qt5base-lts/examples/opengl/pbuffers2/glwidget.cpp
Samuel Rødal ccf0669da9 Added QGLPixelBuffer implementation using framebuffer objects.
Instead of having QGLPixelBuffer be a unusable stub implementation we
deprecate it and implement it in terms of QOpenGLFramebufferObject.
Framebuffer objects are anyway the recommended replacement for
pixelbuffers in modern OpenGL, as the context switching overhead is
avoided.

Change-Id: Ia220c358ee92813e87981d297c51d84525010322
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
2012-09-27 18:35:55 +02:00

326 lines
10 KiB
C++

/****************************************************************************
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** This file is part of the examples of the Qt Toolkit.
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#include <QtGui/QImage>
#include "glwidget.h"
#include <math.h>
#ifndef GL_MULTISAMPLE
#define GL_MULTISAMPLE 0x809D
#endif
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
{
setWindowTitle(tr("OpenGL pbuffers 2"));
pbuffer = new QGLPixelBuffer(1024, 1024, format(), this);
rot_x = rot_y = rot_z = 0.0f;
scale = 0.1f;
anim = new QTimeLine(750, this);
anim->setUpdateInterval(20);
connect(anim, SIGNAL(valueChanged(qreal)), SLOT(animate(qreal)));
connect(anim, SIGNAL(finished()), SLOT(animFinished()));
svg_renderer = new QSvgRenderer(QLatin1String(":/res/bubbles.svg"), this);
connect(svg_renderer, SIGNAL(repaintNeeded()), this, SLOT(draw()));
logo = QImage(":/res/designer.png");
logo = logo.convertToFormat(QImage::Format_ARGB32);
makeCurrent(); // need a current context to create the display list
tile_list = glGenLists(1);
glNewList(tile_list, GL_COMPILE);
glBegin(GL_QUADS);
{
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
}
glEnd();
glEndList();
wave = new GLfloat[logo.width()*logo.height()];
memset(wave, 0, logo.width()*logo.height());
startTimer(30); // wave timer
pbuffer->makeCurrent();
dynamicTexture = pbuffer->generateDynamicTexture();
// bind the dynamic texture to the pbuffer - this is a no-op under X11
hasDynamicTextureUpdate = pbuffer->bindToDynamicTexture(dynamicTexture);
}
GLWidget::~GLWidget()
{
delete[] wave;
glDeleteLists(tile_list, 1);
pbuffer->releaseFromDynamicTexture();
glDeleteTextures(1, &dynamicTexture);
delete pbuffer;
}
void GLWidget::paintEvent(QPaintEvent *)
{
draw();
}
void GLWidget::draw()
{
QPainter p(this); // used for text overlay
// save the GL state set for QPainter
p.beginNativePainting();
saveGLState();
// render the 'bubbles.svg' file into our pbuffer
QPainter pbuffer_painter(pbuffer);
svg_renderer->render(&pbuffer_painter);
pbuffer_painter.end();
glFlush();
if (!hasDynamicTextureUpdate)
pbuffer->updateDynamicTexture(dynamicTexture);
makeCurrent();
// draw into the GL widget
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 10, 100);
glTranslatef(0.0f, 0.0f, -15.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, width(), height());
glBindTexture(GL_TEXTURE_2D, dynamicTexture);
glEnable(GL_TEXTURE_2D);
glEnable(GL_MULTISAMPLE);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// draw background
glPushMatrix();
glScalef(1.7f, 1.7f, 1.7f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glCallList(tile_list);
glPopMatrix();
const int w = logo.width();
const int h = logo.height();
glRotatef(rot_x, 1.0f, 0.0f, 0.0f);
glRotatef(rot_y, 0.0f, 1.0f, 0.0f);
glRotatef(rot_z, 0.0f, 0.0f, 1.0f);
glScalef(scale/w, scale/w, scale/w);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
// draw the Qt icon
glTranslatef(-w+1, -h+1, 0.0f);
for (int y=h-1; y>=0; --y) {
uint *p = (uint*) logo.scanLine(y);
uint *end = p + w;
int x = 0;
while (p < end) {
glColor4ub(qRed(*p), qGreen(*p), qBlue(*p), uchar(qAlpha(*p)*.9));
glTranslatef(0.0f, 0.0f, wave[y*w+x]);
if (qAlpha(*p) > 128)
glCallList(tile_list);
glTranslatef(0.0f, 0.0f, -wave[y*w+x]);
glTranslatef(2.0f, 0.0f, 0.0f);
++x;
++p;
}
glTranslatef(-w*2.0f, 2.0f, 0.0f);
}
// restore the GL state that QPainter expects
restoreGLState();
p.endNativePainting();
// draw the overlayed text using QPainter
p.setPen(QColor(197, 197, 197, 157));
p.setBrush(QColor(197, 197, 197, 127));
p.drawRect(QRect(0, 0, width(), 50));
p.setPen(Qt::black);
p.setBrush(Qt::NoBrush);
const QString str1(tr("A simple OpenGL pbuffer example."));
const QString str2(tr("Use the mouse wheel to zoom, press buttons and move mouse to rotate, double-click to flip."));
QFontMetrics fm(p.font());
p.drawText(width()/2 - fm.width(str1)/2, 20, str1);
p.drawText(width()/2 - fm.width(str2)/2, 20 + fm.lineSpacing(), str2);
}
void GLWidget::mousePressEvent(QMouseEvent *e)
{
anchor = e->pos();
}
void GLWidget::mouseMoveEvent(QMouseEvent *e)
{
QPoint diff = e->pos() - anchor;
if (e->buttons() & Qt::LeftButton) {
rot_x += diff.y()/5.0f;
rot_y += diff.x()/5.0f;
} else if (e->buttons() & Qt::RightButton) {
rot_z += diff.x()/5.0f;
}
anchor = e->pos();
draw();
}
void GLWidget::wheelEvent(QWheelEvent *e)
{
e->delta() > 0 ? scale += scale*0.1f : scale -= scale*0.1f;
draw();
}
void GLWidget::mouseDoubleClickEvent(QMouseEvent *)
{
anim->start();
}
void GLWidget::animate(qreal val)
{
rot_y = val * 180;
draw();
}
void GLWidget::animFinished()
{
if (anim->direction() == QTimeLine::Forward)
anim->setDirection(QTimeLine::Backward);
else
anim->setDirection(QTimeLine::Forward);
}
void GLWidget::saveGLState()
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void GLWidget::restoreGLState()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}
#define PI 3.14159
void GLWidget::timerEvent(QTimerEvent *)
{
if (QApplication::mouseButtons() != 0)
return;
static bool scale_in = true;
if (scale_in && scale > 35.0f)
scale_in = false;
else if (!scale_in && scale < .5f)
scale_in = true;
scale = scale_in ? scale + scale*0.01f : scale-scale*0.01f;
rot_z += 0.3f;
rot_x += 0.1f;
int dx, dy; // disturbance point
float s, v, W, t;
int i, j;
static float wt[128][128];
const int width = logo.width();
const int AMP = 5;
dx = dy = width >> 1;
W = .3f;
v = -4; // wave speed
for (i = 0; i < width; ++i) {
for ( j = 0; j < width; ++j) {
s = sqrt((double) ((j - dx) * (j - dx) + (i - dy) * (i - dy)));
wt[i][j] += 0.1f;
t = s / v;
if (s != 0)
wave[i*width + j] = AMP * sin(2 * PI * W * (wt[i][j] + t)) / (0.2*(s + 2));
else
wave[i*width + j] = AMP * sin(2 * PI * W * (wt[i][j] + t));
}
}
}