qt5base-lts/examples/widgets/graphicsview/boxes/scene.cpp
Jani Heikkinen ad38ece3c8 Updated license headers
From Qt 5.7 -> examples are lisenced under BSD license, see
http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/

Updated license headers to use new BSD header instead of LGPL21 one
(in those files which will be under BSD)

Change-Id: I3ad61caaf07802eb9da7d29eca3fe49d8a51b6a8
Reviewed-by: Frederik Gladhorn <frederik.gladhorn@theqtcompany.com>
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
2016-01-21 18:55:32 +00:00

1086 lines
36 KiB
C++

/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the demonstration applications 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 <QDebug>
#include "scene.h"
#include <QtGui/qmatrix4x4.h>
#include <QtGui/qvector3d.h>
#include <cmath>
#include "3rdparty/fbm.h"
void checkGLErrors(const QString& prefix)
{
switch (glGetError()) {
case GL_NO_ERROR:
//qDebug() << prefix << tr("No error.");
break;
case GL_INVALID_ENUM:
qDebug() << prefix << QObject::tr("Invalid enum.");
break;
case GL_INVALID_VALUE:
qDebug() << prefix << QObject::tr("Invalid value.");
break;
case GL_INVALID_OPERATION:
qDebug() << prefix << QObject::tr("Invalid operation.");
break;
case GL_STACK_OVERFLOW:
qDebug() << prefix << QObject::tr("Stack overflow.");
break;
case GL_STACK_UNDERFLOW:
qDebug() << prefix << QObject::tr("Stack underflow.");
break;
case GL_OUT_OF_MEMORY:
qDebug() << prefix << QObject::tr("Out of memory.");
break;
default:
qDebug() << prefix << QObject::tr("Unknown error.");
break;
}
}
//============================================================================//
// ColorEdit //
//============================================================================//
ColorEdit::ColorEdit(QRgb initialColor, int id)
: m_color(initialColor), m_id(id)
{
QHBoxLayout *layout = new QHBoxLayout;
setLayout(layout);
layout->setContentsMargins(0, 0, 0, 0);
m_lineEdit = new QLineEdit(QString::number(m_color, 16));
layout->addWidget(m_lineEdit);
m_button = new QFrame;
QPalette palette = m_button->palette();
palette.setColor(QPalette::Window, QColor(m_color));
m_button->setPalette(palette);
m_button->setAutoFillBackground(true);
m_button->setMinimumSize(32, 0);
m_button->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Preferred);
m_button->setFrameStyle(QFrame::StyledPanel | QFrame::Sunken);
layout->addWidget(m_button);
connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
}
void ColorEdit::editDone()
{
bool ok;
QRgb newColor = m_lineEdit->text().toUInt(&ok, 16);
if (ok)
setColor(newColor);
}
void ColorEdit::mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton) {
QColor color(m_color);
QColorDialog dialog(color, 0);
dialog.setOption(QColorDialog::ShowAlphaChannel, true);
// The ifdef block is a workaround for the beta, TODO: remove when bug 238525 is fixed
#ifdef Q_DEAD_CODE_FROM_QT4_MAC
dialog.setOption(QColorDialog::DontUseNativeDialog, true);
#endif
dialog.move(280, 120);
if (dialog.exec() == QDialog::Rejected)
return;
QRgb newColor = dialog.selectedColor().rgba();
if (newColor == m_color)
return;
setColor(newColor);
}
}
void ColorEdit::setColor(QRgb color)
{
m_color = color;
m_lineEdit->setText(QString::number(m_color, 16)); // "Clean up" text
QPalette palette = m_button->palette();
palette.setColor(QPalette::Window, QColor(m_color));
m_button->setPalette(palette);
emit colorChanged(m_color, m_id);
}
//============================================================================//
// FloatEdit //
//============================================================================//
FloatEdit::FloatEdit(float initialValue, int id)
: m_value(initialValue), m_id(id)
{
QHBoxLayout *layout = new QHBoxLayout;
setLayout(layout);
layout->setContentsMargins(0, 0, 0, 0);
m_lineEdit = new QLineEdit(QString::number(m_value));
layout->addWidget(m_lineEdit);
connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
}
void FloatEdit::editDone()
{
