qt5base-lts/examples/opengl/qopenglwidget/glwidget.cpp
Thiago Macieira 19b0ce5daa Change almost all other uses of qrand() to QRandomGenerator
The vast majority is actually switched to QRandomGenerator::bounded(),
which gives a mostly uniform distribution over the [0, bound)
range. There are very few floating point cases left, as many of those
that did use floating point did not need to, after all. (I did leave
some that were too ugly for me to understand)

This commit also found a couple of calls to rand() instead of qrand().

This commit does not include changes to SSL code that continues to use
qrand() (job for someone else):
  src/network/ssl/qsslkey_qt.cpp
  src/network/ssl/qsslsocket_mac.cpp
  tests/auto/network/ssl/qsslsocket/tst_qsslsocket.cpp

Change-Id: Icd0e0d4b27cb4e5eb892fffd14b5285d43f4afbf
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2017-11-08 09:14:03 +00:00

572 lines
18 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
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** accordance with the commercial license agreement provided with the
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** 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.
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** $QT_END_LICENSE$
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****************************************************************************/
#include "glwidget.h"
#include <QPainter>
#include <QPaintEngine>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QRandomGenerator>
#include <QCoreApplication>
#include <qmath.h>
#include "mainwindow.h"
#include "bubble.h"
const int bubbleNum = 8;
#ifndef GL_SRGB8_ALPHA8
#define GL_SRGB8_ALPHA8 0x8C43
#endif
GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background)
: m_mainWindow(mw),
m_showBubbles(true),
m_qtLogo(true),
m_frames(0),
m_program1(0),
m_program2(0),
m_texture(0),
m_transparent(false),
m_btn(0),
m_hasButton(button),
m_background(background)
{
setMinimumSize(300, 250);
if (QCoreApplication::arguments().contains(QStringLiteral("--srgb")))
setTextureFormat(GL_SRGB8_ALPHA8);
}
GLWidget::~GLWidget()
{
qDeleteAll(m_bubbles);
// And now release all OpenGL resources.
makeCurrent();
delete m_texture;
delete m_program1;
delete m_program2;
delete m_vshader1;
delete m_fshader1;
delete m_vshader2;
delete m_fshader2;
m_vbo1.destroy();
m_vbo2.destroy();
doneCurrent();
}
void GLWidget::setScaling(int scale)
{
if (scale > 30)
m_fScale = 1 + qreal(scale - 30) / 30 * 0.25;
else if (scale < 30)
m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25);
else
m_fScale = 1;
}
void GLWidget::setLogo()
{
m_qtLogo = true;
}
void GLWidget::setTexture()
{
m_qtLogo = false;
}
void GLWidget::setShowBubbles(bool bubbles)
{
m_showBubbles = bubbles;
}
void GLWidget::paintQtLogo()
{
m_program1->enableAttributeArray(m_vertexAttr1);
m_program1->enableAttributeArray(m_normalAttr1);
m_vbo1.bind();
// The data in the buffer is placed like this:
// vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ...
m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat));
m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat));
m_vbo1.release();
glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
m_program1->disableAttributeArray(m_normalAttr1);
m_program1->disableAttributeArray(m_vertexAttr1);
}
void GLWidget::paintTexturedCube()
{
m_texture->bind();
if (!m_vbo2.isCreated()) {
static GLfloat afVertices[] = {
-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
};
static GLfloat afTexCoord[] = {
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
};
GLfloat afNormals[] = {
0,0,-1, 0,0,-1, 0,0,-1,
0,0,-1, 0,0,-1, 0,0,-1,
0,0,1, 0,0,1, 0,0,1,
0,0,1, 0,0,1, 0,0,1,
-1,0,0, -1,0,0, -1,0,0,
-1,0,0, -1,0,0, -1,0,0,
1,0,0, 1,0,0, 1,0,0,
1,0,0, 1,0,0, 1,0,0,
0,-1,0, 0,-1,0, 0,-1,0,
0,-1,0, 0,-1,0, 0,-1,0,
0,1,0, 0,1,0, 0,1,0,
0,1,0, 0,1,0, 0,1,0
};
m_vbo2.create();
m_vbo2.bind();
m_vbo2.allocate(36 * 8 * sizeof(GLfloat));
m_vbo2.write(0, afVertices, sizeof(afVertices));
m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord));
m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals));
m_vbo2.release();
}
m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0
m_program2->enableAttributeArray(m_vertexAttr2);
m_program2->enableAttributeArray(m_normalAttr2);
m_program2->enableAttributeArray(m_texCoordAttr2);
m_vbo2.bind();
// In the buffer we first have 36 vertices (3 floats for each), then 36 texture
// coordinates (2 floats for each), then 36 normals (3 floats for each).
