qt5base-lts/examples/widgets/graphicsview/boxes/scene.cpp

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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the demonstration applications 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.
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**
** 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,
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****************************************************************************/
#include <QDebug>
#include "scene.h"
#include <QtCore/QRandomGenerator>
#include <QtGui/qmatrix4x4.h>
#include <QtGui/qvector3d.h>
#include <qmath.h>
#include "3rdparty/fbm.h"
void checkGLErrors(const QString& prefix)
{
switch (glGetError()) {
case GL_NO_ERROR:
//qDebug() << prefix << tr("No error.");
break;
case GL_INVALID_ENUM:
qDebug() << prefix << QObject::tr("Invalid enum.");
break;
case GL_INVALID_VALUE:
qDebug() << prefix << QObject::tr("Invalid value.");
break;
case GL_INVALID_OPERATION:
qDebug() << prefix << QObject::tr("Invalid operation.");
break;
case GL_STACK_OVERFLOW:
qDebug() << prefix << QObject::tr("Stack overflow.");
break;
case GL_STACK_UNDERFLOW:
qDebug() << prefix << QObject::tr("Stack underflow.");
break;
case GL_OUT_OF_MEMORY:
qDebug() << prefix << QObject::tr("Out of memory.");
break;
default:
qDebug() << prefix << QObject::tr("Unknown error.");
break;
}
}
//============================================================================//
// ColorEdit //
//============================================================================//
ColorEdit::ColorEdit(QRgb initialColor, int id)
: m_color(initialColor), m_id(id)
{
QHBoxLayout *layout = new QHBoxLayout;
setLayout(layout);
layout->setContentsMargins(0, 0, 0, 0);
m_lineEdit = new QLineEdit(QString::number(m_color, 16));
layout->addWidget(m_lineEdit);
m_button = new QFrame;
QPalette palette = m_button->palette();
palette.setColor(QPalette::Window, QColor(m_color));
m_button->setPalette(palette);
m_button->setAutoFillBackground(true);
m_button->setMinimumSize(32, 0);
m_button->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Preferred);
m_button->setFrameStyle(QFrame::StyledPanel | QFrame::Sunken);
layout->addWidget(m_button);
connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
}
void ColorEdit::editDone()
{
bool ok;
QRgb newColor = m_lineEdit->text().toUInt(&ok, 16);
if (ok)
setColor(newColor);
}
void ColorEdit::mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton) {
QColor color(m_color);
QColorDialog dialog(color, 0);
dialog.setOption(QColorDialog::ShowAlphaChannel, true);
// The ifdef block is a workaround for the beta, TODO: remove when bug 238525 is fixed
#if 0 // Used to be included in Qt4 for Q_WS_MAC
dialog.setOption(QColorDialog::DontUseNativeDialog, true);
#endif
dialog.move(280, 120);
if (dialog.exec() == QDialog::Rejected)
return;
QRgb newColor = dialog.selectedColor().rgba();
if (newColor == m_color)
return;
setColor(newColor);
}
}
void ColorEdit::setColor(QRgb color)
{
m_color = color;
m_lineEdit->setText(QString::number(m_color, 16)); // "Clean up" text
QPalette palette = m_button->palette();
palette.setColor(QPalette::Window, QColor(m_color));
m_button->setPalette(palette);
emit colorChanged(m_color, m_id);
}
//============================================================================//
// FloatEdit //
//============================================================================//
FloatEdit::FloatEdit(float initialValue, int id)
: m_value(initialValue), m_id(id)
{
QHBoxLayout *layout = new QHBoxLayout;
setLayout(layout);
layout->setContentsMargins(0, 0, 0, 0);
m_lineEdit = new QLineEdit(QString::number(m_value));
layout->addWidget(m_lineEdit);
connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
}
void FloatEdit::editDone()
{
bool ok;
float newValue = m_lineEdit->text().toFloat(&ok);
if (ok) {
m_value = newValue;
m_lineEdit->setText(QString::number(m_value)); // "Clean up" text
emit valueChanged(m_value, m_id);
}
}
