qt5base-lts/examples/opengl/hellogles3/glwindow.cpp
Jani Heikkinen cd46a2daf5 Unify license header usage.
Update files using old header.LGPL3 to header.LGPL
Update files using old FDL template to use new one
Update files using old BSD template to use new one

Change-Id: I36a78272516f9953d02956522f285b40adfc8915
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
2016-03-29 10:20:03 +00:00

292 lines
9.8 KiB
C++

/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, 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 The Qt Company Ltd 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 "glwindow.h"
#include <QImage>
#include <QOpenGLTexture>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QOpenGLContext>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLExtraFunctions>
#include <QPropertyAnimation>
#include <QPauseAnimation>
#include <QSequentialAnimationGroup>
#include <QTimer>
GLWindow::GLWindow()
: m_texture(0),
m_program(0),
m_vbo(0),
m_vao(0),
m_target(0, 0, -1),
m_uniformsDirty(true),
m_r(0),
m_r2(0)
{
m_world.setToIdentity();
m_world.translate(0, 0, -1);
m_world.rotate(180, 1, 0, 0);
QSequentialAnimationGroup *animGroup = new QSequentialAnimationGroup(this);
animGroup->setLoopCount(-1);
QPropertyAnimation *zAnim0 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
zAnim0->setStartValue(1.5f);
zAnim0->setEndValue(10.0f);
zAnim0->setDuration(2000);
animGroup->addAnimation(zAnim0);
QPropertyAnimation *zAnim1 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
zAnim1->setStartValue(10.0f);
zAnim1->setEndValue(50.0f);
zAnim1->setDuration(4000);
zAnim1->setEasingCurve(QEasingCurve::OutElastic);
animGroup->addAnimation(zAnim1);
QPropertyAnimation *zAnim2 = new QPropertyAnimation(this, QByteArrayLiteral("z"));
zAnim2->setStartValue(50.0f);
zAnim2->setEndValue(1.5f);
zAnim2->setDuration(2000);
animGroup->addAnimation(zAnim2);
animGroup->start();
QPropertyAnimation* rAnim = new QPropertyAnimation(this, QByteArrayLiteral("r"));
rAnim->setStartValue(0.0f);
rAnim->setEndValue(360.0f);
rAnim->setDuration(2000);
rAnim->setLoopCount(-1);
rAnim->start();
QTimer::singleShot(4000, this, &GLWindow::startSecondStage);
}
GLWindow::~GLWindow()
{
makeCurrent();
delete m_texture;
delete m_program;
delete m_vbo;
delete m_vao;
}
void GLWindow::startSecondStage()
{
QPropertyAnimation* r2Anim = new QPropertyAnimation(this, QByteArrayLiteral("r2"));
r2Anim->setStartValue(0.0f);
r2Anim->setEndValue(360.0f);
r2Anim->setDuration(20000);
r2Anim->setLoopCount(-1);
r2Anim->start();
}
void GLWindow::setZ(float v)
{
m_eye.setZ(v);
m_uniformsDirty = true;
update();
}
void GLWindow::setR(float v)
{
m_r = v;
m_uniformsDirty = true;
update();
}
void GLWindow::setR2(float v)
{
m_r2 = v;
m_uniformsDirty = true;
update();
}
static const char *vertexShaderSource =
"layout(location = 0) in vec4 vertex;\n"
"layout(location = 1) in vec3 normal;\n"
"out vec3 vert;\n"
"out vec3 vertNormal;\n"
"out vec3 color;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 camMatrix;\n"
"uniform mat4 worldMatrix;\n"
"uniform mat4 myMatrix;\n"
"uniform sampler2D sampler;\n"
"void main() {\n"
" ivec2 pos = ivec2(gl_InstanceID % 32, gl_InstanceID / 32);\n"
" vec2 t = vec2(float(-16 + pos.x) * 0.8, float(-18 + pos.y) * 0.6);\n"
" float val = 2.0 * length(texelFetch(sampler, pos, 0).rgb);\n"
" mat4 wm = myMatrix * mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, t.x, t.y, val, 1) * worldMatrix;\n"
" color = texelFetch(sampler, pos, 0).rgb * vec3(0.4, 1.0, 0.0);\n"
" vert = vec3(wm * vertex);\n"
" vertNormal = mat3(transpose(inverse(wm))) * normal;\n"
" gl_Position = projMatrix * camMatrix * wm * vertex;\n"
"}\n";
static const char *fragmentShaderSource =
"in highp vec3 vert;\n"
"in highp vec3 vertNormal;\n"
"in highp vec3 color;\n"
"out highp vec4 fragColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" fragColor = vec4(col, 1.0);\n"
"}\n";
QByteArray versionedShaderCode(const char *src)
{
QByteArray versionedSrc;
if (QOpenGLContext::currentContext()->isOpenGLES())
versionedSrc.append(QByteArrayLiteral("#version 300 es\n"));
else
versionedSrc.append(QByteArrayLiteral("#version 330\n"));
versionedSrc.append(src);
return versionedSrc;
}
void GLWindow::initializeGL()
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
if (m_texture) {
delete m_texture;
m_texture = 0;
}
QImage img(":/qtlogo.png");
Q_ASSERT(!img.isNull());
m_texture = new QOpenGLTexture(img.scaled(32, 36).mirrored());
if (m_program) {
delete m_program;
m_program = 0;
}
m_program = new QOpenGLShaderProgram;
// Prepend the correct version directive to the sources. The rest is the
// same, thanks to the common GLSL syntax.
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vertexShaderSource));
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fragmentShaderSource));
m_program->link();
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_camMatrixLoc = m_program->uniformLocation("camMatrix");
m_worldMatrixLoc = m_program->uniformLocation("worldMatrix");
m_myMatrixLoc = m_program->uniformLocation("myMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL.
if (m_vao) {
delete m_vao;
m_vao = 0;
}
m_vao = new QOpenGLVertexArrayObject;
if (m_vao->create())
m_vao->bind();
if (m_vbo) {
delete m_vbo;
m_vbo = 0;
}
m_program->bind();
m_vbo = new QOpenGLBuffer;
m_vbo->create();
m_vbo->bind();
m_vbo->allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat)));
m_vbo->release();
f->glEnable(GL_DEPTH_TEST);
f->glEnable(GL_CULL_FACE);
}
void GLWindow::resizeGL(int w, int h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
m_uniformsDirty = true;
}
void GLWindow::paintGL()
{
// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
// do more than what GL(ES) 2.0 offers.
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
f->glClearColor(0, 0, 0, 1);
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_program->bind();
m_texture->bind();
if (m_uniformsDirty) {
m_uniformsDirty = false;
QMatrix4x4 camera;
camera.lookAt(m_eye, m_eye + m_target, QVector3D(0, 1, 0));
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_camMatrixLoc, camera);
QMatrix4x4 wm = m_world;
wm.rotate(m_r, 1, 1, 0);
m_program->setUniformValue(m_worldMatrixLoc, wm);
QMatrix4x4 mm;
mm.setToIdentity();
mm.rotate(-m_r2, 1, 0, 0);
m_program->setUniformValue(m_myMatrixLoc, mm);
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
}
// Now call a function introduced in OpenGL 3.1 / OpenGL ES 3.0. We
// requested a 3.3 or ES 3.0 context, so we know this will work.
f->glDrawArraysInstanced(GL_TRIANGLES, 0, m_logo.vertexCount(), 32 * 36);
}