1*4882a593Smuzhiyun /****************************************************************************
2*4882a593Smuzhiyun **
3*4882a593Smuzhiyun ** Copyright (C) 2016 The Qt Company Ltd.
4*4882a593Smuzhiyun ** Contact: https://www.qt.io/licensing/
5*4882a593Smuzhiyun **
6*4882a593Smuzhiyun ** This file is part of the examples of the Qt Toolkit.
7*4882a593Smuzhiyun **
8*4882a593Smuzhiyun ** $QT_BEGIN_LICENSE:BSD$
9*4882a593Smuzhiyun ** Commercial License Usage
10*4882a593Smuzhiyun ** Licensees holding valid commercial Qt licenses may use this file in
11*4882a593Smuzhiyun ** accordance with the commercial license agreement provided with the
12*4882a593Smuzhiyun ** Software or, alternatively, in accordance with the terms contained in
13*4882a593Smuzhiyun ** a written agreement between you and The Qt Company. For licensing terms
14*4882a593Smuzhiyun ** and conditions see https://www.qt.io/terms-conditions. For further
15*4882a593Smuzhiyun ** information use the contact form at https://www.qt.io/contact-us.
16*4882a593Smuzhiyun **
17*4882a593Smuzhiyun ** BSD License Usage
18*4882a593Smuzhiyun ** Alternatively, you may use this file under the terms of the BSD license
19*4882a593Smuzhiyun ** as follows:
20*4882a593Smuzhiyun **
21*4882a593Smuzhiyun ** "Redistribution and use in source and binary forms, with or without
22*4882a593Smuzhiyun ** modification, are permitted provided that the following conditions are
23*4882a593Smuzhiyun ** met:
24*4882a593Smuzhiyun ** * Redistributions of source code must retain the above copyright
25*4882a593Smuzhiyun ** notice, this list of conditions and the following disclaimer.
26*4882a593Smuzhiyun ** * Redistributions in binary form must reproduce the above copyright
27*4882a593Smuzhiyun ** notice, this list of conditions and the following disclaimer in
28*4882a593Smuzhiyun ** the documentation and/or other materials provided with the
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31*4882a593Smuzhiyun ** contributors may be used to endorse or promote products derived
32*4882a593Smuzhiyun ** from this software without specific prior written permission.
33*4882a593Smuzhiyun **
34*4882a593Smuzhiyun **
35*4882a593Smuzhiyun ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
36*4882a593Smuzhiyun ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
37*4882a593Smuzhiyun ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
38*4882a593Smuzhiyun ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
39*4882a593Smuzhiyun ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
40*4882a593Smuzhiyun ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
41*4882a593Smuzhiyun ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
42*4882a593Smuzhiyun ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
43*4882a593Smuzhiyun ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
44*4882a593Smuzhiyun ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
45*4882a593Smuzhiyun ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
46*4882a593Smuzhiyun **
47*4882a593Smuzhiyun ** $QT_END_LICENSE$
48*4882a593Smuzhiyun **
49*4882a593Smuzhiyun ****************************************************************************/
50*4882a593Smuzhiyun
51*4882a593Smuzhiyun #include "glwidget.h"
52*4882a593Smuzhiyun #include <QPainter>
53*4882a593Smuzhiyun #include <QPaintEngine>
54*4882a593Smuzhiyun #include <QOpenGLShaderProgram>
55*4882a593Smuzhiyun #include <QOpenGLTexture>
56*4882a593Smuzhiyun #include <QRandomGenerator>
57*4882a593Smuzhiyun #include <QCoreApplication>
58*4882a593Smuzhiyun #include <qmath.h>
59*4882a593Smuzhiyun
60*4882a593Smuzhiyun #include "mainwindow.h"
61*4882a593Smuzhiyun #include "bubble.h"
62*4882a593Smuzhiyun
63*4882a593Smuzhiyun const int bubbleNum = 8;
64*4882a593Smuzhiyun
65*4882a593Smuzhiyun #ifndef GL_SRGB8_ALPHA8
66*4882a593Smuzhiyun #define GL_SRGB8_ALPHA8 0x8C43
67*4882a593Smuzhiyun #endif
68*4882a593Smuzhiyun
GLWidget(MainWindow * mw,bool button,const QColor & background)69*4882a593Smuzhiyun GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background)
70*4882a593Smuzhiyun : m_mainWindow(mw),
71*4882a593Smuzhiyun m_showBubbles(true),
72*4882a593Smuzhiyun m_qtLogo(true),
73*4882a593Smuzhiyun m_frames(0),
74*4882a593Smuzhiyun m_program1(0),
75*4882a593Smuzhiyun m_program2(0),
76*4882a593Smuzhiyun m_texture(0),
77*4882a593Smuzhiyun m_transparent(false),
78*4882a593Smuzhiyun m_btn(0),
79*4882a593Smuzhiyun m_hasButton(button),
80*4882a593Smuzhiyun m_background(background)
81*4882a593Smuzhiyun {
82*4882a593Smuzhiyun setMinimumSize(300, 250);
83*4882a593Smuzhiyun if (QCoreApplication::arguments().contains(QStringLiteral("--srgb")))
84*4882a593Smuzhiyun setTextureFormat(GL_SRGB8_ALPHA8);
85*4882a593Smuzhiyun }
86*4882a593Smuzhiyun
~GLWidget()87*4882a593Smuzhiyun GLWidget::~GLWidget()
88*4882a593Smuzhiyun {
89*4882a593Smuzhiyun qDeleteAll(m_bubbles);
90*4882a593Smuzhiyun
91*4882a593Smuzhiyun // And now release all OpenGL resources.