bool ok;
float newValue = m_lineEdit->text().toFloat(&ok);
if (ok) {
m_value = newValue;
m_lineEdit->setText(QString::number(m_value)); // "Clean up" text
emit valueChanged(m_value, m_id);
}
}
//============================================================================//
// TwoSidedGraphicsWidget //
//============================================================================//
TwoSidedGraphicsWidget::TwoSidedGraphicsWidget(QGraphicsScene *scene)
: QObject(scene)
, m_current(0)
, m_angle(0)
, m_delta(0)
{
for (int i = 0; i < 2; ++i)
m_proxyWidgets[i] = 0;
}
void TwoSidedGraphicsWidget::setWidget(int index, QWidget *widget)
{
if (index < 0 || index >= 2)
{
qWarning("TwoSidedGraphicsWidget::setWidget: Index out of bounds, index == %d", index);
return;
}
GraphicsWidget *proxy = new GraphicsWidget;
proxy->setWidget(widget);
if (m_proxyWidgets[index])
delete m_proxyWidgets[index];
m_proxyWidgets[index] = proxy;
proxy->setCacheMode(QGraphicsItem::ItemCoordinateCache);
proxy->setZValue(1e30); // Make sure the dialog is drawn on top of all other (OpenGL) items
if (index != m_current)
proxy->setVisible(false);
qobject_cast<QGraphicsScene *>(parent())->addItem(proxy);
}
QWidget *TwoSidedGraphicsWidget::widget(int index)
{
if (index < 0 || index >= 2)
{
qWarning("TwoSidedGraphicsWidget::widget: Index out of bounds, index == %d", index);
return 0;
}
return m_proxyWidgets[index]->widget();
}
void TwoSidedGraphicsWidget::flip()
{
m_delta = (m_current == 0 ? 9 : -9);
animateFlip();
}
void TwoSidedGraphicsWidget::animateFlip()
{
m_angle += m_delta;
if (m_angle == 90) {
int old = m_current;
m_current ^= 1;
m_proxyWidgets[old]->setVisible(false);
m_proxyWidgets[m_current]->setVisible(true);
m_proxyWidgets[m_current]->setGeometry(m_proxyWidgets[old]->geometry());
}
QRectF r = m_proxyWidgets[m_current]->boundingRect();
m_proxyWidgets[m_current]->setTransform(QTransform()
.translate(r.width() / 2, r.height() / 2)
.rotate(m_angle - 180 * m_current, Qt::YAxis)
.translate(-r.width() / 2, -r.height() / 2));
if ((m_current == 0 && m_angle > 0) || (m_current == 1 && m_angle < 180))
QTimer::singleShot(25, this, SLOT(animateFlip()));
}
QVariant GraphicsWidget::itemChange(GraphicsItemChange change, const QVariant &value)
{
if (change == ItemPositionChange && scene()) {
QRectF rect = boundingRect();
QPointF pos = value.toPointF();
QRectF sceneRect = scene()->sceneRect();
if (pos.x() + rect.left() < sceneRect.left())
pos.setX(sceneRect.left() - rect.left());
else if (pos.x() + rect.right() >= sceneRect.right())
pos.setX(sceneRect.right() - rect.right());
if (pos.y() + rect.top() < sceneRect.top())
pos.setY(sceneRect.top() - rect.top());
else if (pos.y() + rect.bottom() >= sceneRect.bottom())
pos.setY(sceneRect.bottom() - rect.bottom());
return pos;
}
return QGraphicsProxyWidget::itemChange(change, value);
}
void GraphicsWidget::resizeEvent(QGraphicsSceneResizeEvent *event)
{
setCacheMode(QGraphicsItem::NoCache);
setCacheMode(QGraphicsItem::ItemCoordinateCache);
QGraphicsProxyWidget::resizeEvent(event);
}
void GraphicsWidget::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
painter->setRenderHint(QPainter::Antialiasing, false);
QGraphicsProxyWidget::paint(painter, option, widget);
//painter->setRenderHint(QPainter::Antialiasing, true);
}
//============================================================================//
// RenderOptionsDialog //
//============================================================================//
RenderOptionsDialog::RenderOptionsDialog()
: QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
{
setWindowOpacity(0.75);
setWindowTitle(tr("Options (double click to flip)"));
QGridLayout *layout = new QGridLayout;
setLayout(layout);
layout->setColumnStretch(1, 1);
int row = 0;
QCheckBox *check = new QCheckBox(tr("Dynamic cube map"));
check->setCheckState(Qt::Unchecked);
// Dynamic cube maps are only enabled when multi-texturing and render to texture are available.