//============================================================================//
// TwoSidedGraphicsWidget //
//============================================================================//
TwoSidedGraphicsWidget::TwoSidedGraphicsWidget(QGraphicsScene *scene)
: QObject(scene)
, m_current(0)
, m_angle(0)
, m_delta(0)
{
for (int i = 0; i < 2; ++i)
m_proxyWidgets[i] = 0;
}
void TwoSidedGraphicsWidget::setWidget(int index, QWidget *widget)
{
if (index < 0 || index >= 2)
{
qWarning("TwoSidedGraphicsWidget::setWidget: Index out of bounds, index == %d", index);
return;
}
GraphicsWidget *proxy = new GraphicsWidget;
proxy->setWidget(widget);
if (m_proxyWidgets[index])
delete m_proxyWidgets[index];
m_proxyWidgets[index] = proxy;
proxy->setCacheMode(QGraphicsItem::ItemCoordinateCache);
proxy->setZValue(1e30); // Make sure the dialog is drawn on top of all other (OpenGL) items
if (index != m_current)
proxy->setVisible(false);
qobject_cast<QGraphicsScene *>(parent())->addItem(proxy);
}
QWidget *TwoSidedGraphicsWidget::widget(int index)
{
if (index < 0 || index >= 2)
{
qWarning("TwoSidedGraphicsWidget::widget: Index out of bounds, index == %d", index);
return 0;
}
return m_proxyWidgets[index]->widget();
}
void TwoSidedGraphicsWidget::flip()
{
m_delta = (m_current == 0 ? 9 : -9);
animateFlip();
}
void TwoSidedGraphicsWidget::animateFlip()
{
m_angle += m_delta;
if (m_angle == 90) {
int old = m_current;
m_current ^= 1;
m_proxyWidgets[old]->setVisible(false);
m_proxyWidgets[m_current]->setVisible(true);
m_proxyWidgets[m_current]->setGeometry(m_proxyWidgets[old]->geometry());
}
QRectF r = m_proxyWidgets[m_current]->boundingRect();
m_proxyWidgets[m_current]->setTransform(QTransform()
.translate(r.width() / 2, r.height() / 2)
.rotate(m_angle - 180 * m_current, Qt::YAxis)
.translate(-r.width() / 2, -r.height() / 2));
if ((m_current == 0 && m_angle > 0) || (m_current == 1 && m_angle < 180))
QTimer::singleShot(25, this, SLOT(animateFlip()));
}
QVariant GraphicsWidget::itemChange(GraphicsItemChange change, const QVariant &value)
{
if (change == ItemPositionChange && scene()) {
QRectF rect = boundingRect();
QPointF pos = value.toPointF();
QRectF sceneRect = scene()->sceneRect();
if (pos.x() + rect.left() < sceneRect.left())
pos.setX(sceneRect.left() - rect.left());
else if (pos.x() + rect.right() >= sceneRect.right())
pos.setX(sceneRect.right() - rect.right());
if (pos.y() + rect.top() < sceneRect.top())
pos.setY(sceneRect.top() - rect.top());
else if (pos.y() + rect.bottom() >= sceneRect.bottom())
pos.setY(sceneRect.bottom() - rect.bottom());
return pos;
}
return QGraphicsProxyWidget::itemChange(change, value);
}
void GraphicsWidget::resizeEvent(QGraphicsSceneResizeEvent *event)
{
setCacheMode(QGraphicsItem::NoCache);
setCacheMode(QGraphicsItem::ItemCoordinateCache);
QGraphicsProxyWidget::resizeEvent(event);
}
void GraphicsWidget::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
painter->setRenderHint(QPainter::Antialiasing, false);
QGraphicsProxyWidget::paint(painter, option, widget);
//painter->setRenderHint(QPainter::Antialiasing, true);
}
//============================================================================//
// RenderOptionsDialog //
//============================================================================//
RenderOptionsDialog::RenderOptionsDialog()
: QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
{
setWindowOpacity(0.75);
setWindowTitle(tr("Options (double click to flip)"));
QGridLayout *layout = new QGridLayout;
setLayout(layout);
layout->setColumnStretch(1, 1);
int row = 0;
QCheckBox *check = new QCheckBox(tr("Dynamic cube map"));
check->setCheckState(Qt::Unchecked);
// Dynamic cube maps are only enabled when multi-texturing and render to texture are available.
check->setEnabled(glActiveTexture && glGenFramebuffersEXT);
connect(check, SIGNAL(stateChanged(int)), this, SIGNAL(dynamicCubemapToggled(int)));
layout->addWidget(check, 0, 0, 1, 2);
++row;
QPalette palette;
// Load all .par files
// .par files have a simple syntax for specifying user adjustable uniform variables.
