qt5base-lts/examples/opengl/hellogl_es2/glwidget.cpp
Jason McDonald 5635823e17 Remove "All rights reserved" line from license headers.
As in the past, to avoid rewriting various autotests that contain
line-number information, an extra blank line has been inserted at the
end of the license text to ensure that this commit does not change the
total number of lines in the license header.

Change-Id: I311e001373776812699d6efc045b5f742890c689
Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
2012-01-30 03:54:59 +01:00

462 lines
14 KiB
C++

/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
** the names of its contributors may be used to endorse or promote
** products derived from this software without specific prior written
** permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "glwidget.h"
#include <QPainter>
#include <QPaintEngine>
#include <math.h>
#include "bubble.h"
const int bubbleNum = 8;
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(parent)
{
qtLogo = true;
frames = 0;
setAttribute(Qt::WA_PaintOnScreen);
setAttribute(Qt::WA_NoSystemBackground);
setAutoBufferSwap(false);
m_showBubbles = true;
setMinimumSize(300, 250);
}
GLWidget::~GLWidget()
{
}
void GLWidget::setScaling(int scale) {
if (scale > 50)
m_fScale = 1 + qreal(scale -50) / 50 * 0.5;
else if (scale < 50)
m_fScale = 1- (qreal(50 - scale) / 50 * 1/2);
else
m_fScale = 1;
}
void GLWidget::setLogo() {
qtLogo = true;
}
void GLWidget::setTexture() {
qtLogo = false;
}
void GLWidget::showBubbles(bool bubbles)
{
m_showBubbles = bubbles;
}
void GLWidget::paintQtLogo()
{
program1.enableAttributeArray(normalAttr1);
program1.enableAttributeArray(vertexAttr1);
program1.setAttributeArray(vertexAttr1, vertices.constData());
program1.setAttributeArray(normalAttr1, normals.constData());
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
program1.disableAttributeArray(normalAttr1);
program1.disableAttributeArray(vertexAttr1);
}
void GLWidget::paintTexturedCube()
{
glBindTexture(GL_TEXTURE_2D, m_uiTexture);
GLfloat afVertices[] = {
-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
};
program2.setAttributeArray(vertexAttr2, afVertices, 3);
GLfloat afTexCoord[] = {
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
};
program2.setAttributeArray(texCoordAttr2, afTexCoord, 2);
GLfloat afNormals[] = {
0,0,-1, 0,0,-1, 0,0,-1,
0,0,-1, 0,0,-1, 0,0,-1,
0,0,1, 0,0,1, 0,0,1,
0,0,1, 0,0,1, 0,0,1,
-1,0,0, -1,0,0, -1,0,0,
-1,0,0, -1,0,0, -1,0,0,
1,0,0, 1,0,0, 1,0,0,
1,0,0, 1,0,0, 1,0,0,
0,-1,0, 0,-1,0, 0,-1,0,
0,-1,0, 0,-1,0, 0,-1,0,
0,1,0, 0,1,0, 0,1,0,
0,1,0, 0,1,0, 0,1,0
};
program2.setAttributeArray(normalAttr2, afNormals, 3);
program2.setUniformValue(textureUniform2, 0); // use texture unit 0
program2.enableAttributeArray(vertexAttr2);
program2.enableAttributeArray(normalAttr2);
program2.enableAttributeArray(texCoordAttr2);
glDrawArrays(GL_TRIANGLES, 0, 36);
program2.disableAttributeArray(vertexAttr2);
program2.disableAttributeArray(normalAttr2);
program2.disableAttributeArray(texCoordAttr2);
}
void GLWidget::initializeGL ()
{
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
glGenTextures(1, &m_uiTexture);
m_uiTexture = bindTexture(QImage(":/qt.png"));
QGLShader *vshader1 = new QGLShader(QGLShader::Vertex, this);
const char *vsrc1 =
"attribute highp vec4 vertex;\n"
"attribute mediump vec3 normal;\n"
"uniform mediump mat4 matrix;\n"
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
" float angle = max(dot(normal, toLight), 0.0);\n"
" vec3 col = vec3(0.40, 1.0, 0.0);\n"
" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
" color = clamp(color, 0.0, 1.0);\n"
" gl_Position = matrix * vertex;\n"
"}\n";
vshader1->compileSourceCode(vsrc1);
QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this);
const char *fsrc1 =
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
fshader1->compileSourceCode(fsrc1);
program1.addShader(vshader1);
program1.addShader(fshader1);
program1.link();
vertexAttr1 = program1.attributeLocation("vertex");
normalAttr1 = program1.attributeLocation("normal");
matrixUniform1 = program1.uniformLocation("matrix");
QGLShader *vshader2 = new QGLShader(QGLShader::Vertex);
const char *vsrc2 =
"attribute highp vec4 vertex;\n"
"attribute highp vec4 texCoord;\n"
"attribute mediump vec3 normal;\n"
"uniform mediump mat4 matrix;\n"
