/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the test suite of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #define GL_GLEXT_PROTOTYPES #include "openglwidget.h" #include #include #include #include #include #include #include #include #include #include #include #include #include class OpenGLWidgetPrivate : protected QOpenGLFunctions { public: OpenGLWidgetPrivate(QWidget *q) : m_program(0), m_frame(0), q(q) { } void initialize(); void render(); int width() {return w;} int height() {return h;} GLuint m_posAttr; GLuint m_colAttr; GLuint m_matrixUniform; QOpenGLShaderProgram *m_program; int m_frame; int w,h; QWidget *q; int m_interval; QVector3D m_rotAxis; }; OpenGLWidget::OpenGLWidget(int interval, const QVector3D &rotAxis, QWidget *parent) : QOpenGLWidget(parent) { d.reset(new OpenGLWidgetPrivate(this)); d->m_interval = interval; d->m_rotAxis = rotAxis; if (interval > 0) { QTimer *timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(update())); timer->start(interval); } } OpenGLWidget::~OpenGLWidget() { } void OpenGLWidget::initializeGL() { // qDebug("*initializeGL*"); d->initialize(); } void OpenGLWidget::resizeGL(int w, int h) { // qDebug("*resizeGL*"); d->w = w; d->h = h; } void OpenGLWidget::paintGL() { // qDebug("*paintGL* %d", d->m_frame); d->render(); } static const char *vertexShaderSource = "attribute highp vec4 posAttr;\n" "attribute lowp vec4 colAttr;\n" "varying lowp vec4 col;\n" "uniform highp mat4 matrix;\n" "void main() {\n" " col = colAttr;\n" " gl_Position = matrix * posAttr;\n" "}\n"; static const char *fragmentShaderSource = "varying lowp vec4 col;\n" "void main() {\n" " gl_FragColor = col;\n" "}\n"; void OpenGLWidgetPrivate::initialize() { initializeOpenGLFunctions(); m_program = new QOpenGLShaderProgram; m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); m_program->link(); m_posAttr = m_program->attributeLocation("posAttr"); m_colAttr = m_program->attributeLocation("colAttr"); m_matrixUniform = m_program->uniformLocation("matrix"); } void OpenGLWidgetPrivate::render() { const qreal retinaScale = q->devicePixelRatio(); glViewport(0, 0, width() * retinaScale, height() * retinaScale); glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); m_program->bind(); QMatrix4x4 matrix; matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f); matrix.translate(0, 0, -2); const qreal angle = 100.0f * m_frame / 30; matrix.rotate(angle, m_rotAxis); m_program->setUniformValue(m_matrixUniform, matrix); GLfloat vertices[] = { 0.0f, 0.707f, -0.5f, -0.5f, 0.5f, -0.5f }; GLfloat colors[] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); m_program->release(); ++m_frame; if (m_interval <= 0) q->update(); }