qt5base-lts/examples/opengl/hellogl_es/glwindow.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

319 lines
8.5 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 "glwindow.h"
#include <QGuiApplication>
#include <QScreen>
#include <QTimer>
#include <math.h>
#include <stdio.h>
inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2)
{
xOut = y1 * z2 - z1 * y2;
yOut = z1 * x2 - x1 * z2;
zOut = x1 * y2 - y1 * x2;
}
inline void Normalize(qreal &x, qreal &y, qreal &z)
{
qreal l = sqrt(x*x + y*y + z*z);
x = x / l;
y = y / l;
z = z / l;
}
GLWindow::GLWindow()
{
qtLogo = true;
createdVertices = 0;
createdNormals = 0;
m_vertexNumber = 0;
frames = 0;
m_fScale = 1;
QSurfaceFormat format;
format.setDepthBufferSize(24);
format.setMajorVersion(1);
format.setMinorVersion(1);
setGeometry(QGuiApplication::primaryScreen()->availableGeometry());
setFormat(format);
create();
m_context = new QOpenGLContext;
m_context->setFormat(format);
m_context->create();
m_context->makeCurrent(this);
initializeGL();
QTimer *timer = new QTimer(this);
timer->setInterval(16);
connect(timer, SIGNAL(timeout()), this, SLOT(paintGL()));
timer->start();
}
GLWindow::~GLWindow()
{
if (createdVertices)
delete[] createdVertices;
if (createdNormals)
delete[] createdNormals;
delete m_context;
}
void GLWindow::paintQtLogo()
{
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,0, createdVertices);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT,0,createdNormals);
glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3);
}
void GLWindow::initializeGL ()
{
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLfloat aLightPosition[] = {0.0f,0.3f,1.0f,0.0f};
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, aLightPosition);
m_fAngle = 0;
m_fScale = 1;
createGeometry();
}
void GLWindow::paintGL()
{
m_context->makeCurrent(this);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
//Since OpenGL ES does not support glPush/PopAttrib(GL_ALL_ATTRIB_BITS)
//we have to take care of the states ourselves
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_FLAT);
glFrontFace(GL_CW);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(m_fAngle, 0.0f, 1.0f, 0.0f);
glRotatef(m_fAngle, 1.0f, 0.0f, 0.0f);
glRotatef(m_fAngle, 0.0f, 0.0f, 1.0f);
glScalef(m_fScale, m_fScale,m_fScale);
glTranslatef(0.0f,-0.2f,0.0f);
GLfloat matDiff[] = {0.40f, 1.0f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff);
paintQtLogo();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
m_context->swapBuffers(this);
m_fAngle += 1.0f;
}
void GLWindow::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);
}
m_vertexNumber = vertices.size();
createdVertices = new GLfloat[m_vertexNumber];
createdNormals = new GLfloat[m_vertexNumber];
for (int i = 0;i < m_vertexNumber;i++) {
createdVertices[i] = vertices.at(i) * 2;
createdNormals[i] = normals.at(i);
}
vertices.clear();
normals.clear();
}
void GLWindow::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
qreal nx, ny, nz;
vertices << x1 << y1 << -0.05f;
vertices << x2 << y2 << -0.05f;
vertices << x4 << y4 << -0.05f;
vertices << x3 << y3 << -0.05f;
vertices << x4 << y4 << -0.05f;
vertices << x2 << y2 << -0.05f;
CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0);
Normalize(nx, ny, nz);
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
vertices << x4 << y4 << 0.05f;
vertices << x2 << y2 << 0.05f;
vertices << x1 << y1 << 0.05f;
vertices << x2 << y2 << 0.05f;
vertices << x4 << y4 << 0.05f;
vertices << x3 << y3 << 0.05f;
CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0);
Normalize(nx, ny, nz);
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
}
void GLWindow::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
qreal nx, ny, nz;
vertices << x1 << y1 << +0.05f;
vertices << x2 << y2 << +0.05f;
vertices << x1 << y1 << -0.05f;
vertices << x2 << y2 << -0.05f;
vertices << x1 << y1 << -0.05f;
vertices << x2 << y2 << +0.05f;
CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f);
Normalize(nx, ny, nz);
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
}