check->setEnabled(glActiveTexture && glGenFramebuffersEXT);
connect(check, SIGNAL(stateChanged(int)), this, SIGNAL(dynamicCubemapToggled(int)));
layout->addWidget(check, 0, 0, 1, 2);
++row;
QPalette palette;
// Load all .par files
// .par files have a simple syntax for specifying user adjustable uniform variables.
QSet<QByteArray> uniforms;
QList<QString> filter = QStringList("*.par");
QList<QFileInfo> files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
foreach (QFileInfo fileInfo, files) {
QFile file(fileInfo.absoluteFilePath());
if (file.open(QIODevice::ReadOnly)) {
while (!file.atEnd()) {
QList<QByteArray> tokens = file.readLine().simplified().split(' ');
QList<QByteArray>::const_iterator it = tokens.begin();
if (it == tokens.end())
continue;
QByteArray type = *it;
if (++it == tokens.end())
continue;
QByteArray name = *it;
bool singleElement = (tokens.size() == 3); // type, name and one value
char counter[10] = "000000000";
int counterPos = 8; // position of last digit
while (++it != tokens.end()) {
m_parameterNames << name;
if (!singleElement) {
m_parameterNames.back() += '[';
m_parameterNames.back() += counter + counterPos;
m_parameterNames.back() += ']';
int j = 8; // position of last digit
++counter[j];
while (j > 0 && counter[j] > '9') {
counter[j] = '0';
++counter[--j];
}
if (j < counterPos)
counterPos = j;
}
if (type == "color") {
layout->addWidget(new QLabel(m_parameterNames.back()));
bool ok;
ColorEdit *colorEdit = new ColorEdit(it->toUInt(&ok, 16), m_parameterNames.size() - 1);
m_parameterEdits << colorEdit;
layout->addWidget(colorEdit);
connect(colorEdit, SIGNAL(colorChanged(QRgb,int)), this, SLOT(setColorParameter(QRgb,int)));
++row;
} else if (type == "float") {
layout->addWidget(new QLabel(m_parameterNames.back()));
bool ok;
FloatEdit *floatEdit = new FloatEdit(it->toFloat(&ok), m_parameterNames.size() - 1);
m_parameterEdits << floatEdit;
layout->addWidget(floatEdit);
connect(floatEdit, SIGNAL(valueChanged(float,int)), this, SLOT(setFloatParameter(float,int)));
++row;
}
}
}
file.close();
}
}
layout->addWidget(new QLabel(tr("Texture:")));
m_textureCombo = new QComboBox;
connect(m_textureCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(textureChanged(int)));
layout->addWidget(m_textureCombo);
++row;
layout->addWidget(new QLabel(tr("Shader:")));
m_shaderCombo = new QComboBox;
connect(m_shaderCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(shaderChanged(int)));
layout->addWidget(m_shaderCombo);
++row;
layout->setRowStretch(row, 1);
}
int RenderOptionsDialog::addTexture(const QString &name)
{
m_textureCombo->addItem(name);
return m_textureCombo->count() - 1;
}
int RenderOptionsDialog::addShader(const QString &name)
{
m_shaderCombo->addItem(name);
return m_shaderCombo->count() - 1;
}
void RenderOptionsDialog::emitParameterChanged()
{
foreach (ParameterEdit *edit, m_parameterEdits)
edit->emitChange();
}
void RenderOptionsDialog::setColorParameter(QRgb color, int id)
{
emit colorParameterChanged(m_parameterNames[id], color);
}
void RenderOptionsDialog::setFloatParameter(float value, int id)
{
emit floatParameterChanged(m_parameterNames[id], value);
}
void RenderOptionsDialog::mouseDoubleClickEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton)
emit doubleClicked();
}
//============================================================================//
