qt5base-lts/tests/manual/qopenglwidget/openglwidget/openglwidget.cpp

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/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/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.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt 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 <QtWidgets/private/qwidget_p.h>
#include <QOpenGLFramebufferObject>
#include <QWindow>
#include <qpa/qplatformwindow.h>
#include <QDebug>
#include <QTimer>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QGuiApplication>
#include <QtGui/QMatrix4x4>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QScreen>
#include <QtCore/qmath.h>
#include <qopengl.h>
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;
};
OpenGLWidget::OpenGLWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
d = new OpenGLWidgetPrivate(this);
QTimer *timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(update()));
timer->start(30);
}
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);
matrix.rotate(100.0f * m_frame / 30/*screen()->refreshRate()*/, 0, 1, 0);
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;
}