"varying highp vec4 texc;\n"
"varying mediump float angle;\n"
"void main(void)\n"
"{\n"
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
" angle = max(dot(normal, toLight), 0.0);\n"
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
vshader2->compileSourceCode(vsrc2);
QGLShader *fshader2 = new QGLShader(QGLShader::Fragment);
const char *fsrc2 =
"varying highp vec4 texc;\n"
"uniform sampler2D tex;\n"
"varying mediump float angle;\n"
"void main(void)\n"
"{\n"
" highp vec3 color = texture2D(tex, texc.st).rgb;\n"
" color = color * 0.2 + color * 0.8 * angle;\n"
" gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
"}\n";
fshader2->compileSourceCode(fsrc2);
program2.addShader(vshader2);
program2.addShader(fshader2);
program2.link();
vertexAttr2 = program2.attributeLocation("vertex");
normalAttr2 = program2.attributeLocation("normal");
texCoordAttr2 = program2.attributeLocation("texCoord");
matrixUniform2 = program2.uniformLocation("matrix");
textureUniform2 = program2.uniformLocation("tex");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
m_fAngle = 0;
m_fScale = 1;
createGeometry();
createBubbles(bubbleNum - bubbles.count());
}
void GLWidget::paintGL()
{
createBubbles(bubbleNum - bubbles.count());
QPainter painter;
painter.begin(this);
painter.beginNativePainting();
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glFrontFace(GL_CW);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
QMatrix4x4 modelview;
modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
modelview.scale(m_fScale);
modelview.translate(0.0f, -0.2f, 0.0f);
if (qtLogo) {
program1.bind();
program1.setUniformValue(matrixUniform1, modelview);
paintQtLogo();
program1.release();
} else {
program2.bind();
program1.setUniformValue(matrixUniform2, modelview);
paintTexturedCube();
program2.release();
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
painter.endNativePainting();
if (m_showBubbles)
foreach (Bubble *bubble, bubbles) {
bubble->drawBubble(&painter);
}
QString framesPerSecond;
framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2);
painter.setPen(Qt::white);
painter.drawText(20, 40, framesPerSecond + " fps");
painter.end();
swapBuffers();
QMutableListIterator<Bubble*> iter(bubbles);
while (iter.hasNext()) {
Bubble *bubble = iter.next();
bubble->move(rect());
}
if (!(frames % 100)) {
time.start();
frames = 0;
}
m_fAngle += 1.0f;
frames ++;
}
void GLWidget::createBubbles(int number)
{
for (int i = 0; i < number; ++i) {
QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))),
height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0));
QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)),
height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
bubbles.append(new Bubble(position, radius, velocity));
}
}
void GLWidget::createGeometry()
{
vertices.clear();
normals.clear();
qreal x1 = +0.06f;
qreal y1 = -0.14f;
qreal x2 = +0.14f;
qreal y2 = -0.06f;
qreal x3 = +0.08f;
qreal y3 = +0.00f;
qreal x4 = +0.30f;
qreal y4 = +0.22f;
quad(x1, y1, x2, y2, y2, x2, y1, x1);
quad(x3, y3, x4, y4, y4, x4, y3, x3);
extrude(x1, y1, x2, y2);
extrude(x2, y2, y2, x2);
extrude(y2, x2, y1, x1);
extrude(y1, x1, x1, y1);
extrude(x3, y3, x4, y4);
extrude(x4, y4, y4, x4);
extrude(y4, x4, y3, x3);
const qreal Pi = 3.14159f;
const int NumSectors = 100;
for (int i = 0; i < NumSectors; ++i) {
qreal angle1 = (i * 2 * Pi) / NumSectors;
qreal x5 = 0.30 * sin(angle1);
qreal y5 = 0.30 * cos(angle1);
qreal x6 = 0.20 * sin(angle1);
qreal y6 = 0.20 * cos(angle1);
qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
qreal x7 = 0.20 * sin(angle2);
qreal y7 = 0.20 * cos(angle2);
qreal x8 = 0.30 * sin(angle2);
qreal y8 = 0.30 * cos(angle2);
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
for (int i = 0;i < vertices.size();i++)
vertices[i] *= 2.0f;
}
void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x3, y3, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x1, y1, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x3, y3, 0.05f);
n = QVector3D::normal
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}
void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
vertices << QVector3D(x1, y1, +0.05f);
vertices << QVector3D(x2, y2, +0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, +0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}