// ItemDialog //
//============================================================================//
ItemDialog::ItemDialog()
: QDialog(0, Qt::CustomizeWindowHint | Qt::WindowTitleHint)
{
setWindowTitle(tr("Items (double click to flip)"));
setWindowOpacity(0.75);
resize(160, 100);
QVBoxLayout *layout = new QVBoxLayout;
setLayout(layout);
QPushButton *button;
button = new QPushButton(tr("Add Qt box"));
layout->addWidget(button);
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewQtBox()));
button = new QPushButton(tr("Add circle"));
layout->addWidget(button);
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewCircleItem()));
button = new QPushButton(tr("Add square"));
layout->addWidget(button);
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewSquareItem()));
layout->addStretch(1);
}
void ItemDialog::triggerNewQtBox()
{
emit newItemTriggered(QtBoxItem);
}
void ItemDialog::triggerNewCircleItem()
{
emit newItemTriggered(CircleItem);
}
void ItemDialog::triggerNewSquareItem()
{
emit newItemTriggered(SquareItem);
}
void ItemDialog::mouseDoubleClickEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton)
emit doubleClicked();
}
//============================================================================//
// Scene //
//============================================================================//
const static char environmentShaderText[] =
"uniform samplerCube env;"
"void main() {"
"gl_FragColor = textureCube(env, gl_TexCoord[1].xyz);"
"}";
Scene::Scene(int width, int height, int maxTextureSize)
: m_distExp(600)
, m_frame(0)
, m_maxTextureSize(maxTextureSize)
, m_currentShader(0)
, m_currentTexture(0)
, m_dynamicCubemap(false)
, m_updateAllCubemaps(true)
, m_box(0)
, m_vertexShader(0)
, m_environmentShader(0)
, m_environmentProgram(0)
{
setSceneRect(0, 0, width, height);
m_trackBalls[0] = TrackBall(0.05f, QVector3D(0, 1, 0), TrackBall::Sphere);
m_trackBalls[1] = TrackBall(0.005f, QVector3D(0, 0, 1), TrackBall::Sphere);
m_trackBalls[2] = TrackBall(0.0f, QVector3D(0, 1, 0), TrackBall::Plane);
m_renderOptions = new RenderOptionsDialog;
m_renderOptions->move(20, 120);
m_renderOptions->resize(m_renderOptions->sizeHint());
connect(m_renderOptions, SIGNAL(dynamicCubemapToggled(int)), this, SLOT(toggleDynamicCubemap(int)));
connect(m_renderOptions, SIGNAL(colorParameterChanged(QString,QRgb)), this, SLOT(setColorParameter(QString,QRgb)));
connect(m_renderOptions, SIGNAL(floatParameterChanged(QString,float)), this, SLOT(setFloatParameter(QString,float)));
connect(m_renderOptions, SIGNAL(textureChanged(int)), this, SLOT(setTexture(int)));
connect(m_renderOptions, SIGNAL(shaderChanged(int)), this, SLOT(setShader(int)));
m_itemDialog = new ItemDialog;
connect(m_itemDialog, SIGNAL(newItemTriggered(ItemDialog::ItemType)), this, SLOT(newItem(ItemDialog::ItemType)));
TwoSidedGraphicsWidget *twoSided = new TwoSidedGraphicsWidget(this);
twoSided->setWidget(0, m_renderOptions);
twoSided->setWidget(1, m_itemDialog);
connect(m_renderOptions, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
connect(m_itemDialog, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
addItem(new QtBox(64, width - 64, height - 64));
addItem(new QtBox(64, width - 64, 64));
addItem(new QtBox(64, 64, height - 64));
addItem(new QtBox(64, 64, 64));
initGL();
m_timer = new QTimer(this);