92*4882a593Smuzhiyun makeCurrent();
93*4882a593Smuzhiyun delete m_texture;
94*4882a593Smuzhiyun delete m_program1;
95*4882a593Smuzhiyun delete m_program2;
96*4882a593Smuzhiyun delete m_vshader1;
97*4882a593Smuzhiyun delete m_fshader1;
98*4882a593Smuzhiyun delete m_vshader2;
99*4882a593Smuzhiyun delete m_fshader2;
100*4882a593Smuzhiyun m_vbo1.destroy();
101*4882a593Smuzhiyun m_vbo2.destroy();
102*4882a593Smuzhiyun doneCurrent();
103*4882a593Smuzhiyun }
104*4882a593Smuzhiyun
setScaling(int scale)105*4882a593Smuzhiyun void GLWidget::setScaling(int scale)
106*4882a593Smuzhiyun {
107*4882a593Smuzhiyun if (scale > 30)
108*4882a593Smuzhiyun m_fScale = 1 + qreal(scale - 30) / 30 * 0.25;
109*4882a593Smuzhiyun else if (scale < 30)
110*4882a593Smuzhiyun m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25);
111*4882a593Smuzhiyun else
112*4882a593Smuzhiyun m_fScale = 1;
113*4882a593Smuzhiyun }
114*4882a593Smuzhiyun
setLogo()115*4882a593Smuzhiyun void GLWidget::setLogo()
116*4882a593Smuzhiyun {
117*4882a593Smuzhiyun m_qtLogo = true;
118*4882a593Smuzhiyun }
119*4882a593Smuzhiyun
setTexture()120*4882a593Smuzhiyun void GLWidget::setTexture()
121*4882a593Smuzhiyun {
122*4882a593Smuzhiyun m_qtLogo = false;
123*4882a593Smuzhiyun }
124*4882a593Smuzhiyun
setShowBubbles(bool bubbles)125*4882a593Smuzhiyun void GLWidget::setShowBubbles(bool bubbles)
126*4882a593Smuzhiyun {
127*4882a593Smuzhiyun m_showBubbles = bubbles;
128*4882a593Smuzhiyun }
129*4882a593Smuzhiyun
paintQtLogo()130*4882a593Smuzhiyun void GLWidget::paintQtLogo()
131*4882a593Smuzhiyun {
132*4882a593Smuzhiyun m_program1->enableAttributeArray(m_vertexAttr1);
133*4882a593Smuzhiyun m_program1->enableAttributeArray(m_normalAttr1);
134*4882a593Smuzhiyun
135*4882a593Smuzhiyun m_vbo1.bind();
136*4882a593Smuzhiyun // The data in the buffer is placed like this:
137*4882a593Smuzhiyun // vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ...