m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3);
m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2);
m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3);
m_vbo2.release();
glDrawArrays(GL_TRIANGLES, 0, 36);
m_program2->disableAttributeArray(m_vertexAttr2);
m_program2->disableAttributeArray(m_normalAttr2);
m_program2->disableAttributeArray(m_texCoordAttr2);
}
void GLWidget::initializeGL()
{
initializeOpenGLFunctions();
m_texture = new QOpenGLTexture(QImage(":/qt.png"));
m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex);
const char *vsrc1 =
"attribute highp vec4 vertex;\n"
"attribute mediump vec3 normal;\n"
"uniform mediump mat4 matrix;\n"
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
" float angle = max(dot(normal, toLight), 0.0);\n"
" vec3 col = vec3(0.40, 1.0, 0.0);\n"
" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
" color = clamp(color, 0.0, 1.0);\n"
" gl_Position = matrix * vertex;\n"
"}\n";
m_vshader1->compileSourceCode(vsrc1);
m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment);
const char *fsrc1 =
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
m_fshader1->compileSourceCode(fsrc1);
m_program1 = new QOpenGLShaderProgram;
m_program1->addShader(m_vshader1);
m_program1->addShader(m_fshader1);
m_program1->link();
m_vertexAttr1 = m_program1->attributeLocation("vertex");
m_normalAttr1 = m_program1->attributeLocation("normal");
m_matrixUniform1 = m_program1->uniformLocation("matrix");
m_vshader2 = new QOpenGLShader(QOpenGLShader::Vertex);
const char *vsrc2 =
"attribute highp vec4 vertex;\n"
"attribute highp vec4 texCoord;\n"
"attribute mediump vec3 normal;\n"
"uniform mediump mat4 matrix;\n"
"varying highp vec4 texc;\n"
"varying mediump float angle;\n"
"void main(void)\n"
"{\n"
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
" angle = max(dot(normal, toLight), 0.0);\n"
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
m_vshader2->compileSourceCode(vsrc2);
m_fshader2 = new QOpenGLShader(QOpenGLShader::Fragment);
const char *fsrc2 =
"varying highp vec4 texc;\n"
"uniform sampler2D tex;\n"
"varying mediump float angle;\n"
"void main(void)\n"
"{\n"
" highp vec3 color = texture2D(tex, texc.st).rgb;\n"
" color = color * 0.2 + color * 0.8 * angle;\n"
" gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
"}\n";
m_fshader2->compileSourceCode(fsrc2);
m_program2 = new QOpenGLShaderProgram;
m_program2->addShader(m_vshader2);
m_program2->addShader(m_fshader2);
m_program2->link();
m_vertexAttr2 = m_program2->attributeLocation("vertex");
m_normalAttr2 = m_program2->attributeLocation("normal");
m_texCoordAttr2 = m_program2->attributeLocation("texCoord");
m_matrixUniform2 = m_program2->uniformLocation("matrix");
m_textureUniform2 = m_program2->uniformLocation("tex");
m_fAngle = 0;
m_fScale = 1;
createGeometry();
// Use a vertex buffer object. Client-side pointers are old-school and should be avoided.
m_vbo1.create();
m_vbo1.bind();
// For the cube all the data belonging to the texture coordinates and
// normals is placed separately, after the vertices. Here, for the Qt logo,
// let's do something different and potentially more efficient: create a
// properly interleaved data set.