m_timer->setInterval(20);
connect(m_timer, SIGNAL(timeout()), this, SLOT(update()));
m_timer->start();
m_time.start();
}
Scene::~Scene()
{
if (m_box)
delete m_box;
foreach (GLTexture *texture, m_textures)
if (texture) delete texture;
if (m_mainCubemap)
delete m_mainCubemap;
foreach (QGLShaderProgram *program, m_programs)
if (program) delete program;
if (m_vertexShader)
delete m_vertexShader;
foreach (QGLShader *shader, m_fragmentShaders)
if (shader) delete shader;
foreach (GLRenderTargetCube *rt, m_cubemaps)
if (rt) delete rt;
if (m_environmentShader)
delete m_environmentShader;
if (m_environmentProgram)
delete m_environmentProgram;
}
void Scene::initGL()
{
m_box = new GLRoundedBox(0.25f, 1.0f, 10);
m_vertexShader = new QGLShader(QGLShader::Vertex);
m_vertexShader->compileSourceFile(QLatin1String(":/res/boxes/basic.vsh"));
QStringList list;
list << ":/res/boxes/cubemap_posx.jpg" << ":/res/boxes/cubemap_negx.jpg" << ":/res/boxes/cubemap_posy.jpg"
<< ":/res/boxes/cubemap_negy.jpg" << ":/res/boxes/cubemap_posz.jpg" << ":/res/boxes/cubemap_negz.jpg";
m_environment = new GLTextureCube(list, qMin(1024, m_maxTextureSize));
m_environmentShader = new QGLShader(QGLShader::Fragment);
m_environmentShader->compileSourceCode(environmentShaderText);
m_environmentProgram = new QGLShaderProgram;
m_environmentProgram->addShader(m_vertexShader);
m_environmentProgram->addShader(m_environmentShader);
m_environmentProgram->link();
const int NOISE_SIZE = 128; // for a different size, B and BM in fbm.c must also be changed
m_noise = new GLTexture3D(NOISE_SIZE, NOISE_SIZE, NOISE_SIZE);
QRgb *data = new QRgb[NOISE_SIZE * NOISE_SIZE * NOISE_SIZE];
memset(data, 0, NOISE_SIZE * NOISE_SIZE * NOISE_SIZE * sizeof(QRgb));
QRgb *p = data;
float pos[3];
for (int k = 0; k < NOISE_SIZE; ++k) {
pos[2] = k * (0x20 / (float)NOISE_SIZE);
for (int j = 0; j < NOISE_SIZE; ++j) {
for (int i = 0; i < NOISE_SIZE; ++i) {
for (int byte = 0; byte < 4; ++byte) {
pos[0] = (i + (byte & 1) * 16) * (0x20 / (float)NOISE_SIZE);
pos[1] = (j + (byte & 2) * 8) * (0x20 / (float)NOISE_SIZE);
*p |= (int)(128.0f * (noise3(pos) + 1.0f)) << (byte * 8);
}
++p;
}
}
}
m_noise->load(NOISE_SIZE, NOISE_SIZE, NOISE_SIZE, data);
delete[] data;
m_mainCubemap = new GLRenderTargetCube(512);
QStringList filter;
QList<QFileInfo> files;
// Load all .png files as textures
m_currentTexture = 0;
filter = QStringList("*.png");
files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
foreach (QFileInfo file, files) {
GLTexture *texture = new GLTexture2D(file.absoluteFilePath(), qMin(256, m_maxTextureSize), qMin(256, m_maxTextureSize));
if (texture->failed()) {
delete texture;
continue;
}
m_textures << texture;
m_renderOptions->addTexture(file.baseName());
}
if (m_textures.size() == 0)
m_textures << new GLTexture2D(qMin(64, m_maxTextureSize), qMin(64, m_maxTextureSize));
// Load all .fsh files as fragment shaders
m_currentShader = 0;
filter = QStringList("*.fsh");
files = QDir(":/res/boxes/").entryInfoList(filter, QDir::Files | QDir::Readable);
foreach (QFileInfo file, files) {
QGLShaderProgram *program = new QGLShaderProgram;
QGLShader* shader = new QGLShader(QGLShader::Fragment);
shader->compileSourceFile(file.absoluteFilePath());
// The program does not take ownership over the shaders, so store them in a vector so they can be deleted afterwards.
