/**************************************************************************** ** ** 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 "glwidget.h" #include #include "cube.h" #include #ifndef GL_MULTISAMPLE #define GL_MULTISAMPLE 0x809D #endif static GLfloat colorArray[][4] = { {0.243f, 0.423f, 0.125f, 1.0f}, {0.176f, 0.31f, 0.09f, 1.0f}, {0.4f, 0.69f, 0.212f, 1.0f}, {0.317f, 0.553f, 0.161f, 1.0f} }; GLWidget::GLWidget(QWidget *parent) : QGLWidget(QGLFormat(QGL::SampleBuffers), parent) , geom(0) , cube(0) { // create the pbuffer QGLFormat pbufferFormat = format(); pbufferFormat.setSampleBuffers(false); pbuffer = new QGLPixelBuffer(QSize(512, 512), pbufferFormat, this); setWindowTitle(tr("OpenGL pbuffers")); initializeGeometry(); } GLWidget::~GLWidget() { pbuffer->releaseFromDynamicTexture(); glDeleteTextures(1, &dynamicTexture); delete pbuffer; qDeleteAll(cubes); qDeleteAll(tiles); delete cube; } void GLWidget::initializeGL() { initCommon(); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 }; glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); initPbuffer(); cube->startAnimation(); connect(cube, SIGNAL(changed()), this, SLOT(update())); for (int i = 0; i < 3; ++i) { cubes[i]->startAnimation(); connect(cubes[i], SIGNAL(changed()), this, SLOT(update())); } } void GLWidget::paintGL() { pbuffer->makeCurrent(); drawPbuffer(); // On direct render platforms, drawing onto the pbuffer context above // automatically updates the dynamic texture. For cases where rendering // directly to a texture is not supported, explicitly copy. if (!hasDynamicTextureUpdate) pbuffer->updateDynamicTexture(dynamicTexture); makeCurrent(); // Use the pbuffer as a texture to render the scene glBindTexture(GL_TEXTURE_2D, dynamicTexture); // set up to render the scene glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -10.0f); // draw the background glPushMatrix(); glScalef(aspect, 1.0f, 1.0f); for (int i = 0; i < tiles.count(); ++i) tiles[i]->draw(); glPopMatrix(); // draw the bouncing cubes for (int i = 0; i < cubes.count(); ++i) cubes[i]->draw(); } void GLWidget::initializeGeometry() { geom = new Geometry(); CubeBuilder cBuilder(geom, 0.5); cBuilder.setColor(QColor(255, 255, 255, 212)); // build the 3 bouncing, spinning cubes for (int i = 3; i > 0; --i) cubes.append(cBuilder.newCube(QVector3D((float)(i-1), -1.5f, 5 - i))); // build the spinning cube which goes in the dynamic texture cube = cBuilder.newCube(); cube->removeBounce(); // build the background tiles TileBuilder tBuilder(geom); tBuilder.setColor(QColor(Qt::white)); for (int c = -2; c <= +2; ++c) for (int r = -2; r <= +2; ++r) tiles.append(tBuilder.newTile(QVector3D(c, r, 0))); // graded backdrop for the pbuffer scene TileBuilder bBuilder(geom, 0.0f, 2.0f); bBuilder.setColor(QColor(102, 176, 54, 210)); backdrop = bBuilder.newTile(QVector3D(0.0f, 0.0f, -1.5f)); backdrop->setColors(colorArray); } void GLWidget::initCommon() { qglClearColor(QColor(Qt::darkGray)); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_MULTISAMPLE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); geom->loadArrays(); } void GLWidget::perspectiveProjection() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifdef QT_OPENGL_ES glFrustumf(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0); #else glFrustum(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0); #endif glMatrixMode(GL_MODELVIEW); } void GLWidget::orthographicProjection() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifdef QT_OPENGL_ES glOrthof(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0); #else glOrtho(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0); #endif glMatrixMode(GL_MODELVIEW); } void GLWidget::resizeGL(int width, int height) { glViewport(0, 0, width, height); aspect = (qreal)width / (qreal)(height ? height : 1); perspectiveProjection(); } void GLWidget::drawPbuffer() { orthographicProjection(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_TEXTURE_2D); backdrop->draw(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, cubeTexture); glDisable(GL_CULL_FACE); cube->draw(); glEnable(GL_CULL_FACE); glFlush(); } void GLWidget::initPbuffer() { pbuffer->makeCurrent(); cubeTexture = bindTexture(QImage(":res/cubelogo.png")); initCommon(); // generate a texture that has the same size/format as the pbuffer dynamicTexture = pbuffer->generateDynamicTexture(); // bind the dynamic texture to the pbuffer - this is a no-op under X11 hasDynamicTextureUpdate = pbuffer->bindToDynamicTexture(dynamicTexture); makeCurrent(); } void GLWidget::setAnimationPaused(bool enable) { cube->setAnimationPaused(enable); for (int i = 0; i < 3; ++i) cubes[i]->setAnimationPaused(enable); }