c726bc85da
Change-Id: I486a4a2326bf57ec5ea08bccdcef79c3e5553db5 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
282 lines
9.3 KiB
C++
282 lines
9.3 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the examples 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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** * Neither the name of The Qt Company Ltd nor the names of its
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** 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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**
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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 "glwindow.h"
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#include <QImage>
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#include <QOpenGLTexture>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLBuffer>
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#include <QOpenGLContext>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLExtraFunctions>
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#include <QPropertyAnimation>
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#include <QPauseAnimation>
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#include <QSequentialAnimationGroup>
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#include <QTimer>
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GLWindow::GLWindow()
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: m_texture(0),
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m_program(0),
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m_vbo(0),
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m_vao(0),
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m_target(0, 0, -1),
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m_uniformsDirty(true),
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m_r(0),
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m_r2(0)
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{
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m_world.setToIdentity();
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m_world.translate(0, 0, -1);
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m_world.rotate(180, 1, 0, 0);
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QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
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animGroup->setLoopCount(-1);
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QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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zAnim0->setStartValue(1.5f);
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zAnim0->setEndValue(10.0f);
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zAnim0->setDuration(2000);
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animGroup->addAnimation(zAnim0);
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QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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zAnim1->setStartValue(10.0f);
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zAnim1->setEndValue(50.0f);
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zAnim1->setDuration(4000);
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zAnim1->setEasingCurve(QEasingCurve::OutElastic);
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animGroup->addAnimation(zAnim1);
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QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
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zAnim2->setStartValue(50.0f);
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zAnim2->setEndValue(1.5f);
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zAnim2->setDuration(2000);
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animGroup->addAnimation(zAnim2);
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animGroup->start();
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QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
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rAnim->setStartValue(0.0f);
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rAnim->setEndValue(360.0f);
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rAnim->setDuration(2000);
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rAnim->setLoopCount(-1);
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rAnim->start();
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QTimer::singleShot(4000, this, &GLWindow::startSecondStage);
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}
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GLWindow::~GLWindow()
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{
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makeCurrent();
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delete m_texture;
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delete m_program;
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delete m_vbo;
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delete m_vao;
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}
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void GLWindow::startSecondStage()
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{
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QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
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r2Anim->setStartValue(0.0f);
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r2Anim->setEndValue(360.0f);
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r2Anim->setDuration(20000);
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r2Anim->setLoopCount(-1);
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r2Anim->start();
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}
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void GLWindow::setZ(float v)
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{
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m_eye.setZ(v);
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m_uniformsDirty = true;
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update();
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}
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void GLWindow::setR(float v)
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{
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m_r = v;
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m_uniformsDirty = true;
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update();
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}
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void GLWindow::setR2(float v)
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{
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m_r2 = v;
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m_uniformsDirty = true;
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update();
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}
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static const char *vertexShaderSource =
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"layout(location = 0) in vec4 vertex;\n"
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"layout(location = 1) in vec3 normal;\n"
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"out vec3 vert;\n"
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"out vec3 vertNormal;\n"
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"out vec3 color;\n"
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"uniform mat4 projMatrix;\n"
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"uniform mat4 camMatrix;\n"
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"uniform mat4 worldMatrix;\n"
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"uniform mat4 myMatrix;\n"
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"uniform sampler2D sampler;\n"
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"void main() {\n"
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" ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
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" vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
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" float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
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" mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
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" color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
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" vert = vec3(wm * vertex);\n"
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" vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
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" gl_Position = projMatrix * camMatrix * wm * vertex;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"in highp vec3 vert;\n"
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"in highp vec3 vertNormal;\n"
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"in highp vec3 color;\n"
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"out highp vec4 fragColor;\n"
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"uniform highp vec3 lightPos;\n"
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"void main() {\n"
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" highp vec3 L = normalize(lightPos - vert);\n"
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" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
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" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
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" fragColor = vec4(col, 1.0);\n"
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"}\n";
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QByteArray versionedShaderCode(const char *src)
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{
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QByteArray versionedSrc;
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if (QOpenGLContext::currentContext()->isOpenGLES())
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versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
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else
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versionedSrc.append(QByteArrayLiteral("#version 330\n"));
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versionedSrc.append(src);
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return versionedSrc;
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}
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void GLWindow::initializeGL()
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{
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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if (m_texture) {
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delete m_texture;
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m_texture = 0;
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}
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QImage img(":/qtlogo.png");
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Q_ASSERT(!img.isNull());
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m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
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if (m_program) {
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delete m_program;
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m_program = 0;
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}
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m_program = new QOpenGLShaderProgram;
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// Prepend the correct version directive to the sources. The rest is the
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// same, thanks to the common GLSL syntax.
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
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m_program->link();
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m_projMatrixLoc = m_program->uniformLocation("projMatrix");
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m_camMatrixLoc = m_program->uniformLocation("camMatrix");
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m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
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m_myMatrixLoc = m_program->uniformLocation("myMatrix");
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m_lightPosLoc = m_program->uniformLocation("lightPos");
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// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
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if (m_vao) {
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delete m_vao;
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m_vao = 0;
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}
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m_vao = new QOpenGLVertexArrayObject;
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if (m_vao->create())
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m_vao->bind();
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if (m_vbo) {
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delete m_vbo;
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m_vbo = 0;
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}
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m_program->bind();
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m_vbo = new QOpenGLBuffer;
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m_vbo->create();
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m_vbo->bind();
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m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
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f->glEnableVertexAttribArray(0);
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f->glEnableVertexAttribArray(1);
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f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
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m_vbo->release();
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f->glEnable(GL_DEPTH_TEST);
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f->glEnable(GL_CULL_FACE);
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}
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void GLWindow::resizeGL(int w, int h)
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{
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m_proj.setToIdentity();
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m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
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m_uniformsDirty = true;
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}
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void GLWindow::paintGL()
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{
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// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
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// do more than what GL(ES) 2.0 offers.
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QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
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f->glClearColor(0, 0, 0, 1);
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_program->bind();
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m_texture->bind();
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if (m_uniformsDirty) {
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m_uniformsDirty = false;
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QMatrix4x4 camera;
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camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
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m_program->setUniformValue(m_projMatrixLoc, m_proj);
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m_program->setUniformValue(m_camMatrixLoc, camera);
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QMatrix4x4 wm = m_world;
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wm.rotate(m_r, 1, 1, 0);
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m_program->setUniformValue(m_worldMatrixLoc, wm);
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QMatrix4x4 mm;
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mm.setToIdentity();
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mm.rotate(-m_r2, 1, 0, 0);
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m_program->setUniformValue(m_myMatrixLoc, mm);
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m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
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}
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// Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We
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// requested a 3.3 or ES 3.0 context, so we know this will work.
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f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
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}
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