QSet<QByteArray> uniforms;
QList<QString> filter = QStringList("*.par");
QList<QFileInfo> files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
foreach (QFileInfo fileInfo, files) {
QFile file(fileInfo.absoluteFilePath());
if (file.open(QIODevice::ReadOnly)) {
while (!file.atEnd()) {
QList<QByteArray> tokens = file.readLine().simplified().split(' ');
QList<QByteArray>::const_iterator it = tokens.begin();
if (it == tokens.end())
continue;
QByteArray type = *it;
if (++it == tokens.end())
continue;
QByteArray name = *it;
bool singleElement = (tokens.size() == 3); // type, name and one value
char counter[10] = "000000000";
int counterPos = 8; // position of last digit
while (++it != tokens.end()) {
m_parameterNames << name;
if (!singleElement) {
m_parameterNames.back() += '[';
m_parameterNames.back() += counter + counterPos;
m_parameterNames.back() += ']';
int j = 8; // position of last digit
++counter[j];
while (j > 0 && counter[j] > '9') {
counter[j] = '0';
++counter[--j];
}
if (j < counterPos)
counterPos = j;
}
if (type == "color") {
layout->addWidget(new QLabel(m_parameterNames.back()));
bool ok;
ColorEdit *colorEdit = new ColorEdit(it->toUInt(&ok, 16), m_parameterNames.size() - 1);
m_parameterEdits << colorEdit;
layout->addWidget(colorEdit);
connect(colorEdit, SIGNAL(colorChanged(QRgb,int)), this, SLOT(setColorParameter(QRgb,int)));
++row;
} else if (type == "float") {
layout->addWidget(new QLabel(m_parameterNames.back()));
bool ok;
FloatEdit *floatEdit = new FloatEdit(it->toFloat(&ok), m_parameterNames.size() - 1);
m_parameterEdits << floatEdit;
layout->addWidget(floatEdit);
connect(floatEdit, SIGNAL(valueChanged(float,int)), this, SLOT(setFloatParameter(float,int)));
++row;
}
}
}
file.close();
}
}
layout->addWidget(new QLabel(tr("Texture:")));
m_textureCombo = new QComboBox;
connect(m_textureCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(textureChanged(int)));
layout->addWidget(m_textureCombo);
++row;
layout->addWidget(new QLabel(tr("Shader:")));
m_shaderCombo = new QComboBox;
connect(m_shaderCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(shaderChanged(int)));
layout->addWidget(m_shaderCombo);
++row;
layout->setRowStretch(row, 1);
}
int RenderOptionsDialog::addTexture(const QString &name)
{
m_textureCombo->addItem(name);
return m_textureCombo->count() - 1;
}
int RenderOptionsDialog::addShader(const QString &name)
{
m_shaderCombo->addItem(name);
return m_shaderCombo->count() - 1;
}
void RenderOptionsDialog::emitParameterChanged()
{
foreach (ParameterEdit *edit, m_parameterEdits)
edit->emitChange();
}
void RenderOptionsDialog::setColorParameter(QRgb color, int id)
{
emit colorParameterChanged(m_parameterNames[id], color);
}
void RenderOptionsDialog::setFloatParameter(float value, int id)
{
emit floatParameterChanged(m_parameterNames[id], value);
}
void RenderOptionsDialog::mouseDoubleClickEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton)
emit doubleClicked();
}
//============================================================================//
// ItemDialog //
//============================================================================//
ItemDialog::ItemDialog()
: QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
{
setWindowTitle(tr("Items (double click to flip)"));
setWindowOpacity(0.75);
resize(160, 100);
QVBoxLayout *layout = new QVBoxLayout;
setLayout(layout);
QPushButton *button;
button = new QPushButton(tr("Add Qt box"));
layout->addWidget(button);
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewQtBox()));
button = new QPushButton(tr("Add circle"));
layout->addWidget(button);
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewCircleItem()));
button = new QPushButton(tr("Add square"));
layout->addWidget(button);
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewSquareItem()));
layout->addStretch(1);
}
void ItemDialog::triggerNewQtBox()
{
emit newItemTriggered(QtBoxItem);
}
void ItemDialog::triggerNewCircleItem()
{
emit newItemTriggered(CircleItem);
}
void ItemDialog::triggerNewSquareItem()
{
emit newItemTriggered(SquareItem);
}