program->addShader(m_vertexShader);
program->addShader(shader);
if (!program->link()) {
qWarning("Failed to compile and link shader program");
qWarning("Vertex shader log:");
qWarning() << m_vertexShader->log();
qWarning() << "Fragment shader log ( file =" << file.absoluteFilePath() << "):";
qWarning() << shader->log();
qWarning("Shader program log:");
qWarning() << program->log();
delete shader;
delete program;
continue;
}
m_fragmentShaders << shader;
m_programs << program;
m_renderOptions->addShader(file.baseName());
program->bind();
m_cubemaps << ((program->uniformLocation("env") != -1) ? new GLRenderTargetCube(qMin(256, m_maxTextureSize)) : 0);
program->release();
}
if (m_programs.size() == 0)
m_programs << new QGLShaderProgram;
m_renderOptions->emitParameterChanged();
}
static void loadMatrix(const QMatrix4x4& m)
{
// static to prevent glLoadMatrixf to fail on certain drivers
static GLfloat mat[16];
const float *data = m.constData();
for (int index = 0; index < 16; ++index)
mat[index] = data[index];
glLoadMatrixf(mat);
}
// If one of the boxes should not be rendered, set excludeBox to its index.
// If the main box should not be rendered, set excludeBox to -1.
void Scene::renderBoxes(const QMatrix4x4 &view, int excludeBox)
{
QMatrix4x4 invView = view.inverted();
// If multi-texturing is supported, use three saplers.
if (glActiveTexture) {
glActiveTexture(GL_TEXTURE0);
m_textures[m_currentTexture]->bind();
glActiveTexture(GL_TEXTURE2);
m_noise->bind();
glActiveTexture(GL_TEXTURE1);
} else {
m_textures[m_currentTexture]->bind();
}
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
QMatrix4x4 viewRotation(view);
viewRotation(3, 0) = viewRotation(3, 1) = viewRotation(3, 2) = 0.0f;
viewRotation(0, 3) = viewRotation(1, 3) = viewRotation(2, 3) = 0.0f;
viewRotation(3, 3) = 1.0f;
loadMatrix(viewRotation);
glScalef(20.0f, 20.0f, 20.0f);
// Don't render the environment if the environment texture can't be set for the correct sampler.
