176f30b137
Rename QGuiGLFormat to QSurfaceFormat, and make QWindow sub-class of QSurface and QPlatformWindow sub-class of QPlatformSurface, instead of having QPlatformGLSurface accessor in QWindow.
275 lines
6.7 KiB
C++
275 lines
6.7 KiB
C++
#include "hellowindow.h"
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#include <QGuiGLContext>
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#include <QTimer>
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#include <qmath.h>
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Renderer::Renderer()
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: m_initialized(false)
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{
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m_format.setDepthBufferSize(16);
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m_format.setSamples(4);
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m_context = new QGuiGLContext(m_format);
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}
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QSurfaceFormat Renderer::format() const
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{
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return m_format;
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}
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HelloWindow::HelloWindow(Renderer *renderer)
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: m_colorIndex(0)
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, m_renderer(renderer)
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{
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setWindowTitle(QLatin1String("Hello Window"));
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setFormat(renderer->format());
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setGeometry(QRect(10, 10, 640, 480));
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create();
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QTimer *timer = new QTimer(this);
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connect(timer, SIGNAL(timeout()), this, SLOT(render()));
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timer->start(10);
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updateColor();
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}
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void HelloWindow::mousePressEvent(QMouseEvent *)
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{
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updateColor();
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}
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void HelloWindow::updateColor()
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{
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QColor colors[] =
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{
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QColor(100, 255, 0),
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QColor(0, 100, 255)
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};
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m_color = colors[m_colorIndex];
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m_colorIndex++;
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if (m_colorIndex >= int(sizeof(colors) / sizeof(colors[0])))
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m_colorIndex = 0;
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}
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void HelloWindow::render()
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{
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m_renderer->render(this, m_color, geometry().size());
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}
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void Renderer::render(QSurface *surface, const QColor &color, const QSize &viewSize)
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{
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if (!m_context->makeCurrent(surface))
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return;
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if (!m_initialized) {
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initialize();
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m_initialized = true;
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}
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glViewport(0, 0, viewSize.width(), viewSize.height());
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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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glFrontFace(GL_CW);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.translate(0.0f, -0.2f, 0.0f);
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program.bind();
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program.setUniformValue(matrixUniform, modelview);
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program.setUniformValue(colorUniform, color);
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paintQtLogo();
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program.release();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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m_context->swapBuffers(surface);
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m_fAngle += 1.0f;
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}
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void Renderer::paintQtLogo()
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{
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program.enableAttributeArray(normalAttr);
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program.enableAttributeArray(vertexAttr);
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program.setAttributeArray(vertexAttr, vertices.constData());
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program.setAttributeArray(normalAttr, normals.constData());
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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program.disableAttributeArray(normalAttr);
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program.disableAttributeArray(vertexAttr);
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}
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void Renderer::initialize()
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{
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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QGLShader *vshader = new QGLShader(QGLShader::Vertex, this);
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const char *vsrc =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"uniform lowp vec4 sourceColor;\n"
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" float angle = max(dot(normal, toLight), 0.0);\n"
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" vec3 col = sourceColor.rgb;\n"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
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" color = clamp(color, 0.0, 1.0);\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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vshader->compileSourceCode(vsrc);
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QGLShader *fshader = new QGLShader(QGLShader::Fragment, this);
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const char *fsrc =
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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program.addShader(vshader);
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program.addShader(fshader);
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program.link();
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vertexAttr = program.attributeLocation("vertex");
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normalAttr = program.attributeLocation("normal");
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matrixUniform = program.uniformLocation("matrix");
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colorUniform = program.uniformLocation("sourceColor");
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m_fAngle = 0;
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createGeometry();
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}
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void Renderer::createGeometry()
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{
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vertices.clear();
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normals.clear();
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qreal x1 = +0.06f;
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qreal y1 = -0.14f;
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qreal x2 = +0.14f;
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qreal y2 = -0.06f;
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qreal x3 = +0.08f;
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qreal y3 = +0.00f;
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qreal x4 = +0.30f;
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qreal y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const qreal Pi = 3.14159f;
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const int NumSectors = 100;
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for (int i = 0; i < NumSectors; ++i) {
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qreal angle1 = (i * 2 * Pi) / NumSectors;
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qreal x5 = 0.30 * qSin(angle1);
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qreal y5 = 0.30 * qCos(angle1);
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qreal x6 = 0.20 * qSin(angle1);
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qreal y6 = 0.20 * qCos(angle1);
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qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
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qreal x7 = 0.20 * qSin(angle2);
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qreal y7 = 0.20 * qCos(angle2);
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qreal x8 = 0.30 * qSin(angle2);
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qreal y8 = 0.30 * qCos(angle2);
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quad(x5, y5, x6, y6, x7, y7, x8, y8);
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extrude(x6, y6, x7, y7);
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extrude(x8, y8, x5, y5);
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}
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for (int i = 0;i < vertices.size();i++)
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vertices[i] *= 2.0f;
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}
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void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
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{
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x3, y3, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x1, y1, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x3, y3, 0.05f);
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n = QVector3D::normal
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(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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{
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vertices << QVector3D(x1, y1, +0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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