void ItemDialog::mouseDoubleClickEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton)
emit doubleClicked();
}
//============================================================================//
// Scene //
//============================================================================//
const static char environmentShaderText[] =
"uniform samplerCube env;"
"void main() {"
"gl_FragColor = textureCube(env, gl_TexCoord[1].xyz);"
"}";
Scene::Scene(int width, int height, int maxTextureSize)
: m_distExp(600)
, m_frame(0)
, m_maxTextureSize(maxTextureSize)
, m_currentShader(0)
, m_currentTexture(0)
, m_dynamicCubemap(false)
, m_updateAllCubemaps(true)
, m_box(0)
, m_vertexShader(0)
, m_environmentShader(0)
, m_environmentProgram(0)
{
setSceneRect(0, 0, width, height);
m_trackBalls[0] = TrackBall(0.05f, QVector3D(0, 1, 0), TrackBall::Sphere);
m_trackBalls[1] = TrackBall(0.005f, QVector3D(0, 0, 1), TrackBall::Sphere);
m_trackBalls[2] = TrackBall(0.0f, QVector3D(0, 1, 0), TrackBall::Plane);
m_renderOptions = new RenderOptionsDialog;
m_renderOptions->move(20, 120);
m_renderOptions->resize(m_renderOptions->sizeHint());
connect(m_renderOptions, SIGNAL(dynamicCubemapToggled(int)), this, SLOT(toggleDynamicCubemap(int)));
connect(m_renderOptions, SIGNAL(colorParameterChanged(QString,QRgb)), this, SLOT(setColorParameter(QString,QRgb)));
connect(m_renderOptions, SIGNAL(floatParameterChanged(QString,float)), this, SLOT(setFloatParameter(QString,float)));
connect(m_renderOptions, SIGNAL(textureChanged(int)), this, SLOT(setTexture(int)));
connect(m_renderOptions, SIGNAL(shaderChanged(int)), this, SLOT(setShader(int)));
m_itemDialog = new ItemDialog;
connect(m_itemDialog, SIGNAL(newItemTriggered(ItemDialog::ItemType)), this, SLOT(newItem(ItemDialog::ItemType)));
TwoSidedGraphicsWidget *twoSided = new TwoSidedGraphicsWidget(this);
twoSided->setWidget(0, m_renderOptions);
twoSided->setWidget(1, m_itemDialog);
connect(m_renderOptions, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
connect(m_itemDialog, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
addItem(new QtBox(64, width - 64, height - 64));
addItem(new QtBox(64, width - 64, 64));
addItem(new QtBox(64, 64, height - 64));
addItem(new QtBox(64, 64, 64));
initGL();
m_timer = new QTimer(this);
m_timer->setInterval(20);
connect(m_timer, SIGNAL(timeout()), this, SLOT(update()));
m_timer->start();
m_time.start();
}
Scene::~Scene()
{
if (m_box)
delete m_box;
foreach (GLTexture *texture, m_textures)
if (texture) delete texture;
if (m_mainCubemap)
delete m_mainCubemap;
foreach (QGLShaderProgram *program, m_programs)
if (program) delete program;
if (m_vertexShader)
delete m_vertexShader;
foreach (QGLShader *shader, m_fragmentShaders)
if (shader) delete shader;
foreach (GLRenderTargetCube *rt, m_cubemaps)
if (rt) delete rt;
if (m_environmentShader)
delete m_environmentShader;
if (m_environmentProgram)
delete m_environmentProgram;
}
void Scene::initGL()
{
m_box = new GLRoundedBox(0.25f, 1.0f, 10);
m_vertexShader = new QGLShader(QGLShader::Vertex);
m_vertexShader->compileSourceFile(QLatin1String(":/res/boxes/basic.vsh"));
QStringList list;
list << ":/res/boxes/cubemap_posx.jpg" << ":/res/boxes/cubemap_negx.jpg" << ":/res/boxes/cubemap_posy.jpg"
<< ":/res/boxes/cubemap_negy.jpg" << ":/res/boxes/cubemap_posz.jpg" << ":/res/boxes/cubemap_negz.jpg";
m_environment = new GLTextureCube(list, qMin(1024, m_maxTextureSize));
m_environmentShader = new QGLShader(QGLShader::Fragment);
m_environmentShader->compileSourceCode(environmentShaderText);
m_environmentProgram = new QGLShaderProgram;
m_environmentProgram->addShader(m_vertexShader);
m_environmentProgram->addShader(m_environmentShader);
m_environmentProgram->link();
const int NOISE_SIZE = 128; // for a different size, B and BM in fbm.c must also be changed
m_noise = new GLTexture3D(NOISE_SIZE, NOISE_SIZE, NOISE_SIZE);
QRgb *data = new QRgb[NOISE_SIZE * NOISE_SIZE * NOISE_SIZE];
memset(data, 0, NOISE_SIZE * NOISE_SIZE * NOISE_SIZE * sizeof(QRgb));
QRgb *p = data;
float pos[3];
for (int k = 0; k < NOISE_SIZE; ++k) {
pos[2] = k * (0x20 / (float)NOISE_SIZE);
for (int j = 0; j < NOISE_SIZE; ++j) {
