); extrude(x8, y8, x5, y5); } m_vertexNumber = vertices.size(); createdVertices = new GLfloat[m_vertexNumber]; createdNormals = new GLfloat[m_vertexNumber]; for (int i = 0;i < m_vertexNumber;i++) { createdVertices[i] = vertices.at(i) * 2; createdNormals[i] = normals.at(i); } vertices.clear(); normals.clear(); } void GLWindow::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) { qreal nx, ny, nz; vertices << x1 << y1 << -0.05f; vertices << x2 << y2 << -0.05f; vertices << x4 << y4 << -0.05f; vertices << x3 << y3 << -0.05f; vertices << x4 << y4 << -0.05f; vertices << x2 << y2 << -0.05f; CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0); Normalize(nx, ny, nz); normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; vertices << x4 << y4 << 0.05f; vertices << x2 << y2 << 0.05f; vertices << x1 << y1 << 0.05f; vertices << x2 << y2 << 0.05f; vertices << x4 << y4 << 0.05f; vertices << x3 << y3 << 0.05f; CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0); Normalize(nx, ny, nz); normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; } void GLWindow::extrude(qreal x1, qreal y1, qreal x2, qreal y2) { qreal nx, ny, nz; vertices << x1 << y1 << +0.05f; vertices << x2 << y2 << +0.05f; vertices << x1 << y1 << -0.05f; vertices << x2 << y2 << -0.05f; vertices << x1 << y1 << -0.05f; vertices << x2 << y2 << +0.05f; CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f); Normalize(nx, ny, nz); normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; normals << nx << ny << nz; }