const int vertexCount = m_vertices.count();
QVector<GLfloat> buf;
buf.resize(vertexCount * 3 * 2);
GLfloat *p = buf.data();
for (int i = 0; i < vertexCount; ++i) {
*p++ = m_vertices[i].x();
*p++ = m_vertices[i].y();
*p++ = m_vertices[i].z();
*p++ = m_normals[i].x();
*p++ = m_normals[i].y();
*p++ = m_normals[i].z();
}
m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat));
m_vbo1.release();
createBubbles(bubbleNum - m_bubbles.count());
}
void GLWidget::paintGL()
{
createBubbles(bubbleNum - m_bubbles.count());
QPainter painter;
painter.begin(this);
painter.beginNativePainting();
glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFrontFace(GL_CW);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
QMatrix4x4 modelview;
modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
modelview.scale(m_fScale);
modelview.translate(0.0f, -0.2f, 0.0f);
if (m_qtLogo) {
m_program1->bind();
m_program1->setUniformValue(m_matrixUniform1, modelview);
paintQtLogo();
m_program1->release();
} else {
m_program2->bind();
m_program2->setUniformValue(m_matrixUniform2, modelview);
paintTexturedCube();
m_program2->release();
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
painter.endNativePainting();
if (m_showBubbles)
foreach (Bubble *bubble, m_bubbles) {
bubble->drawBubble(&painter);
}
if (const int elapsed = m_time.elapsed()) {
QString framesPerSecond;
framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2);
painter.setPen(m_transparent ? Qt::black : Qt::white);
painter.drawText(20, 40, framesPerSecond + " paintGL calls / s");
}
painter.end();
QMutableListIterator<Bubble*> iter(m_bubbles);
while (iter.hasNext()) {
Bubble *bubble = iter.next();
bubble->move(rect());
}
if (!(m_frames % 100)) {
m_time.start();
m_frames = 0;
}
m_fAngle += 1.0f;
++m_frames;
// When requested, follow the ideal way to animate: Rely on
// blocking swap and just schedule updates continuously.
if (!m_mainWindow->timerEnabled())
update();
}
void GLWidget::createBubbles(int number)
{
for (int i = 0; i < number; ++i) {
QPointF position(width()*(0.1 + QRandomGenerator::global()->bounded(0.8)),
height()*(0.1 + QRandomGenerator::global()->bounded(0.8)));
qreal radius = qMin(width(), height())*(0.0175 + QRandomGenerator::global()->bounded(0.0875));
QPointF velocity(width()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)),
height()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)));
m_bubbles.append(new Bubble(position, radius, velocity));
}
}
void GLWidget::createGeometry()
{
m_vertices.clear();
m_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 int NumSectors = 100;
const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
for (int i = 0; i < NumSectors; ++i) {
qreal angle = i * sectorAngle;
qreal x5 = 0.30 * sin(angle);
qreal y5 = 0.30 * cos(angle);
qreal x6 = 0.20 * sin(angle);
qreal y6 = 0.20 * cos(angle);
angle += sectorAngle;
qreal x7 = 0.20 * sin(angle);
qreal y7 = 0.20 * cos(angle);
qreal x8 = 0.30 * sin(angle);
qreal y8 = 0.30 * cos(angle);
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
for (int i = 0;i < m_vertices.size();i++)
m_vertices[i] *= 2.0f;
}
void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
m_vertices << QVector3D(x1, y1, -0.05f);
m_vertices << QVector3D(x2, y2, -0.05f);
m_vertices << QVector3D(x4, y4, -0.05f);
m_vertices << QVector3D(x3, y3, -0.05f);
m_vertices << QVector3D(x4, y4, -0.05f);
m_vertices << QVector3D(x2, y2, -0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_vertices << QVector3D(x4, y4, 0.05f);
m_vertices << QVector3D(x2, y2, 0.05f);
m_vertices << QVector3D(x1, y1, 0.05f);
m_vertices << QVector3D(x2, y2, 0.05f);
m_vertices << QVector3D(x4, y4, 0.05f);
m_vertices << QVector3D(x3, y3, 0.05f);
n = QVector3D::normal
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
}
void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
m_vertices << QVector3D(x1, y1, +0.05f);
m_vertices << QVector3D(x2, y2, +0.05f);
m_vertices << QVector3D(x1, y1, -0.05f);
m_vertices << QVector3D(x2, y2, -0.05f);
m_vertices << QVector3D(x1, y1, -0.05f);
m_vertices << QVector3D(x2, y2, +0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
m_normals << n;
}
void GLWidget::setTransparent(bool transparent)
{
setAttribute(Qt::WA_AlwaysStackOnTop, transparent);
m_transparent = transparent;
// Call update() on the top-level window after toggling AlwayStackOnTop to make sure
// the entire backingstore is updated accordingly.
window()->update();
}
void GLWidget::resizeGL(int, int)
{
if (m_hasButton) {
if (!m_btn) {
m_btn = new QPushButton("A widget on top.\nPress for more widgets.", this);
connect(m_btn, &QPushButton::clicked, this, &GLWidget::handleButtonPress);
}
m_btn->move(20, 80);
}
}
void GLWidget::handleButtonPress()
{
m_mainWindow->addNew();
}