1e18df9c73
This introduces the ability to indirectly invoke all common GL1-GLES2 functions via QOpenGLFunctions. The GL1 functions are not yet resolved, since this would not work anyway when linking to an OpenGL implementation directly. However this may change later but that will be a completely internal change without affecting any public APIs. Also migrate some of the opengl examples to use QOpenGLFunctions for everything. Once dynamic GL loading becomes available on some platforms, these examples should continue to function without any changes since they do not anymore invoke any OpenGL functions directly. Task-number: QTBUG-36483 Change-Id: Ie630029651e5a4863a480aac5306edd67ee36813 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
214 lines
6.4 KiB
C++
214 lines
6.4 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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 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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**
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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 <QtWidgets>
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#include <QtOpenGL>
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#include "glwidget.h"
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GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget)
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: QGLWidget(parent, shareWidget)
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{
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clearColor = Qt::black;
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xRot = 0;
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yRot = 0;
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zRot = 0;
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program = 0;
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}
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GLWidget::~GLWidget()
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{
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}
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QSize GLWidget::minimumSizeHint() const
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{
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return QSize(50, 50);
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}
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QSize GLWidget::sizeHint() const
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{
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return QSize(200, 200);
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}
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void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
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{
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xRot += xAngle;
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yRot += yAngle;
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zRot += zAngle;
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updateGL();
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}
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void GLWidget::setClearColor(const QColor &color)
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{
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clearColor = color;
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updateGL();
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}
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void GLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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makeObject();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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#ifdef GL_TEXTURE_2D
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glEnable(GL_TEXTURE_2D);
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#endif
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#define PROGRAM_VERTEX_ATTRIBUTE 0
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#define PROGRAM_TEXCOORD_ATTRIBUTE 1
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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 vec4 texCoord;\n"
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"varying mediump vec4 texc;\n"
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"uniform mediump mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\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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"uniform sampler2D texture;\n"
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"varying mediump vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st);\n"
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"}\n";
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fshader->compileSourceCode(fsrc);
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program = new QGLShaderProgram(this);
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program->addShader(vshader);
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program->addShader(fshader);
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program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
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program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
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program->link();
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program->bind();
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program->setUniformValue("texture", 0);
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}
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void GLWidget::paintGL()
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{
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qglClearColor(clearColor);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 m;
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m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
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m.translate(0.0f, 0.0f, -10.0f);
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m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
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m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
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m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
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program->setUniformValue("matrix", m);
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program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
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program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
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program->setAttributeArray
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(PROGRAM_VERTEX_ATTRIBUTE, vertices.constData());
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program->setAttributeArray
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(PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData());
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for (int i = 0; i < 6; ++i) {
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
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}
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}
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void GLWidget::resizeGL(int width, int height)
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{
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int side = qMin(width, height);
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glViewport((width - side) / 2, (height - side) / 2, side, side);
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}
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void GLWidget::mousePressEvent(QMouseEvent *event)
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{
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lastPos = event->pos();
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event)
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{
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int dx = event->x() - lastPos.x();
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int dy = event->y() - lastPos.y();
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if (event->buttons() & Qt::LeftButton) {
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rotateBy(8 * dy, 8 * dx, 0);
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} else if (event->buttons() & Qt::RightButton) {
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rotateBy(8 * dy, 0, 8 * dx);
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}
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lastPos = event->pos();
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}
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void GLWidget::mouseReleaseEvent(QMouseEvent * /* event */)
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{
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emit clicked();
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}
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void GLWidget::makeObject()
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{
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static const int coords[6][4][3] = {
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{ { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } },
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{ { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } },
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{ { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } },
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{ { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } },
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{ { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } },
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{ { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } }
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};
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for (int j=0; j < 6; ++j) {
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textures[j] = bindTexture
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(QPixmap(QString(":/images/side%1.png").arg(j + 1)), GL_TEXTURE_2D);
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}
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for (int i = 0; i < 6; ++i) {
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for (int j = 0; j < 4; ++j) {
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texCoords.append
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(QVector2D(j == 0 || j == 3, j == 0 || j == 1));
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vertices.append
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(QVector3D(0.2 * coords[i][j][0], 0.2 * coords[i][j][1],
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0.2 * coords[i][j][2]));
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}
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}
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}
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