for (int i = 0; i < NOISE_SIZE; ++i) {
for (int byte = 0; byte < 4; ++byte) {
pos[0] = (i + (byte & 1) * 16) * (0x20 / (float)NOISE_SIZE);
pos[1] = (j + (byte & 2) * 8) * (0x20 / (float)NOISE_SIZE);
*p |= (int)(128.0f * (noise3(pos) + 1.0f)) << (byte * 8);
}
++p;
}
}
}
m_noise->load(NOISE_SIZE, NOISE_SIZE, NOISE_SIZE, data);
delete[] data;
m_mainCubemap = new GLRenderTargetCube(512);
QStringList filter;
QList<QFileInfo> files;
// Load all .png files as textures
m_currentTexture = 0;
filter = QStringList("*.png");
files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
foreach (QFileInfo file, files) {
GLTexture *texture = new GLTexture2D(file.absoluteFilePath(), qMin(256, m_maxTextureSize), qMin(256, m_maxTextureSize));
if (texture->failed()) {
delete texture;
continue;
}
m_textures << texture;
m_renderOptions->addTexture(file.baseName());
}
if (m_textures.size() == 0)
m_textures << new GLTexture2D(qMin(64, m_maxTextureSize), qMin(64, m_maxTextureSize));
// Load all .fsh files as fragment shaders
m_currentShader = 0;
filter = QStringList("*.fsh");
files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
foreach (QFileInfo file, files) {
QGLShaderProgram *program = new QGLShaderProgram;
QGLShader* shader = new QGLShader(QGLShader::Fragment);
shader->compileSourceFile(file.absoluteFilePath());
// The program does not take ownership over the shaders, so store them in a vector so they can be deleted afterwards.
program->addShader(m_vertexShader);
program->addShader(shader);
if (!program->link()) {
qWarning("Failed to compile and link shader program");
qWarning("Vertex shader log:");
qWarning() << m_vertexShader->log();
qWarning() << "Fragment shader log ( file =" << file.absoluteFilePath() << "):";
qWarning() << shader->log();
qWarning("Shader program log:");
qWarning() << program->log();
delete shader;
delete program;
continue;
}
m_fragmentShaders << shader;
m_programs << program;
m_renderOptions->addShader(file.baseName());
program->bind();
m_cubemaps << ((program->uniformLocation("env") != -1) ? new GLRenderTargetCube(qMin(256, m_maxTextureSize)) : 0);
program->release();
}
if (m_programs.size() == 0)
m_programs << new QGLShaderProgram;
m_renderOptions->emitParameterChanged();
}
static void loadMatrix(const QMatrix4x4& m)
{
// static to prevent glLoadMatrixf to fail on certain drivers
static GLfloat mat[16];
Make gui/math3d classes use float rather than qreal This corrects the mismatch between using floats for internal storage and qreal in the API of QVector*D which leads to lots of implicit casts between double and float. This change also stops users from being surprised by the loss of precision when using these classes on desktop platforms and removes the need for the private constructors taking a dummy int as the final argument. The QMatrix4x4 and QQuaternion classes have been changed to use float for their internal storage since these are meant to be used in conjunction with the QVector*D classes. This is to prevent unexpected loss of precision and to improve performance. The on-disk format has also been changed from double to float thereby reducing the storage required when streaming vectors and matrices. This is potentially a large saving when working with complex 3D meshes etc. This also has a significant performance improvement when passing matrices to QOpenGLShaderProgram (and QGLShaderProgram) as we no longer have to iterate and convert the data to floats. This is an operation that could easily be needed many times per frame. This change also opens the door for further optimisations of these classes to be implemented by using SIMD intrinsics. This needs to be applied in conjunction with https://codereview.qt-project.org/#change,33548 Task-number: QTBUG-21035 Task-number: QTBUG-20661 Change-Id: I9321b06040ffb93ae1cbd72fd2013267ac901b2e Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
2012-08-20 19:55:40 +00:00
const float *data = m.constData();
for (int index = 0; index < 16; ++index)
mat[index] = data[index];
glLoadMatrixf(mat);
}
// If one of the boxes should not be rendered, set excludeBox to its index.
