920472c85f
Empty clipRect means "clip away completely", not "no clipping". Task-number: QTBUG-50719 Change-Id: I6a9dd66130716a921fe9fc245582274e3c9718fe Reviewed-by: Paul Olav Tvete <paul.tvete@theqtcompany.com>
207 lines
5.4 KiB
C++
207 lines
5.4 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the test suite of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL21$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#define GL_GLEXT_PROTOTYPES
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#include "openglwidget.h"
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#include <QtWidgets/private/qwidget_p.h>
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#include <QOpenGLFramebufferObject>
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#include <QWindow>
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#include <qpa/qplatformwindow.h>
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#include <QDebug>
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#include <QTimer>
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#include <QtGui/QOpenGLFunctions>
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#include <QtGui/QGuiApplication>
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#include <QtGui/QMatrix4x4>
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#include <QtGui/QOpenGLShaderProgram>
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#include <QtGui/QScreen>
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#include <QtCore/qmath.h>
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#include <qopengl.h>
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class OpenGLWidgetPrivate : protected QOpenGLFunctions
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{
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public:
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OpenGLWidgetPrivate(QWidget *q)
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: m_program(0), m_frame(0), q(q)
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{
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}
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void initialize();
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void render();
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int width() {return w;}
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int height() {return h;}
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GLuint m_posAttr;
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GLuint m_colAttr;
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GLuint m_matrixUniform;
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QOpenGLShaderProgram *m_program;
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int m_frame;
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int w,h;
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QWidget *q;
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int m_interval;
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QVector3D m_rotAxis;
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float clearColor[3];
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};
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OpenGLWidget::OpenGLWidget(int interval, const QVector3D &rotAxis, QWidget *parent)
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: QOpenGLWidget(parent)
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{
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d.reset(new OpenGLWidgetPrivate(this));
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d->clearColor[0] = d->clearColor[1] = d->clearColor[2] = 0.0f;
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d->m_interval = interval;
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d->m_rotAxis = rotAxis;
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if (interval > 0) {
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QTimer *timer = new QTimer(this);
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connect(timer, SIGNAL(timeout()), this, SLOT(update()));
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timer->start(interval);
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}
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}
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OpenGLWidget::~OpenGLWidget()
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{
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}
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void OpenGLWidget::initializeGL()
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{
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// qDebug("*initializeGL*");
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d->initialize();
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}
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void OpenGLWidget::resizeGL(int w, int h)
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{
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// qDebug("*resizeGL*");
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d->w = w;
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d->h = h;
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}
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void OpenGLWidget::paintGL()
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{
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// qDebug("*paintGL* %d", d->m_frame);
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d->render();
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}
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static const char *vertexShaderSource =
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"attribute highp vec4 posAttr;\n"
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"attribute lowp vec4 colAttr;\n"
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"varying lowp vec4 col;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = matrix * posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying lowp vec4 col;\n"
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"void main() {\n"
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" gl_FragColor = col;\n"
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"}\n";
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void OpenGLWidgetPrivate::initialize()
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{
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initializeOpenGLFunctions();
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->link();
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m_posAttr = m_program->attributeLocation("posAttr");
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m_colAttr = m_program->attributeLocation("colAttr");
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m_matrixUniform = m_program->uniformLocation("matrix");
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}
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void OpenGLWidgetPrivate::render()
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{
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const qreal retinaScale = q->devicePixelRatio();
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glViewport(0, 0, width() * retinaScale, height() * retinaScale);
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glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_program->bind();
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QMatrix4x4 matrix;
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matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
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matrix.translate(0, 0, -2);
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const qreal angle = 100.0f * m_frame / 30;
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matrix.rotate(angle, m_rotAxis);
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m_program->setUniformValue(m_matrixUniform, matrix);
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GLfloat vertices[] = {
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0.0f, 0.707f,
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-0.5f, -0.5f,
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0.5f, -0.5f
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};
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GLfloat colors[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(0);
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m_program->release();
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++m_frame;
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if (m_interval <= 0)
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q->update();
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}
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void OpenGLWidget::setClearColor(const float *c)
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{
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d->clearColor[0] = c[0];
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d->clearColor[1] = c[1];
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d->clearColor[2] = c[2];
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}
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