05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
226 lines
7.2 KiB
C++
226 lines
7.2 KiB
C++
// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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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 <QSequentialAnimationGroup>
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#include <QTimer>
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GLWindow::GLWindow()
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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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QImage img(":/qtlogo.png");
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Q_ASSERT(!img.isNull());
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delete m_texture;
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m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
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delete m_program;
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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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delete m_vao;
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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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m_program->bind();
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delete m_vbo;
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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),
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nullptr);
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f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
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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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