// If the main box should not be rendered, set excludeBox to -1.
void Scene::renderBoxes(const QMatrix4x4 &view, int excludeBox)
{
QMatrix4x4 invView = view.inverted();
// If multi-texturing is supported, use three saplers.
if (glActiveTexture) {
glActiveTexture(GL_TEXTURE0);
m_textures[m_currentTexture]->bind();
glActiveTexture(GL_TEXTURE2);
m_noise->bind();
glActiveTexture(GL_TEXTURE1);
} else {
m_textures[m_currentTexture]->bind();
}
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
QMatrix4x4 viewRotation(view);
viewRotation(3, 0) = viewRotation(3, 1) = viewRotation(3, 2) = 0.0f;
viewRotation(0, 3) = viewRotation(1, 3) = viewRotation(2, 3) = 0.0f;
viewRotation(3, 3) = 1.0f;
loadMatrix(viewRotation);
glScalef(20.0f, 20.0f, 20.0f);
// Don't render the environment if the environment texture can't be set for the correct sampler.
if (glActiveTexture) {
m_environment->bind();
m_environmentProgram->bind();
m_environmentProgram->setUniformValue("tex", GLint(0));
m_environmentProgram->setUniformValue("env", GLint(1));
m_environmentProgram->setUniformValue("noise", GLint(2));
m_box->draw();
m_environmentProgram->release();
m_environment->unbind();
}
loadMatrix(view);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
for (int i = 0; i < m_programs.size(); ++i) {
if (i == excludeBox)
continue;
glPushMatrix();
QMatrix4x4 m;
m.rotate(m_trackBalls[1].rotation());
Make gui/math3d classes use float rather than qreal This corrects the mismatch between using floats for internal storage and qreal in the API of QVector*D which leads to lots of implicit casts between double and float. This change also stops users from being surprised by the loss of precision when using these classes on desktop platforms and removes the need for the private constructors taking a dummy int as the final argument. The QMatrix4x4 and QQuaternion classes have been changed to use float for their internal storage since these are meant to be used in conjunction with the QVector*D classes. This is to prevent unexpected loss of precision and to improve performance. The on-disk format has also been changed from double to float thereby reducing the storage required when streaming vectors and matrices. This is potentially a large saving when working with complex 3D meshes etc. This also has a significant performance improvement when passing matrices to QOpenGLShaderProgram (and QGLShaderProgram) as we no longer have to iterate and convert the data to floats. This is an operation that could easily be needed many times per frame. This change also opens the door for further optimisations of these classes to be implemented by using SIMD intrinsics. This needs to be applied in conjunction with https://codereview.qt-project.org/#change,33548 Task-number: QTBUG-21035 Task-number: QTBUG-20661 Change-Id: I9321b06040ffb93ae1cbd72fd2013267ac901b2e Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
2012-08-20 19:55:40 +00:00
glMultMatrixf(m.constData());
glRotatef(360.0f * i / m_programs.size(), 0.0f, 0.0f, 1.0f);
glTranslatef(2.0f, 0.0f, 0.0f);
glScalef(0.3f, 0.6f, 0.6f);
if (glActiveTexture) {
if (m_dynamicCubemap && m_cubemaps[i])
m_cubemaps[i]->bind();
else
m_environment->bind();
}
m_programs[i]->bind();
m_programs[i]->setUniformValue("tex", GLint(0));
m_programs[i]->setUniformValue("env", GLint(1));
m_programs[i]->setUniformValue("noise", GLint(2));
m_programs[i]->setUniformValue("view", view);
m_programs[i]->setUniformValue("invView", invView);
m_box->draw();
m_programs[i]->release();
if (glActiveTexture) {
if (m_dynamicCubemap && m_cubemaps[i])
m_cubemaps[i]->unbind();
else
m_environment->unbind();
}
glPopMatrix();
}
