83a5694dc2
Qt copyrights are now in The Qt Company, so we could update the source code headers accordingly. In the same go we should also fix the links to point to qt.io. Outdated header.LGPL removed (use header.LGPL21 instead) Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing combination. New header.LGPL-COMM taken in the use file which were using old header.LGPL3 (src/plugins/platforms/android/extract.cpp) Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license combination Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
555 lines
17 KiB
C++
555 lines
17 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 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 The Qt Company Ltd and its Subsidiary(-ies) nor the
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** names of its contributors may be used to endorse or promote products
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** derived 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 <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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#include <QCoreApplication>
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#include <math.h>
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#include "mainwindow.h"
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#include "bubble.h"
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const int bubbleNum = 8;
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GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background)
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: m_mainWindow(mw),
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m_showBubbles(true),
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m_qtLogo(true),
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m_frames(0),
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m_program1(0),
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m_program2(0),
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m_texture(0),
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m_transparent(false),
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m_btn(0),
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m_hasButton(button),
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m_background(background)
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{
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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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qDeleteAll(m_bubbles);
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// And now release all OpenGL resources.
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makeCurrent();
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delete m_texture;
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delete m_program1;
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delete m_program2;
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delete m_vshader1;
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delete m_fshader1;
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delete m_vshader2;
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delete m_fshader2;
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m_vbo1.destroy();
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m_vbo2.destroy();
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doneCurrent();
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}
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void GLWidget::setScaling(int scale)
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{
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if (scale > 30)
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m_fScale = 1 + qreal(scale - 30) / 30 * 0.25;
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else if (scale < 30)
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m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25);
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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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{
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m_qtLogo = true;
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}
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void GLWidget::setTexture()
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{
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m_qtLogo = false;
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}
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void GLWidget::setShowBubbles(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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m_program1->enableAttributeArray(m_vertexAttr1);
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m_program1->enableAttributeArray(m_normalAttr1);
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m_vbo1.bind();
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// The data in the buffer is placed like this:
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// vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ...
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m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat));
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m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat));
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m_vbo1.release();
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glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
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m_program1->disableAttributeArray(m_normalAttr1);
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m_program1->disableAttributeArray(m_vertexAttr1);
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}
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void GLWidget::paintTexturedCube()
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{
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m_texture->bind();
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if (!m_vbo2.isCreated()) {
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static 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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static 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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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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m_vbo2.create();
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m_vbo2.bind();
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m_vbo2.allocate(36 * 8 * sizeof(GLfloat));
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m_vbo2.write(0, afVertices, sizeof(afVertices));
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m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord));
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m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals));
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m_vbo2.release();
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}
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m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0
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m_program2->enableAttributeArray(m_vertexAttr2);
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m_program2->enableAttributeArray(m_normalAttr2);
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m_program2->enableAttributeArray(m_texCoordAttr2);
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m_vbo2.bind();
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// In the buffer we first have 36 vertices (3 floats for each), then 36 texture
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// coordinates (2 floats for each), then 36 normals (3 floats for each).
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m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3);
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m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2);
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m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3);
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m_vbo2.release();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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m_program2->disableAttributeArray(m_vertexAttr2);
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m_program2->disableAttributeArray(m_normalAttr2);
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m_program2->disableAttributeArray(m_texCoordAttr2);
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}
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void GLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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m_texture = new QOpenGLTexture(QImage(":/qt.png"));
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m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex);
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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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m_vshader1->compileSourceCode(vsrc1);
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m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment);
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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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m_fshader1->compileSourceCode(fsrc1);
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m_program1 = new QOpenGLShaderProgram;
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m_program1->addShader(m_vshader1);
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m_program1->addShader(m_fshader1);
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m_program1->link();
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m_vertexAttr1 = m_program1->attributeLocation("vertex");
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m_normalAttr1 = m_program1->attributeLocation("normal");
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m_matrixUniform1 = m_program1->uniformLocation("matrix");
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m_vshader2 = new QOpenGLShader(QOpenGLShader::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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m_vshader2->compileSourceCode(vsrc2);
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m_fshader2 = new QOpenGLShader(QOpenGLShader::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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m_fshader2->compileSourceCode(fsrc2);
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m_program2 = new QOpenGLShaderProgram;
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m_program2->addShader(m_vshader2);
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m_program2->addShader(m_fshader2);
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m_program2->link();
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m_vertexAttr2 = m_program2->attributeLocation("vertex");
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m_normalAttr2 = m_program2->attributeLocation("normal");
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m_texCoordAttr2 = m_program2->attributeLocation("texCoord");
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m_matrixUniform2 = m_program2->uniformLocation("matrix");
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m_textureUniform2 = m_program2->uniformLocation("tex");
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m_fAngle = 0;
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m_fScale = 1;
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createGeometry();
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// Use a vertex buffer object. Client-side pointers are old-school and should be avoided.
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m_vbo1.create();
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m_vbo1.bind();
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// For the cube all the data belonging to the texture coordinates and
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// normals is placed separately, after the vertices. Here, for the Qt logo,
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// let's do something different and potentially more efficient: create a
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// properly interleaved data set.
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const int vertexCount = m_vertices.count();
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QVector<GLfloat> buf;
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buf.resize(vertexCount * 3 * 2);
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GLfloat *p = buf.data();
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for (int i = 0; i < vertexCount; ++i) {
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*p++ = m_vertices[i].x();
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*p++ = m_vertices[i].y();
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*p++ = m_vertices[i].z();
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*p++ = m_normals[i].x();
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*p++ = m_normals[i].y();
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*p++ = m_normals[i].z();
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}
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m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat));
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m_vbo1.release();
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createBubbles(bubbleNum - m_bubbles.count());
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}
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void GLWidget::paintGL()
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{
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createBubbles(bubbleNum - m_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(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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 (m_qtLogo) {
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m_program1->bind();
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m_program1->setUniformValue(m_matrixUniform1, modelview);
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paintQtLogo();
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m_program1->release();
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} else {
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m_program2->bind();
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m_program2->setUniformValue(m_matrixUniform2, modelview);
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paintTexturedCube();
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m_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, m_bubbles) {
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bubble->drawBubble(&painter);
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}
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if (const int elapsed = m_time.elapsed()) {
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QString framesPerSecond;
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framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2);
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painter.setPen(m_transparent ? Qt::black : Qt::white);
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painter.drawText(20, 40, framesPerSecond + " paintGL calls / s");
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}
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painter.end();
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QMutableListIterator<Bubble*> iter(m_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 (!(m_frames % 100)) {
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m_time.start();
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m_frames = 0;
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}
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m_fAngle += 1.0f;
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++m_frames;
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// When requested, follow the ideal way to animate: Rely on
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// blocking swap and just schedule updates continuously.
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if (!m_mainWindow->timerEnabled())
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update();
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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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m_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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m_vertices.clear();
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m_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);
|
|
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);
|
|
}
|
|
|
|
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 w, int h)
|
|
{
|
|
if (m_hasButton) {
|
|
if (!m_btn) {
|
|
m_btn = new QPushButton("A widget on top.\nPress me!", this);
|
|
connect(m_btn, &QPushButton::clicked, this, &GLWidget::handleButtonPress);
|
|
}
|
|
m_btn->move(w / 2, h / 2);
|
|
}
|
|
}
|
|
|
|
void GLWidget::handleButtonPress()
|
|
{
|
|
m_mainWindow->addNew();
|
|
}
|