if (glActiveTexture) {
m_environment->bind();
m_environmentProgram->bind();
m_environmentProgram->setUniformValue("tex", GLint(0));
m_environmentProgram->setUniformValue("env", GLint(1));
m_environmentProgram->setUniformValue("noise", GLint(2));
m_box->draw();
m_environmentProgram->release();
m_environment->unbind();
}
loadMatrix(view);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
for (int i = 0; i < m_programs.size(); ++i) {
if (i == excludeBox)
continue;
glPushMatrix();
QMatrix4x4 m;
m.rotate(m_trackBalls[1].rotation());
glMultMatrixf(m.constData());
glRotatef(360.0f * i / m_programs.size(), 0.0f, 0.0f, 1.0f);
glTranslatef(2.0f, 0.0f, 0.0f);
glScalef(0.3f, 0.6f, 0.6f);
if (glActiveTexture) {
if (m_dynamicCubemap && m_cubemaps[i])
m_cubemaps[i]->bind();
else
m_environment->bind();
}
m_programs[i]->bind();
m_programs[i]->setUniformValue("tex", GLint(0));
m_programs[i]->setUniformValue("env", GLint(1));
m_programs[i]->setUniformValue("noise", GLint(2));
m_programs[i]->setUniformValue("view", view);
m_programs[i]->setUniformValue("invView", invView);
m_box->draw();
m_programs[i]->release();
if (glActiveTexture) {
if (m_dynamicCubemap && m_cubemaps[i])
m_cubemaps[i]->unbind();
else
m_environment->unbind();
}
glPopMatrix();
}
if (-1 != excludeBox) {
QMatrix4x4 m;
m.rotate(m_trackBalls[0].rotation());
glMultMatrixf(m.constData());
if (glActiveTexture) {
if (m_dynamicCubemap)
m_mainCubemap->bind();
else
m_environment->bind();
}
m_programs[m_currentShader]->bind();
m_programs[m_currentShader]->setUniformValue("tex", GLint(0));
m_programs[m_currentShader]->setUniformValue("env", GLint(1));
m_programs[m_currentShader]->setUniformValue("noise", GLint(2));
m_programs[m_currentShader]->setUniformValue("view", view);
m_programs[m_currentShader]->setUniformValue("invView", invView);
m_box->draw();
m_programs[m_currentShader]->release();
if (glActiveTexture) {
if (m_dynamicCubemap)
m_mainCubemap->unbind();
else
m_environment->unbind();
}
}
if (glActiveTexture) {
glActiveTexture(GL_TEXTURE2);
m_noise->unbind();
glActiveTexture(GL_TEXTURE0);
}
m_textures[m_currentTexture]->unbind();
}
void Scene::setStates()
{
//glClearColor(0.25f, 0.25f, 0.5f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
//glEnable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
setLights();
float materialSpecular[] = {0.5f, 0.5f, 0.5f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 32.0f);
}
void Scene::setLights()
{
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
//float lightColour[] = {1.0f, 1.0f, 1.0f, 1.0f};
float lightDir[] = {0.0f, 0.0f, 1.0f, 0.0f};
//glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColour);
//glLightfv(GL_LIGHT0, GL_SPECULAR, lightColour);
glLightfv(GL_LIGHT0, GL_POSITION, lightDir);
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 1.0f);
glEnable(GL_LIGHT0);
}
void Scene::defaultStates()
{
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
//glDisable(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHT0);
glDisable(GL_NORMALIZE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 0.0f);
float defaultMaterialSpecular[] = {0.0f, 0.0f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, defaultMaterialSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
}
void Scene::renderCubemaps()
{
// To speed things up, only update the cubemaps for the small cubes every N frames.
const int N = (m_updateAllCubemaps ? 1 : 3);
QMatrix4x4 mat;
GLRenderTargetCube::getProjectionMatrix(mat, 0.1f, 100.0f);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
loadMatrix(mat);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
QVector3D center;
for (int i = m_frame % N; i < m_cubemaps.size(); i += N) {
if (0 == m_cubemaps[i])
continue;
float angle = 2.0f * PI * i / m_cubemaps.size();
center = m_trackBalls[1].rotation().rotatedVector(QVector3D(std::cos(angle), std::sin(angle), 0.0f));
for (int face = 0; face < 6; ++face) {
m_cubemaps[i]->begin(face);
GLRenderTargetCube::getViewMatrix(mat, face);
QVector4D v = QVector4D(-center.x(), -center.y(), -center.z(), 1.0);
mat.setColumn(3, mat * v);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderBoxes(mat, i);
m_cubemaps[i]->end();
}
}
for (int face = 0; face < 6; ++face) {
m_mainCubemap->begin(face);
GLRenderTargetCube::getViewMatrix(mat, face);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderBoxes(mat, -1);