if (-1 != excludeBox) {
QMatrix4x4 m;
m.rotate(m_trackBalls[0].rotation());
Make gui/math3d classes use float rather than qreal This corrects the mismatch between using floats for internal storage and qreal in the API of QVector*D which leads to lots of implicit casts between double and float. This change also stops users from being surprised by the loss of precision when using these classes on desktop platforms and removes the need for the private constructors taking a dummy int as the final argument. The QMatrix4x4 and QQuaternion classes have been changed to use float for their internal storage since these are meant to be used in conjunction with the QVector*D classes. This is to prevent unexpected loss of precision and to improve performance. The on-disk format has also been changed from double to float thereby reducing the storage required when streaming vectors and matrices. This is potentially a large saving when working with complex 3D meshes etc. This also has a significant performance improvement when passing matrices to QOpenGLShaderProgram (and QGLShaderProgram) as we no longer have to iterate and convert the data to floats. This is an operation that could easily be needed many times per frame. This change also opens the door for further optimisations of these classes to be implemented by using SIMD intrinsics. This needs to be applied in conjunction with https://codereview.qt-project.org/#change,33548 Task-number: QTBUG-21035 Task-number: QTBUG-20661 Change-Id: I9321b06040ffb93ae1cbd72fd2013267ac901b2e Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
2012-08-20 19:55:40 +00:00
glMultMatrixf(m.constData());
if (glActiveTexture) {
if (m_dynamicCubemap)
m_mainCubemap->bind();
else
m_environment->bind();
}
m_programs[m_currentShader]->bind();
m_programs[m_currentShader]->setUniformValue("tex", GLint(0));
m_programs[m_currentShader]->setUniformValue("env", GLint(1));
m_programs[m_currentShader]->setUniformValue("noise", GLint(2));
m_programs[m_currentShader]->setUniformValue("view", view);
m_programs[m_currentShader]->setUniformValue("invView", invView);
m_box->draw();
m_programs[m_currentShader]->release();
if (glActiveTexture) {
if (m_dynamicCubemap)
m_mainCubemap->unbind();
else
m_environment->unbind();
}
}
if (glActiveTexture) {
glActiveTexture(GL_TEXTURE2);
m_noise->unbind();
glActiveTexture(GL_TEXTURE0);
}
m_textures[m_currentTexture]->unbind();
}
void Scene::setStates()
{
//glClearColor(0.25f, 0.25f, 0.5f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
//glEnable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
setLights();
float materialSpecular[] = {0.5f, 0.5f, 0.5f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 32.0f);
}
void Scene::setLights()
{
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
//float lightColour[] = {1.0f, 1.0f, 1.0f, 1.0f};
float lightDir[] = {0.0f, 0.0f, 1.0f, 0.0f};
//glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColour);
//glLightfv(GL_LIGHT0, GL_SPECULAR, lightColour);
glLightfv(GL_LIGHT0, GL_POSITION, lightDir);
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1.0f);
glEnable(GL_LIGHT0);
}
void Scene::defaultStates()
{
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
//glDisable(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHT0);
glDisable(GL_NORMALIZE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 0.0f);
float defaultMaterialSpecular[] = {0.0f, 0.0f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, defaultMaterialSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
}
void Scene::renderCubemaps()
{
// To speed things up, only update the cubemaps for the small cubes every N frames.
