48e0c4df23
Change-Id: Ic804938fc352291d011800d21e549c10acac66fb Reviewed-by: Lars Knoll <lars.knoll@digia.com>
321 lines
8.6 KiB
C++
321 lines
8.6 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 "glwindow.h"
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#include <QGuiApplication>
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#include <QScreen>
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#include <QTimer>
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#include <math.h>
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#include <stdio.h>
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inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2)
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{
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xOut = y1 * z2 - z1 * y2;
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yOut = z1 * x2 - x1 * z2;
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zOut = x1 * y2 - y1 * x2;
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}
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inline void Normalize(qreal &x, qreal &y, qreal &z)
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{
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qreal l = sqrt(x*x + y*y + z*z);
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x = x / l;
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y = y / l;
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z = z / l;
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}
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GLWindow::GLWindow()
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{
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setSurfaceType(OpenGLSurface);
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qtLogo = true;
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createdVertices = 0;
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createdNormals = 0;
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m_vertexNumber = 0;
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frames = 0;
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m_fScale = 1;
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QSurfaceFormat format;
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format.setDepthBufferSize(24);
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format.setMajorVersion(1);
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format.setMinorVersion(1);
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setGeometry(QGuiApplication::primaryScreen()->availableGeometry());
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setFormat(format);
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create();
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m_context = new QOpenGLContext;
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m_context->setFormat(format);
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m_context->create();
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m_context->makeCurrent(this);
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initializeGL();
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QTimer *timer = new QTimer(this);
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timer->setInterval(16);
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connect(timer, SIGNAL(timeout()), this, SLOT(paintGL()));
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timer->start();
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}
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GLWindow::~GLWindow()
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{
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if (createdVertices)
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delete[] createdVertices;
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if (createdNormals)
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delete[] createdNormals;
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delete m_context;
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}
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void GLWindow::paintQtLogo()
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{
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glDisable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3,GL_FLOAT,0, createdVertices);
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT,0,createdNormals);
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glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3);
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}
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void GLWindow::initializeGL ()
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{
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glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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GLfloat aLightPosition[] = {0.0f,0.3f,1.0f,0.0f};
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glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, aLightPosition);
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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}
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void GLWindow::paintGL()
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{
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m_context->makeCurrent(this);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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//Since OpenGL ES does not support glPush/PopAttrib(GL_ALL_ATTRIB_BITS)
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//we have to take care of the states ourselves
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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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glEnable(GL_TEXTURE_2D);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glShadeModel(GL_FLAT);
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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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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotatef(m_fAngle, 0.0f, 1.0f, 0.0f);
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glRotatef(m_fAngle, 1.0f, 0.0f, 0.0f);
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glRotatef(m_fAngle, 0.0f, 0.0f, 1.0f);
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glScalef(m_fScale, m_fScale,m_fScale);
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glTranslatef(0.0f,-0.2f,0.0f);
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GLfloat matDiff[] = {0.40f, 1.0f, 0.0f, 1.0f};
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff);
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paintQtLogo();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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m_context->swapBuffers(this);
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m_fAngle += 1.0f;
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}
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void GLWindow::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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m_vertexNumber = vertices.size();
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createdVertices = new GLfloat[m_vertexNumber];
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createdNormals = new GLfloat[m_vertexNumber];
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for (int i = 0;i < m_vertexNumber;i++) {
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createdVertices[i] = vertices.at(i) * 2;
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createdNormals[i] = normals.at(i);
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}
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vertices.clear();
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normals.clear();
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}
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void GLWindow::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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qreal nx, ny, nz;
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vertices << x1 << y1 << -0.05f;
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vertices << x2 << y2 << -0.05f;
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vertices << x4 << y4 << -0.05f;
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vertices << x3 << y3 << -0.05f;
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vertices << x4 << y4 << -0.05f;
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vertices << x2 << y2 << -0.05f;
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CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0);
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Normalize(nx, ny, nz);
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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vertices << x4 << y4 << 0.05f;
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vertices << x2 << y2 << 0.05f;
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vertices << x1 << y1 << 0.05f;
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vertices << x2 << y2 << 0.05f;
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vertices << x4 << y4 << 0.05f;
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vertices << x3 << y3 << 0.05f;
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CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0);
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Normalize(nx, ny, nz);
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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}
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void GLWindow::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
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{
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qreal nx, ny, nz;
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vertices << x1 << y1 << +0.05f;
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vertices << x2 << y2 << +0.05f;
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vertices << x1 << y1 << -0.05f;
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vertices << x2 << y2 << -0.05f;
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vertices << x1 << y1 << -0.05f;
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vertices << x2 << y2 << +0.05f;
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CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f);
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Normalize(nx, ny, nz);
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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normals << nx << ny << nz;
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}
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