m_mainCubemap->end();
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
m_updateAllCubemaps = false;
}
void Scene::drawBackground(QPainter *painter, const QRectF &)
{
float width = float(painter->device()->width());
float height = float(painter->device()->height());
painter->beginNativePainting();
setStates();
if (m_dynamicCubemap)
renderCubemaps();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
qgluPerspective(60.0, width / height, 0.01, 15.0);
glMatrixMode(GL_MODELVIEW);
QMatrix4x4 view;
view.rotate(m_trackBalls[2].rotation());
view(2, 3) -= 2.0f * std::exp(m_distExp / 1200.0f);
renderBoxes(view);
defaultStates();
++m_frame;
painter->endNativePainting();
}
QPointF Scene::pixelPosToViewPos(const QPointF& p)
{
return QPointF(2.0 * float(p.x()) / width() - 1.0,
1.0 - 2.0 * float(p.y()) / height());
}
void Scene::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
QGraphicsScene::mouseMoveEvent(event);
if (event->isAccepted())
return;
if (event->buttons() & Qt::LeftButton) {
m_trackBalls[0].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
event->accept();
} else {
m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
}
if (event->buttons() & Qt::RightButton) {
m_trackBalls[1].move(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
event->accept();
} else {
m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
}
if (event->buttons() & Qt::MidButton) {
m_trackBalls[2].move(pixelPosToViewPos(event->scenePos()), QQuaternion());
event->accept();
} else {
m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
}
}
void Scene::mousePressEvent(QGraphicsSceneMouseEvent *event)
{
QGraphicsScene::mousePressEvent(event);
if (event->isAccepted())
return;
if (event->buttons() & Qt::LeftButton) {
m_trackBalls[0].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
event->accept();
}
if (event->buttons() & Qt::RightButton) {
m_trackBalls[1].push(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
event->accept();
}
if (event->buttons() & Qt::MidButton) {
m_trackBalls[2].push(pixelPosToViewPos(event->scenePos()), QQuaternion());
event->accept();
}
}
void Scene::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
{
QGraphicsScene::mouseReleaseEvent(event);
if (event->isAccepted())
return;
if (event->button() == Qt::LeftButton) {
m_trackBalls[0].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
event->accept();
}
if (event->button() == Qt::RightButton) {
m_trackBalls[1].release(pixelPosToViewPos(event->scenePos()), m_trackBalls[2].rotation().conjugate());
event->accept();
}
if (event->button() == Qt::MidButton) {
m_trackBalls[2].release(pixelPosToViewPos(event->scenePos()), QQuaternion());
event->accept();
}
}
void Scene::wheelEvent(QGraphicsSceneWheelEvent * event)
{
QGraphicsScene::wheelEvent(event);
if (!event->isAccepted()) {
m_distExp += event->delta();
if (m_distExp < -8 * 120)
m_distExp = -8 * 120;
if (m_distExp > 10 * 120)
m_distExp = 10 * 120;
event->accept();
}
}
void Scene::setShader(int index)
{
if (index >= 0 && index < m_fragmentShaders.size())
m_currentShader = index;
}
void Scene::setTexture(int index)
{
if (index >= 0 && index < m_textures.size())
m_currentTexture = index;
}
void Scene::toggleDynamicCubemap(int state)
{
if ((m_dynamicCubemap = (state == Qt::Checked)))
m_updateAllCubemaps = true;
}
void Scene::setColorParameter(const QString &name, QRgb color)
{
// set the color in all programs
foreach (QGLShaderProgram *program, m_programs) {
program->bind();
program->setUniformValue(program->uniformLocation(name), QColor(color));
program->release();
}
}
void Scene::setFloatParameter(const QString &name, float value)
{
// set the color in all programs
foreach (QGLShaderProgram *program, m_programs) {
program->bind();
program->setUniformValue(program->uniformLocation(name), value);
program->release();
}
}
void Scene::newItem(ItemDialog::ItemType type)
{
QSize size = sceneRect().size().toSize();
switch (type) {
case ItemDialog::QtBoxItem:
addItem(new QtBox(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
break;
case ItemDialog::CircleItem:
addItem(new CircleItem(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
break;
case ItemDialog::SquareItem:
addItem(new SquareItem(64, rand() % (size.width() - 64) + 32, rand() % (size.height() - 64) + 32));
break;
default:
break;
}
}