/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, 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 The Qt Company Ltd 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 #include #include #include #include "mainwindow.h" #include "bubble.h" const int bubbleNum = 8; #ifndef GL_SRGB8_ALPHA8 #define GL_SRGB8_ALPHA8 0x8C43 #endif GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background) : m_mainWindow(mw), m_showBubbles(true), m_qtLogo(true), m_frames(0), m_program1(0), m_program2(0), m_texture(0), m_transparent(false), m_btn(0), m_hasButton(button), m_background(background) { setMinimumSize(300, 250); if (QCoreApplication::arguments().contains(QStringLiteral("--srgb"))) setTextureFormat(GL_SRGB8_ALPHA8); } GLWidget::~GLWidget() { qDeleteAll(m_bubbles); // And now release all OpenGL resources. makeCurrent(); delete m_texture; delete m_program1; delete m_program2; delete m_vshader1; delete m_fshader1; delete m_vshader2; delete m_fshader2; m_vbo1.destroy(); m_vbo2.destroy(); doneCurrent(); } void GLWidget::setScaling(int scale) { if (scale > 30) m_fScale = 1 + qreal(scale - 30) / 30 * 0.25; else if (scale < 30) m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25); else m_fScale = 1; } void GLWidget::setLogo() { m_qtLogo = true; } void GLWidget::setTexture() { m_qtLogo = false; } void GLWidget::setShowBubbles(bool bubbles) { m_showBubbles = bubbles; } void GLWidget::paintQtLogo() { m_program1->enableAttributeArray(m_vertexAttr1); m_program1->enableAttributeArray(m_normalAttr1); m_vbo1.bind(); // The data in the buffer is placed like this: // vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ... m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat)); m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat)); m_vbo1.release(); glDrawArrays(GL_TRIANGLES, 0, m_vertices.size()); m_program1->disableAttributeArray(m_normalAttr1); m_program1->disableAttributeArray(m_vertexAttr1); } void GLWidget::paintTexturedCube() { m_texture->bind(); if (!m_vbo2.isCreated()) { static 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 }; static 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 }; 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 }; m_vbo2.create(); m_vbo2.bind(); m_vbo2.allocate(36 * 8 * sizeof(GLfloat)); m_vbo2.write(0, afVertices, sizeof(afVertices)); m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord)); m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals)); m_vbo2.release(); } m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0 m_program2->enableAttributeArray(m_vertexAttr2); m_program2->enableAttributeArray(m_normalAttr2); m_program2->enableAttributeArray(m_texCoordAttr2); m_vbo2.bind(); // In the buffer we first have 36 vertices (3 floats for each), then 36 texture // coordinates (2 floats for each), then 36 normals (3 floats for each). m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3); m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2); m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3); m_vbo2.release(); glDrawArrays(GL_TRIANGLES, 0, 36); m_program2->disableAttributeArray(m_vertexAttr2); m_program2->disableAttributeArray(m_normalAttr2); m_program2->disableAttributeArray(m_texCoordAttr2); } void GLWidget::initializeGL() { initializeOpenGLFunctions(); m_texture = new QOpenGLTexture(QImage(":/qt.png")); m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex); 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"; m_vshader1->compileSourceCode(vsrc1); m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment); const char *fsrc1 = "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n"; m_fshader1->compileSourceCode(fsrc1); m_program1 = new QOpenGLShaderProgram; m_program1->addShader(m_vshader1); m_program1->addShader(m_fshader1); m_program1->link(); m_vertexAttr1 = m_program1->attributeLocation("vertex"); m_normalAttr1 = m_program1->attributeLocation("normal"); m_matrixUniform1 = m_program1->uniformLocation("matrix"); m_vshader2 = new QOpenGLShader(QOpenGLShader::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"; m_vshader2->compileSourceCode(vsrc2); m_fshader2 = new QOpenGLShader(QOpenGLShader::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"; m_fshader2->compileSourceCode(fsrc2); m_program2 = new QOpenGLShaderProgram; m_program2->addShader(m_vshader2); m_program2->addShader(m_fshader2); m_program2->link(); m_vertexAttr2 = m_program2->attributeLocation("vertex"); m_normalAttr2 = m_program2->attributeLocation("normal"); m_texCoordAttr2 = m_program2->attributeLocation("texCoord"); m_matrixUniform2 = m_program2->uniformLocation("matrix"); m_textureUniform2 = m_program2->uniformLocation("tex"); m_fAngle = 0; m_fScale = 1; createGeometry(); // Use a vertex buffer object. Client-side pointers are old-school and should be avoided. m_vbo1.create(); m_vbo1.bind(); // For the cube all the data belonging to the texture coordinates and // normals is placed separately, after the vertices. Here, for the Qt logo, // let's do something different and potentially more efficient: create a // properly interleaved data set. const int vertexCount = m_vertices.count(); QVector buf; buf.resize(vertexCount * 3 * 2); GLfloat *p = buf.data(); for (int i = 0; i < vertexCount; ++i) { *p++ = m_vertices[i].x(); *p++ = m_vertices[i].y(); *p++ = m_vertices[i].z(); *p++ = m_normals[i].x(); *p++ = m_normals[i].y(); *p++ = m_normals[i].z(); } m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat)); m_vbo1.release(); createBubbles(bubbleNum - m_bubbles.count()); } void GLWidget::paintGL() { createBubbles(bubbleNum - m_bubbles.count()); QPainter painter; painter.begin(this); painter.beginNativePainting(); glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 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.scale(m_fScale); modelview.translate(0.0f, -0.2f, 0.0f); if (m_qtLogo) { m_program1->bind(); m_program1->setUniformValue(m_matrixUniform1, modelview); paintQtLogo(); m_program1->release(); } else { m_program2->bind(); m_program2->setUniformValue(m_matrixUniform2, modelview); paintTexturedCube(); m_program2->release(); } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); painter.endNativePainting(); if (m_showBubbles) foreach (Bubble *bubble, m_bubbles) { bubble->drawBubble(&painter); } if (const int elapsed = m_time.elapsed()) { QString framesPerSecond; framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2); painter.setPen(m_transparent ? Qt::black : Qt::white); painter.drawText(20, 40, framesPerSecond + " paintGL calls / s"); } painter.end(); QMutableListIterator iter(m_bubbles); while (iter.hasNext()) { Bubble *bubble = iter.next(); bubble->move(rect()); } if (!(m_frames % 100)) { m_time.start(); m_frames = 0; } m_fAngle += 1.0f; ++m_frames; // When requested, follow the ideal way to animate: Rely on // blocking swap and just schedule updates continuously. if (!m_mainWindow->timerEnabled()) update(); } void GLWidget::createBubbles(int number) { for (int i = 0; i < number; ++i) { QPointF position(width()*(0.1 + QRandomGenerator::global()->bounded(0.8)), height()*(0.1 + QRandomGenerator::global()->bounded(0.8))); qreal radius = qMin(width(), height())*(0.0175 + QRandomGenerator::global()->bounded(0.0875)); QPointF velocity(width()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)), height()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0))); m_bubbles.append(new Bubble(position, radius, velocity)); } } void GLWidget::createGeometry() { m_vertices.clear(); m_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 int NumSectors = 100; const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; for (int i = 0; i < NumSectors; ++i) { qreal angle = i * sectorAngle; qreal x5 = 0.30 * sin(angle); qreal y5 = 0.30 * cos(angle); qreal x6 = 0.20 * sin(angle); qreal y6 = 0.20 * cos(angle); angle += sectorAngle; qreal x7 = 0.20 * sin(angle); qreal y7 = 0.20 * cos(angle); qreal x8 = 0.30 * sin(angle); qreal y8 = 0.30 * cos(angle); quad(x5, y5, x6, y6, x7, y7, x8, y8); extrude(x6, y6, x7, y7); extrude(x8, y8, x5, y5); } for (int i = 0;i < m_vertices.size();i++) m_vertices[i] *= 2.0f; } void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) { m_vertices << QVector3D(x1, y1, -0.05f); m_vertices << QVector3D(x2, y2, -0.05f); m_vertices << QVector3D(x4, y4, -0.05f); m_vertices << QVector3D(x3, y3, -0.05f); m_vertices << QVector3D(x4, y4, -0.05f); m_vertices << QVector3D(x2, y2, -0.05f); QVector3D n = QVector3D::normal (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); m_normals << n; m_normals << n; m_normals << n; m_normals << n; m_normals << n; m_normals << n; m_vertices << QVector3D(x4, y4, 0.05f); m_vertices << QVector3D(x2, y2, 0.05f); m_vertices << QVector3D(x1, y1, 0.05f); m_vertices << QVector3D(x2, y2, 0.05f); m_vertices << QVector3D(x4, y4, 0.05f); m_vertices << QVector3D(x3, y3, 0.05f); n = QVector3D::normal (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); m_normals << n; m_normals << n; m_normals << n; m_normals << n; m_normals << n; m_normals << n; } void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2) { m_vertices << QVector3D(x1, y1, +0.05f); m_vertices << QVector3D(x2, y2, +0.05f); m_vertices << QVector3D(x1, y1, -0.05f); m_vertices << QVector3D(x2, y2, -0.05f); m_vertices << QVector3D(x1, y1, -0.05f); m_vertices << QVector3D(x2, y2, +0.05f); QVector3D n = QVector3D::normal (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); m_normals << n; m_normals << n; m_normals << n; m_normals << n; m_normals << n; m_normals << n; } void GLWidget::setTransparent(bool transparent) { setAttribute(Qt::WA_AlwaysStackOnTop, transparent); m_transparent = transparent; // Call update() on the top-level window after toggling AlwayStackOnTop to make sure // the entire backingstore is updated accordingly. window()->update(); } void GLWidget::resizeGL(int, int) { if (m_hasButton) { if (!m_btn) { m_btn = new QPushButton("A widget on top.\nPress for more widgets.", this); connect(m_btn, &QPushButton::clicked, this, &GLWidget::handleButtonPress); } m_btn->move(20, 80); } } void GLWidget::handleButtonPress() { m_mainWindow->addNew(); }