// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #ifndef GLWIDGET_H #define GLWIDGET_H #include #include #include #include "../hellogl2/logo.h" QT_FORWARD_DECLARE_CLASS(QOpenGLTexture) QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram) QT_FORWARD_DECLARE_CLASS(QOpenGLBuffer) QT_FORWARD_DECLARE_CLASS(QOpenGLVertexArrayObject) class GLWindow : public QOpenGLWindow { Q_OBJECT Q_PROPERTY(float z READ z WRITE setZ) Q_PROPERTY(float r READ r WRITE setR) Q_PROPERTY(float r2 READ r2 WRITE setR2) public: GLWindow(); ~GLWindow(); void initializeGL(); void resizeGL(int w, int h); void paintGL(); float z() const { return m_eye.z(); } void setZ(float v); float r() const { return m_r; } void setR(float v); float r2() const { return m_r2; } void setR2(float v); private slots: void startSecondStage(); private: QOpenGLTexture *m_texture = nullptr; QOpenGLShaderProgram *m_program = nullptr; QOpenGLBuffer *m_vbo = nullptr; QOpenGLVertexArrayObject *m_vao = nullptr; Logo m_logo; int m_projMatrixLoc = 0; int m_camMatrixLoc = 0; int m_worldMatrixLoc = 0; int m_myMatrixLoc = 0; int m_lightPosLoc = 0; QMatrix4x4 m_proj; QMatrix4x4 m_world; QVector3D m_eye; QVector3D m_target = {0, 0, -1}; bool m_uniformsDirty = true; float m_r = 0; float m_r2 = 0; }; #endif