// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "glwindow.h" #include #include #include #include #include #include #include #include #include #include GLWindow::GLWindow() { m_world.setToIdentity(); m_world.translate(0, 0, -1); m_world.rotate(180, 1, 0, 0); QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this); animGroup->setLoopCount(-1); QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z")); zAnim0->setStartValue(1.5f); zAnim0->setEndValue(10.0f); zAnim0->setDuration(2000); animGroup->addAnimation(zAnim0); QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z")); zAnim1->setStartValue(10.0f); zAnim1->setEndValue(50.0f); zAnim1->setDuration(4000); zAnim1->setEasingCurve(QEasingCurve::OutElastic); animGroup->addAnimation(zAnim1); QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z")); zAnim2->setStartValue(50.0f); zAnim2->setEndValue(1.5f); zAnim2->setDuration(2000); animGroup->addAnimation(zAnim2); animGroup->start(); QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r")); rAnim->setStartValue(0.0f); rAnim->setEndValue(360.0f); rAnim->setDuration(2000); rAnim->setLoopCount(-1); rAnim->start(); QTimer::singleShot(4000, this, &GLWindow::startSecondStage); } GLWindow::~GLWindow() { makeCurrent(); delete m_texture; delete m_program; delete m_vbo; delete m_vao; } void GLWindow::startSecondStage() { QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2")); r2Anim->setStartValue(0.0f); r2Anim->setEndValue(360.0f); r2Anim->setDuration(20000); r2Anim->setLoopCount(-1); r2Anim->start(); } void GLWindow::setZ(float v) { m_eye.setZ(v); m_uniformsDirty = true; update(); } void GLWindow::setR(float v) { m_r = v; m_uniformsDirty = true; update(); } void GLWindow::setR2(float v) { m_r2 = v; m_uniformsDirty = true; update(); } static const char *vertexShaderSource = "layout(location = 0) in vec4 vertex;\n" "layout(location = 1) in vec3 normal;\n" "out vec3 vert;\n" "out vec3 vertNormal;\n" "out vec3 color;\n" "uniform mat4 projMatrix;\n" "uniform mat4 camMatrix;\n" "uniform mat4 worldMatrix;\n" "uniform mat4 myMatrix;\n" "uniform sampler2D sampler;\n" "void main() {\n" " ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n" " vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n" " float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n" " mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n" " color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n" " vert = vec3(wm * vertex);\n" " vertNormal = mat3(transpose(inverse(wm))) * normal;\n" " gl_Position = projMatrix * camMatrix * wm * vertex;\n" "}\n"; static const char *fragmentShaderSource = "in highp vec3 vert;\n" "in highp vec3 vertNormal;\n" "in highp vec3 color;\n" "out highp vec4 fragColor;\n" "uniform highp vec3 lightPos;\n" "void main() {\n" " highp vec3 L = normalize(lightPos - vert);\n" " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" " fragColor = vec4(col, 1.0);\n" "}\n"; QByteArray versionedShaderCode(const char *src) { QByteArray versionedSrc; if (QOpenGLContext::currentContext()->isOpenGLES()) versionedSrc.append(QByteArrayLiteral("#version 300 es\n")); else versionedSrc.append(QByteArrayLiteral("#version 330\n")); versionedSrc.append(src); return versionedSrc; } void GLWindow::initializeGL() { QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); QImage img(":/qtlogo.png"); Q_ASSERT(!img.isNull()); delete m_texture; m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored()); delete m_program; m_program = new QOpenGLShaderProgram; // Prepend the correct version directive to the sources. The rest is the // same, thanks to the common GLSL syntax. m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource)); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource)); m_program->link(); m_projMatrixLoc = m_program->uniformLocation("projMatrix"); m_camMatrixLoc = m_program->uniformLocation("camMatrix"); m_worldMatrixLoc = m_program->uniformLocation("worldMatrix"); m_myMatrixLoc = m_program->uniformLocation("myMatrix"); m_lightPosLoc = m_program->uniformLocation("lightPos"); // Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL. delete m_vao; m_vao = new QOpenGLVertexArrayObject; if (m_vao->create()) m_vao->bind(); m_program->bind(); delete m_vbo; m_vbo = new QOpenGLBuffer; m_vbo->create(); m_vbo->bind(); m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat)); f->glEnableVertexAttribArray(0); f->glEnableVertexAttribArray(1); f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), nullptr); f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast(3 * sizeof(GLfloat))); m_vbo->release(); f->glEnable(GL_DEPTH_TEST); f->glEnable(GL_CULL_FACE); } void GLWindow::resizeGL(int w, int h) { m_proj.setToIdentity(); m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f); m_uniformsDirty = true; } void GLWindow::paintGL() { // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to // do more than what GL(ES) 2.0 offers. QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions(); f->glClearColor(0, 0, 0, 1); f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_program->bind(); m_texture->bind(); if (m_uniformsDirty) { m_uniformsDirty = false; QMatrix4x4 camera; camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0)); m_program->setUniformValue(m_projMatrixLoc, m_proj); m_program->setUniformValue(m_camMatrixLoc, camera); QMatrix4x4 wm = m_world; wm.rotate(m_r, 1, 1, 0); m_program->setUniformValue(m_worldMatrixLoc, wm); QMatrix4x4 mm; mm.setToIdentity(); mm.rotate(-m_r2, 1, 0, 0); m_program->setUniformValue(m_myMatrixLoc, mm); m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70)); } // Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We // requested a 3.3 or ES 3.0 context, so we know this will work. f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36); }