const int N = (m_updateAllCubemaps ? 1 : 3);
QMatrix4x4 mat;
GLRenderTargetCube::getProjectionMatrix(mat, 0.1f, 100.0f);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
loadMatrix(mat);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
QVector3D center;
const float eachAngle = 2 * M_PI / m_cubemaps.size();
for (int i = m_frame % N; i < m_cubemaps.size(); i += N) {
if (0 == m_cubemaps[i])
continue;
float angle = i * eachAngle;
center = m_trackBalls[1].rotation().rotatedVector(QVector3D(std::cos(angle), std::sin(angle), 0.0f));
for (int face = 0; face < 6; ++face) {
m_cubemaps[i]->begin(face);
GLRenderTargetCube::getViewMatrix(mat, face);
QVector4D v = QVector4D(-center.x(), -center.y(), -center.z(), 1.0);
mat.setColumn(3, mat * v);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderBoxes(mat, i);
m_cubemaps[i]->end();
}
}
for (int face = 0; face < 6; ++face) {
m_mainCubemap->begin(face);
GLRenderTargetCube::getViewMatrix(mat, face);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderBoxes(mat, -1);
m_mainCubemap->end();
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
m_updateAllCubemaps = false;
}
void Scene::drawBackground(QPainter *painter, const QRectF &)
{
float width = float(painter->device()->width());
float height = float(painter->device()->height());
painter->beginNativePainting();
setStates();
if (m_dynamicCubemap)
renderCubemaps();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
qgluPerspective(60.0, width / height, 0.01, 15.0);
glMatrixMode(GL_MODELVIEW);
QMatrix4x4 view;
view.rotate(m_trackBalls[2].rotation());
view(2, 3) -= 2.0f * std::exp(m_distExp / 1200.0f);
renderBoxes(view);
defaultStates();
++m_frame;
painter->endNativePainting();
}
QPointF Scene::pixelPosToViewPos(const QPointF& p)
{
return QPointF(2.0 * float(p.x()) / width() - 1.0,
1.0 - 2.0 * float(p.y()) / height());
}
void Scene::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
QGraphicsScene::mouseMoveEvent(event);
if (event->isAccepted())
return;
if (event->buttons() & Qt::LeftButton) {
m_trackBalls[0].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
event->accept();
} else {
m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
}
if (event->buttons() & Qt::RightButton) {
m_trackBalls[1].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
event->accept();
} else {
m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
}
if (event->buttons() & Qt::MidButton) {
m_trackBalls[2].move(pixelPosToViewPos(event->scenePos()), QQuaternion());
event->accept();
} else {
m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
}
}
void Scene::mousePressEvent(QGraphicsSceneMouseEvent *event)
{
QGraphicsScene::mousePressEvent(event);
if (event->isAccepted())
return;
if (event->buttons() & Qt::LeftButton) {
m_trackBalls[0].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
event->accept();
}
if (event->buttons() & Qt::RightButton) {
m_trackBalls[1].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
event->accept();
}
if (event->buttons() & Qt::MidButton) {
m_trackBalls[2].push(pixelPosToViewPos(event->scenePos()), QQuaternion());
event->accept();
}
}
void Scene::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
{
QGraphicsScene::mouseReleaseEvent(event);
if (event->isAccepted())
return;
if (event->button() == Qt::LeftButton) {
m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
event->accept();
}
if (event->button() == Qt::RightButton) {
m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugated());
event->accept();
}
if (event->button() == Qt::MidButton) {
m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
event->accept();
}
}
void Scene::wheelEvent(QGraphicsSceneWheelEvent * event)
{
QGraphicsScene::wheelEvent(event);
if (!event->isAccepted()) {
m_distExp += event->delta();
if (m_distExp < -8 * 120)
m_distExp = -8 * 120;
if (m_distExp > 10 * 120)
m_distExp = 10 * 120;
event->accept();
}
}
void Scene::setShader(int index)
{
if (index >= 0 && index < m_fragmentShaders.size())
m_currentShader = index;
}
void Scene::setTexture(int index)
{
if (index >= 0 && index < m_textures.size())
m_currentTexture = index;
}
void Scene::toggleDynamicCubemap(int state)
{
if ((m_dynamicCubemap = (state == Qt::Checked)))
m_updateAllCubemaps = true;
}
void Scene::setColorParameter(const QString &name, QRgb color)
{
// set the color in all programs
foreach (QGLShaderProgram *program, m_programs) {
program->bind();
program->setUniformValue(program->uniformLocation(name), QColor(color));
program->release();
}
}
void Scene::setFloatParameter(const QString &name, float value)
{
// set the color in all programs
foreach (QGLShaderProgram *program, m_programs) {
program->bind();
program->setUniformValue(program->uniformLocation(name), value);
program->release();
}
}
void Scene::newItem(ItemDialog::ItemType type)
{
QSize size = sceneRect().size().toSize();
switch (type) {
case ItemDialog::QtBoxItem:
addItem(new QtBox(64, QRandomGenerator::global()->bounded(size.width() - 64) + 32,
QRandomGenerator::global()->bounded(size.height() - 64) + 32));
break;
case ItemDialog::CircleItem:
addItem(new CircleItem(64, QRandomGenerator::global()->bounded(size.width() - 64) + 32,
QRandomGenerator::global()->bounded(size.height() - 64) + 32));
break;
case ItemDialog::SquareItem:
addItem(new SquareItem(64, QRandomGenerator::global()->bounded(size.width() - 64) + 32,
QRandomGenerator::global()->bounded(size.height() - 64) + 32));
break;
default:
break;
}
}