48e0c4df23
Change-Id: Ic804938fc352291d011800d21e549c10acac66fb Reviewed-by: Lars Knoll <lars.knoll@digia.com>
462 lines
14 KiB
C++
462 lines
14 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
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** of its contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "glwidget.h"
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#include <QPainter>
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#include <QPaintEngine>
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#include <math.h>
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#include "bubble.h"
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const int bubbleNum = 8;
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GLWidget::GLWidget(QWidget *parent)
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: QGLWidget(parent)
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{
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qtLogo = true;
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frames = 0;
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setAttribute(Qt::WA_PaintOnScreen);
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setAttribute(Qt::WA_NoSystemBackground);
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setAutoBufferSwap(false);
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m_showBubbles = true;
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setMinimumSize(300, 250);
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}
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GLWidget::~GLWidget()
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{
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}
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void GLWidget::setScaling(int scale) {
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if (scale > 50)
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m_fScale = 1 + qreal(scale -50) / 50 * 0.5;
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else if (scale < 50)
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m_fScale = 1- (qreal(50 - scale) / 50 * 1/2);
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else
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m_fScale = 1;
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}
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void GLWidget::setLogo() {
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qtLogo = true;
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}
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void GLWidget::setTexture() {
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qtLogo = false;
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}
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void GLWidget::showBubbles(bool bubbles)
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{
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m_showBubbles = bubbles;
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}
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void GLWidget::paintQtLogo()
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{
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program1.enableAttributeArray(normalAttr1);
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program1.enableAttributeArray(vertexAttr1);
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program1.setAttributeArray(vertexAttr1, vertices.constData());
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program1.setAttributeArray(normalAttr1, normals.constData());
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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program1.disableAttributeArray(normalAttr1);
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program1.disableAttributeArray(vertexAttr1);
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}
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void GLWidget::paintTexturedCube()
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{
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glBindTexture(GL_TEXTURE_2D, m_uiTexture);
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GLfloat afVertices[] = {
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-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
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0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
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-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
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0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
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0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
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0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
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-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
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-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
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0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
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-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
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-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
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0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
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};
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program2.setAttributeArray(vertexAttr2, afVertices, 3);
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GLfloat afTexCoord[] = {
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
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1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
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1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
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0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
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};
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program2.setAttributeArray(texCoordAttr2, afTexCoord, 2);
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GLfloat afNormals[] = {
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0,0,-1, 0,0,-1, 0,0,-1,
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0,0,-1, 0,0,-1, 0,0,-1,
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0,0,1, 0,0,1, 0,0,1,
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0,0,1, 0,0,1, 0,0,1,
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-1,0,0, -1,0,0, -1,0,0,
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-1,0,0, -1,0,0, -1,0,0,
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1,0,0, 1,0,0, 1,0,0,
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1,0,0, 1,0,0, 1,0,0,
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0,-1,0, 0,-1,0, 0,-1,0,
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0,-1,0, 0,-1,0, 0,-1,0,
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0,1,0, 0,1,0, 0,1,0,
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0,1,0, 0,1,0, 0,1,0
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};
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program2.setAttributeArray(normalAttr2, afNormals, 3);
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program2.setUniformValue(textureUniform2, 0); // use texture unit 0
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program2.enableAttributeArray(vertexAttr2);
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program2.enableAttributeArray(normalAttr2);
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program2.enableAttributeArray(texCoordAttr2);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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program2.disableAttributeArray(vertexAttr2);
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program2.disableAttributeArray(normalAttr2);
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program2.disableAttributeArray(texCoordAttr2);
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}
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void GLWidget::initializeGL ()
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{
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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glGenTextures(1, &m_uiTexture);
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m_uiTexture = bindTexture(QImage(":/qt.png"));
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QGLShader *vshader1 = new QGLShader(QGLShader::Vertex, this);
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const char *vsrc1 =
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"attribute highp vec4 vertex;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" float angle = max(dot(normal, toLight), 0.0);\n"
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" vec3 col = vec3(0.40, 1.0, 0.0);\n"
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" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
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" color = clamp(color, 0.0, 1.0);\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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vshader1->compileSourceCode(vsrc1);
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QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this);
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const char *fsrc1 =
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"varying mediump vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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fshader1->compileSourceCode(fsrc1);
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program1.addShader(vshader1);
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program1.addShader(fshader1);
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program1.link();
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vertexAttr1 = program1.attributeLocation("vertex");
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normalAttr1 = program1.attributeLocation("normal");
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matrixUniform1 = program1.uniformLocation("matrix");
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QGLShader *vshader2 = new QGLShader(QGLShader::Vertex);
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const char *vsrc2 =
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"attribute highp vec4 vertex;\n"
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"attribute highp vec4 texCoord;\n"
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"attribute mediump vec3 normal;\n"
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"uniform mediump mat4 matrix;\n"
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"varying highp vec4 texc;\n"
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"varying mediump float angle;\n"
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"void main(void)\n"
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"{\n"
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" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
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" angle = max(dot(normal, toLight), 0.0);\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\n"
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"}\n";
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vshader2->compileSourceCode(vsrc2);
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QGLShader *fshader2 = new QGLShader(QGLShader::Fragment);
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const char *fsrc2 =
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"varying highp vec4 texc;\n"
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"uniform sampler2D tex;\n"
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"varying mediump float angle;\n"
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"void main(void)\n"
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"{\n"
