2012-06-05 11:21:55 +00:00
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/****************************************************************************
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**
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2013-01-02 11:13:29 +00:00
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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2012-09-19 12:28:29 +00:00
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** Contact: http://www.qt-project.org/legal
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2012-06-05 11:21:55 +00:00
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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2012-09-19 12:28:29 +00:00
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** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
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** of its contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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2012-06-05 11:21:55 +00:00
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "openglwindow.h"
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#include <QtGui/QGuiApplication>
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#include <QtGui/QMatrix4x4>
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#include <QtGui/QOpenGLShaderProgram>
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#include <QtGui/QScreen>
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#include <QtCore/qmath.h>
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//! [1]
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class TriangleWindow : public OpenGLWindow
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{
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public:
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TriangleWindow();
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void initialize();
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void render();
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private:
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GLuint loadShader(GLenum type, const char *source);
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GLuint m_posAttr;
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GLuint m_colAttr;
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GLuint m_matrixUniform;
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QOpenGLShaderProgram *m_program;
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int m_frame;
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};
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TriangleWindow::TriangleWindow()
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: m_program(0)
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, m_frame(0)
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{
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}
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//! [1]
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//! [2]
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int main(int argc, char **argv)
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{
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QGuiApplication app(argc, argv);
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QSurfaceFormat format;
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format.setSamples(4);
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TriangleWindow window;
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window.setFormat(format);
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window.resize(640, 480);
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window.show();
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window.setAnimating(true);
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return app.exec();
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}
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//! [2]
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//! [3]
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static const char *vertexShaderSource =
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"attribute highp vec4 posAttr;\n"
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"attribute lowp vec4 colAttr;\n"
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"varying lowp vec4 col;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying lowp vec4 col;\n"
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"void main() {\n"
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" gl_FragColor = col;\n"
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"}\n";
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//! [3]
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//! [4]
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GLuint TriangleWindow::loadShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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return shader;
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}
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void TriangleWindow::initialize()
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{
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m_program = new QOpenGLShaderProgram(this);
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->link();
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m_posAttr = m_program->attributeLocation("posAttr");
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m_colAttr = m_program->attributeLocation("colAttr");
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m_matrixUniform = m_program->uniformLocation("matrix");
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}
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//! [4]
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//! [5]
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void TriangleWindow::render()
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{
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glViewport(0, 0, width(), height());
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glClear(GL_COLOR_BUFFER_BIT);
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m_program->bind();
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QMatrix4x4 matrix;
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matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
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matrix.translate(0, 0, -2);
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matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);
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m_program->setUniformValue(m_matrixUniform, matrix);
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GLfloat vertices[] = {
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0.0f, 0.707f,
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-0.5f, -0.5f,
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0.5f, -0.5f
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};
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GLfloat colors[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(0);
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m_program->release();
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++m_frame;
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}
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//! [5]
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