#include "hellowindow.h" #include #include #include Renderer::Renderer() : m_initialized(false) { m_format.setDepthBufferSize(16); m_format.setSamples(4); m_context = new QGuiGLContext(m_format); } QSurfaceFormat Renderer::format() const { return m_format; } HelloWindow::HelloWindow(Renderer *renderer) : m_colorIndex(0) , m_renderer(renderer) { setWindowTitle(QLatin1String("Hello Window")); setFormat(renderer->format()); setGeometry(QRect(10, 10, 640, 480)); create(); QTimer *timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(render())); timer->start(10); updateColor(); } void HelloWindow::mousePressEvent(QMouseEvent *) { updateColor(); } void HelloWindow::updateColor() { QColor colors[] = { QColor(100, 255, 0), QColor(0, 100, 255) }; m_color = colors[m_colorIndex]; m_colorIndex++; if (m_colorIndex >= int(sizeof(colors) / sizeof(colors[0]))) m_colorIndex = 0; } void HelloWindow::render() { m_renderer->render(this, m_color, geometry().size()); } void Renderer::render(QSurface *surface, const QColor &color, const QSize &viewSize) { if (!m_context->makeCurrent(surface)) return; if (!m_initialized) { initialize(); m_initialized = true; } glViewport(0, 0, viewSize.width(), viewSize.height()); glClearColor(0.1f, 0.1f, 0.2f, 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.translate(0.0f, -0.2f, 0.0f); program.bind(); program.setUniformValue(matrixUniform, modelview); program.setUniformValue(colorUniform, color); paintQtLogo(); program.release(); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); m_context->swapBuffers(surface); m_fAngle += 1.0f; } void Renderer::paintQtLogo() { program.enableAttributeArray(normalAttr); program.enableAttributeArray(vertexAttr); program.setAttributeArray(vertexAttr, vertices.constData()); program.setAttributeArray(normalAttr, normals.constData()); glDrawArrays(GL_TRIANGLES, 0, vertices.size()); program.disableAttributeArray(normalAttr); program.disableAttributeArray(vertexAttr); } void Renderer::initialize() { glClearColor(0.1f, 0.1f, 0.2f, 1.0f); QGLShader *vshader = new QGLShader(QGLShader::Vertex, this); const char *vsrc = "attribute highp vec4 vertex;\n" "attribute mediump vec3 normal;\n" "uniform mediump mat4 matrix;\n" "uniform lowp vec4 sourceColor;\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 = sourceColor.rgb;\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"; vshader->compileSourceCode(vsrc); QGLShader *fshader = new QGLShader(QGLShader::Fragment, this); const char *fsrc = "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n"; fshader->compileSourceCode(fsrc); program.addShader(vshader); program.addShader(fshader); program.link(); vertexAttr = program.attributeLocation("vertex"); normalAttr = program.attributeLocation("normal"); matrixUniform = program.uniformLocation("matrix"); colorUniform = program.uniformLocation("sourceColor"); m_fAngle = 0; createGeometry(); } void Renderer::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 * qSin(angle1); qreal y5 = 0.30 * qCos(angle1); qreal x6 = 0.20 * qSin(angle1); qreal y6 = 0.20 * qCos(angle1); qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; qreal x7 = 0.20 * qSin(angle2); qreal y7 = 0.20 * qCos(angle2); qreal x8 = 0.30 * qSin(angle2); qreal y8 = 0.30 * qCos(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 Renderer::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 Renderer::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; }