/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** 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 "glwidget.h" #include #include #include #include "bubble.h" const int bubbleNum = 8; GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent) { qtLogo = true; frames = 0; setAttribute(Qt::WA_PaintOnScreen); setAttribute(Qt::WA_NoSystemBackground); setAutoBufferSwap(false); m_showBubbles = true; setMinimumSize(300, 250); } GLWidget::~GLWidget() { } void GLWidget::setScaling(int scale) { if (scale > 50) m_fScale = 1 + qreal(scale -50) / 50 * 0.5; else if (scale < 50) m_fScale = 1- (qreal(50 - scale) / 50 * 1/2); else m_fScale = 1; } void GLWidget::setLogo() { qtLogo = true; } void GLWidget::setTexture() { qtLogo = false; } void GLWidget::showBubbles(bool bubbles) { m_showBubbles = bubbles; } void GLWidget::paintQtLogo() { program1.enableAttributeArray(normalAttr1); program1.enableAttributeArray(vertexAttr1); program1.setAttributeArray(vertexAttr1, vertices.constData()); program1.setAttributeArray(normalAttr1, normals.constData()); glDrawArrays(GL_TRIANGLES, 0, vertices.size()); program1.disableAttributeArray(normalAttr1); program1.disableAttributeArray(vertexAttr1); } void GLWidget::paintTexturedCube() { glBindTexture(GL_TEXTURE_2D, m_uiTexture); 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 }; program2.setAttributeArray(vertexAttr2, afVertices, 3); 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 }; program2.setAttributeArray(texCoordAttr2, afTexCoord, 2); 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 }; program2.setAttributeArray(normalAttr2, afNormals, 3); program2.setUniformValue(textureUniform2, 0); // use texture unit 0 program2.enableAttributeArray(vertexAttr2); program2.enableAttributeArray(normalAttr2); program2.enableAttributeArray(texCoordAttr2); glDrawArrays(GL_TRIANGLES, 0, 36); program2.disableAttributeArray(vertexAttr2); program2.disableAttributeArray(normalAttr2); program2.disableAttributeArray(texCoordAttr2); } void GLWidget::initializeGL () { glClearColor(0.1f, 0.1f, 0.2f, 1.0f); glGenTextures(1, &m_uiTexture); m_uiTexture = bindTexture(QImage(":/qt.png")); QGLShader *vshader1 = new QGLShader(QGLShader::Vertex, this); 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"; vshader1->compileSourceCode(vsrc1); QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this); const char *fsrc1 = "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n"; fshader1->compileSourceCode(fsrc1); program1.addShader(vshader1); program1.addShader(fshader1); program1.link(); vertexAttr1 = program1.attributeLocation("vertex"); normalAttr1 = program1.attributeLocation("normal"); matrixUniform1 = program1.uniformLocation("matrix"); QGLShader *vshader2 = new QGLShader(QGLShader::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"; vshader2->compileSourceCode(vsrc2); QGLShader *fshader2 = new QGLShader(QGLShader::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"; fshader2->compileSourceCode(fsrc2); program2.addShader(vshader2); program2.addShader(fshader2); program2.link(); vertexAttr2 = program2.attributeLocation("vertex"); normalAttr2 = program2.attributeLocation("normal"); texCoordAttr2 = program2.attributeLocation("texCoord"); matrixUniform2 = program2.uniformLocation("matrix"); textureUniform2 = program2.uniformLocation("tex"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); m_fAngle = 0; m_fScale = 1; createGeometry(); createBubbles(bubbleNum - bubbles.count()); } void GLWidget::paintGL() { createBubbles(bubbleNum - bubbles.count()); QPainter painter; painter.begin(this); painter.beginNativePainting(); glClearColor(0.1f, 0.1f, 0.2f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); 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 (qtLogo) { program1.bind(); program1.setUniformValue(matrixUniform1, modelview); paintQtLogo(); program1.release(); } else { program2.bind(); program1.setUniformValue(matrixUniform2, modelview); paintTexturedCube(); program2.release(); } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); painter.endNativePainting(); if (m_showBubbles) foreach (Bubble *bubble, bubbles) { bubble->drawBubble(&painter); } QString framesPerSecond; framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2); painter.setPen(Qt::white); painter.drawText(20, 40, framesPerSecond + " fps"); painter.end(); swapBuffers(); QMutableListIterator iter(bubbles); while (iter.hasNext()) { Bubble *bubble = iter.next(); bubble->move(rect()); } if (!(frames % 100)) { time.start(); frames = 0; } m_fAngle += 1.0f; frames ++; } void GLWidget::createBubbles(int number) { for (int i = 0; i < number; ++i) { QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))), height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0)))); qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0)); QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)), height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0))); bubbles.append(new Bubble(position, radius, velocity)); } } void GLWidget::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); } for (int i = 0;i < vertices.size();i++) vertices[i] *= 2.0f; } void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) { vertices << QVector3D(x1, y1, -0.05f); vertices << QVector3D(x2, y2, -0.05f); vertices << QVector3D(x4, y4, -0.05f); vertices << QVector3D(x3, y3, -0.05f); vertices << QVector3D(x4, y4, -0.05f); vertices << QVector3D(x2, y2, -0.05f); QVector3D n = QVector3D::normal (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); normals << n; normals << n; normals << n; normals << n; normals << n; normals << n; vertices << QVector3D(x4, y4, 0.05f); vertices << QVector3D(x2, y2, 0.05f); vertices << QVector3D(x1, y1, 0.05f); vertices << QVector3D(x2, y2, 0.05f); vertices << QVector3D(x4, y4, 0.05f); vertices << QVector3D(x3, y3, 0.05f); n = QVector3D::normal (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); normals << n; normals << n; normals << n; normals << n; normals << n; normals << n; } void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2) { vertices << QVector3D(x1, y1, +0.05f); vertices << QVector3D(x2, y2, +0.05f); vertices << QVector3D(x1, y1, -0.05f); vertices << QVector3D(x2, y2, -0.05f); vertices << QVector3D(x1, y1, -0.05f); vertices << QVector3D(x2, y2, +0.05f); QVector3D n = QVector3D::normal (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); normals << n; normals << n; normals << n; normals << n; normals << n; normals << n; }