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" highp vec3 color = texture2D(tex, texc.st).rgb;\n"
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" color = color * 0.2 + color * 0.8 * angle;\n"
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" gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
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"}\n";
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fshader2->compileSourceCode(fsrc2);
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program2.addShader(vshader2);
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program2.addShader(fshader2);
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program2.link();
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vertexAttr2 = program2.attributeLocation("vertex");
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normalAttr2 = program2.attributeLocation("normal");
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texCoordAttr2 = program2.attributeLocation("texCoord");
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matrixUniform2 = program2.uniformLocation("matrix");
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textureUniform2 = program2.uniformLocation("tex");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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createBubbles(bubbleNum - bubbles.count());
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}
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void GLWidget::paintGL()
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{
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createBubbles(bubbleNum - bubbles.count());
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QPainter painter;
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painter.begin(this);
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painter.beginNativePainting();
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glFrontFace(GL_CW);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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QMatrix4x4 modelview;
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modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
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modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
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modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
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modelview.scale(m_fScale);
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modelview.translate(0.0f, -0.2f, 0.0f);
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if (qtLogo) {
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program1.bind();
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program1.setUniformValue(matrixUniform1, modelview);
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paintQtLogo();
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program1.release();
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} else {
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program2.bind();
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program1.setUniformValue(matrixUniform2, modelview);
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paintTexturedCube();
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program2.release();
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}
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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painter.endNativePainting();
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if (m_showBubbles)
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foreach (Bubble *bubble, bubbles) {
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bubble->drawBubble(&painter);
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}
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QString framesPerSecond;
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framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2);
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painter.setPen(Qt::white);
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painter.drawText(20, 40, framesPerSecond + " fps");
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painter.end();
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swapBuffers();
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QMutableListIterator<Bubble*> iter(bubbles);
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while (iter.hasNext()) {
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Bubble *bubble = iter.next();
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bubble->move(rect());
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}
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if (!(frames % 100)) {
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time.start();
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frames = 0;
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}
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m_fAngle += 1.0f;
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frames ++;
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}
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void GLWidget::createBubbles(int number)
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{
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for (int i = 0; i < number; ++i) {
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QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))),
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height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
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qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0));
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QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)),
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height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
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bubbles.append(new Bubble(position, radius, velocity));
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}
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}
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void GLWidget::createGeometry()
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{
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vertices.clear();
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normals.clear();
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qreal x1 = +0.06f;
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qreal y1 = -0.14f;
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qreal x2 = +0.14f;
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qreal y2 = -0.06f;
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qreal x3 = +0.08f;
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qreal y3 = +0.00f;
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qreal x4 = +0.30f;
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qreal y4 = +0.22f;
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quad(x1, y1, x2, y2, y2, x2, y1, x1);
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quad(x3, y3, x4, y4, y4, x4, y3, x3);
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extrude(x1, y1, x2, y2);
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extrude(x2, y2, y2, x2);
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extrude(y2, x2, y1, x1);
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extrude(y1, x1, x1, y1);
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extrude(x3, y3, x4, y4);
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extrude(x4, y4, y4, x4);
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extrude(y4, x4, y3, x3);
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const qreal Pi = 3.14159f;
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const int NumSectors = 100;
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for (int i = 0; i < NumSectors; ++i) {
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qreal angle1 = (i * 2 * Pi) / NumSectors;
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qreal x5 = 0.30 * sin(angle1);
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qreal y5 = 0.30 * cos(angle1);
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qreal x6 = 0.20 * sin(angle1);
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qreal y6 = 0.20 * cos(angle1);
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qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
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qreal x7 = 0.20 * sin(angle2);
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qreal y7 = 0.20 * cos(angle2);
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qreal x8 = 0.30 * sin(angle2);
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qreal y8 = 0.30 * cos(angle2);
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quad(x5, y5, x6, y6, x7, y7, x8, y8);
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extrude(x6, y6, x7, y7);
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extrude(x8, y8, x5, y5);
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}
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for (int i = 0;i < vertices.size();i++)
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vertices[i] *= 2.0f;
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}
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void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
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{
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x3, y3, -0.05f);
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vertices << QVector3D(x4, y4, -0.05f);
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vertices << QVector3D(x2, y2, -0.05f);
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QVector3D n = QVector3D::normal
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x1, y1, 0.05f);
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vertices << QVector3D(x2, y2, 0.05f);
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vertices << QVector3D(x4, y4, 0.05f);
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vertices << QVector3D(x3, y3, 0.05f);
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n = QVector3D::normal
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(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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normals << n;
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}
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void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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{
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vertices << QVector3D(x1, y1, +0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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vertices << QVector3D(x1, y1, -0.05f);
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|
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vertices << QVector3D(x2, y2, -0.05f);
|
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vertices << QVector3D(x1, y1, -0.05f);
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vertices << QVector3D(x2, y2, +0.05f);
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|
|
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QVector3D n = QVector3D::normal
|
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(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
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|
|
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normals << n;
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normals << n;
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normals << n;
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|
|
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normals << n;
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normals << n;
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normals << n;
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}
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