125 lines
3.5 KiB
C++
125 lines
3.5 KiB
C++
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#include "paintedwindow.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QPainter>
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#include <QTimer>
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#include <qmath.h>
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PaintedWindow::PaintedWindow()
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: m_fbo(0)
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{
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QSurfaceFormat format;
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format.setStencilBufferSize(8);
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setSurfaceType(QWindow::OpenGLSurface);
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setWindowFlags(Qt::Window | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
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setFormat(format);
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create();
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m_context = new QOpenGLContext(this);
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m_context->setFormat(format);
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m_context->create();
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QTimer *timer = new QTimer(this);
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timer->setInterval(16);
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connect(timer, SIGNAL(timeout()), this, SLOT(paint()));
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timer->start();
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m_context->makeCurrent(this);
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QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec2 vertexCoordsInput;\n"
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"attribute mediump vec2 texCoordsInput;\n"
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"varying mediump vec2 texCoords;\n"
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"void main(void)\n"
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"{\n"
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" texCoords = texCoordsInput;\n"
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" gl_Position = vec4(vertexCoordsInput, 0, 1);\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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const char *fsrc =
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"uniform sampler2D tex;\n"
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"varying mediump vec2 texCoords;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(tex, texCoords);\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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m_program = new QOpenGLShaderProgram;
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m_program->addShader(vshader);
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m_program->addShader(fshader);
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m_program->link();
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m_vertexAttribute = m_program->attributeLocation("vertexCoordsInput");
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m_texCoordsAttribute = m_program->attributeLocation("texCoordsInput");
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}
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void PaintedWindow::resizeEvent(QResizeEvent *)
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{
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m_context->makeCurrent(this);
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delete m_fbo;
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m_fbo = new QOpenGLFramebufferObject(size());
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}
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void PaintedWindow::paint()
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{
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if (!m_fbo)
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return;
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m_context->makeCurrent(this);
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QPainterPath path;
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path.addEllipse(0, 0, m_fbo->width(), m_fbo->height());
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QPainter painter;
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painter.begin(m_fbo);
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painter.fillRect(0, 0, m_fbo->width(), m_fbo->height(), Qt::white);
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painter.setRenderHint(QPainter::Antialiasing);
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painter.fillPath(path, Qt::blue);
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painter.end();
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glViewport(0, 0, width(), height());
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_BLEND);
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLfloat texCoords[] = { 0, 0, 1, 0, 0, 1,
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1, 0, 1, 1, 0, 1 };
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GLfloat vertexCoords[] = { -1, -1, 1, -1, -1, 1,
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1, -1, 1, 1, -1, 1 };
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m_program->bind();
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m_context->functions()->glEnableVertexAttribArray(m_vertexAttribute);
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m_context->functions()->glEnableVertexAttribArray(m_texCoordsAttribute);
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m_context->functions()->glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, vertexCoords);
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m_context->functions()->glVertexAttribPointer(m_texCoordsAttribute, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
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glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindTexture(GL_TEXTURE_2D, 0);
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m_context->functions()->glDisableVertexAttribArray(m_vertexAttribute);
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m_context->functions()->glDisableVertexAttribArray(m_texCoordsAttribute);
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m_program->release();
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m_context->swapBuffers(this);
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}
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