// Copyright (C) 2022 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "glwidget.h" #include #include #include #include #include #include #include #include GLWidget::GLWidget(const QColor &background) : m_background(background) { setMinimumSize(300, 250); } GLWidget::~GLWidget() { reset(); } void GLWidget::saveImage(TargetBuffer targetBuffer) { QImage img = grabFramebuffer(targetBuffer); if (img.isNull()) { qFatal("Failed to grab framebuffer"); } const char *fn = targetBuffer == TargetBuffer::LeftBuffer ? "leftBuffer.png" : "rightBuffer.png"; QFileDialog fd(this); fd.setAcceptMode(QFileDialog::AcceptSave); fd.setDefaultSuffix("png"); fd.selectFile(fn); if (fd.exec() == QDialog::Accepted) img.save(fd.selectedFiles().first()); } void GLWidget::reset() { // And now release all OpenGL resources. makeCurrent(); delete m_program; m_program = nullptr; delete m_vshader; m_vshader = nullptr; delete m_fshader; m_fshader = nullptr; m_vbo.destroy(); doneCurrent(); // We are done with the current QOpenGLContext, forget it. If there is a // subsequent initialize(), that will then connect to the new context. QObject::disconnect(m_contextWatchConnection); } void GLWidget::initializeGL() { initializeOpenGLFunctions(); m_vshader = 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_vshader->compileSourceCode(vsrc1); m_fshader = new QOpenGLShader(QOpenGLShader::Fragment); const char *fsrc1 = "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n"; m_fshader->compileSourceCode(fsrc1); m_program = new QOpenGLShaderProgram; m_program->addShader(m_vshader); m_program->addShader(m_fshader); m_program->link(); m_vertexAttr = m_program->attributeLocation("vertex"); m_normalAttr = m_program->attributeLocation("normal"); m_matrixUniform = m_program->uniformLocation("matrix"); createGeometry(); m_vbo.create(); m_vbo.bind(); const int vertexCount = m_vertices.count(); QList 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_vbo.allocate(buf.constData(), (int)buf.count() * sizeof(GLfloat)); m_vbo.release(); m_contextWatchConnection = QObject::connect(context(), &QOpenGLContext::aboutToBeDestroyed, context(), [this] { reset(); }); glFrontFace(GL_CW); glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); } void GLWidget::paintGL() { // When QSurfaceFormat::StereoBuffers is enabled, this function is called twice. // Once where currentTargetBuffer() == QOpenGLWidget::LeftBuffer, // and once where currentTargetBuffer() == QOpenGLWidget::RightBuffer. glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //! [1] // Slightly translate the model, so that there's a visible difference in each buffer. QMatrix4x4 modelview; if (currentTargetBuffer() == QOpenGLWidget::LeftBuffer) modelview.translate(-0.4f, 0.0f, 0.0f); else if (currentTargetBuffer() == QOpenGLWidget::RightBuffer) modelview.translate(0.4f, 0.0f, 0.0f); //! [1] m_program->bind(); m_program->setUniformValue(m_matrixUniform, modelview); m_program->enableAttributeArray(m_vertexAttr); m_program->enableAttributeArray(m_normalAttr); m_vbo.bind(); m_program->setAttributeBuffer(m_vertexAttr, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat)); m_program->setAttributeBuffer(m_normalAttr, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat)); m_vbo.release(); glDrawArrays(GL_TRIANGLES, 0, m_vertices.size()); m_program->disableAttributeArray(m_normalAttr); m_program->disableAttributeArray(m_vertexAttr); m_program->release(); update(); } 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; }