138*4882a593Smuzhiyun m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat));
139*4882a593Smuzhiyun m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat));
140*4882a593Smuzhiyun m_vbo1.release();
141*4882a593Smuzhiyun
142*4882a593Smuzhiyun glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
143*4882a593Smuzhiyun
144*4882a593Smuzhiyun m_program1->disableAttributeArray(m_normalAttr1);
145*4882a593Smuzhiyun m_program1->disableAttributeArray(m_vertexAttr1);
146*4882a593Smuzhiyun }
147*4882a593Smuzhiyun
paintTexturedCube()148*4882a593Smuzhiyun void GLWidget::paintTexturedCube()
149*4882a593Smuzhiyun {
150*4882a593Smuzhiyun m_texture->bind();
151*4882a593Smuzhiyun
152*4882a593Smuzhiyun if (!m_vbo2.isCreated()) {
153*4882a593Smuzhiyun static GLfloat afVertices[] = {
154*4882a593Smuzhiyun -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
155*4882a593Smuzhiyun 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
156*4882a593Smuzhiyun -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
157*4882a593Smuzhiyun 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
158*4882a593Smuzhiyun
159*4882a593Smuzhiyun 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
160*4882a593Smuzhiyun 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
161*4882a593Smuzhiyun -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
162*4882a593Smuzhiyun -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
163*4882a593Smuzhiyun
164*4882a593Smuzhiyun 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
165*4882a593Smuzhiyun -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
166*4882a593Smuzhiyun -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
167*4882a593Smuzhiyun 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
168*4882a593Smuzhiyun };
169*4882a593Smuzhiyun
170*4882a593Smuzhiyun static GLfloat afTexCoord[] = {
171*4882a593Smuzhiyun 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
172*4882a593Smuzhiyun 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
173*4882a593Smuzhiyun 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
174*4882a593Smuzhiyun 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
175*4882a593Smuzhiyun
176*4882a593Smuzhiyun 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
177*4882a593Smuzhiyun 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
178*4882a593Smuzhiyun 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
179*4882a593Smuzhiyun 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
180*4882a593Smuzhiyun
181*4882a593Smuzhiyun 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
182*4882a593Smuzhiyun 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
183*4882a593Smuzhiyun 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
184*4882a593Smuzhiyun 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
185*4882a593Smuzhiyun };
186*4882a593Smuzhiyun
187*4882a593Smuzhiyun GLfloat afNormals[] = {
188*4882a593Smuzhiyun
189*4882a593Smuzhiyun 0,0,-1, 0,0,-1, 0,0,-1,
190*4882a593Smuzhiyun 0,0,-1, 0,0,-1, 0,0,-1,
191*4882a593Smuzhiyun 0,0,1, 0,0,1, 0,0,1,
192*4882a593Smuzhiyun 0,0,1, 0,0,1, 0,0,1,
193*4882a593Smuzhiyun
194*4882a593Smuzhiyun -1,0,0, -1,0,0, -1,0,0,
195*4882a593Smuzhiyun -1,0,0, -1,0,0, -1,0,0,
196*4882a593Smuzhiyun 1,0,0, 1,0,0, 1,0,0,
197*4882a593Smuzhiyun 1,0,0, 1,0,0, 1,0,0,
198*4882a593Smuzhiyun
199*4882a593Smuzhiyun 0,-1,0, 0,-1,0, 0,-1,0,
200*4882a593Smuzhiyun 0,-1,0, 0,-1,0, 0,-1,0,
201*4882a593Smuzhiyun 0,1,0, 0,1,0, 0,1,0,
202*4882a593Smuzhiyun 0,1,0, 0,1,0, 0,1,0
203*4882a593Smuzhiyun };
204*4882a593Smuzhiyun
205*4882a593Smuzhiyun m_vbo2.create();
206*4882a593Smuzhiyun m_vbo2.bind();
207*4882a593Smuzhiyun m_vbo2.allocate(36 * 8 * sizeof(GLfloat));
208*4882a593Smuzhiyun m_vbo2.write(0, afVertices, sizeof(afVertices));
209*4882a593Smuzhiyun m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord));
210*4882a593Smuzhiyun m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals));
211*4882a593Smuzhiyun m_vbo2.release();
212*4882a593Smuzhiyun }
213*4882a593Smuzhiyun
214*4882a593Smuzhiyun m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0
215*4882a593Smuzhiyun
216*4882a593Smuzhiyun m_program2->enableAttributeArray(m_vertexAttr2);
217*4882a593Smuzhiyun m_program2->enableAttributeArray(m_normalAttr2);
218*4882a593Smuzhiyun m_program2->enableAttributeArray(m_texCoordAttr2);
219*4882a593Smuzhiyun
220*4882a593Smuzhiyun m_vbo2.bind();
221*4882a593Smuzhiyun // In the buffer we first have 36 vertices (3 floats for each), then 36 texture
222*4882a593Smuzhiyun // coordinates (2 floats for each), then 36 normals (3 floats for each).
223*4882a593Smuzhiyun m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3);
224*4882a593Smuzhiyun m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2);
225*4882a593Smuzhiyun m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3);
226*4882a593Smuzhiyun m_vbo2.release();
227*4882a593Smuzhiyun
228*4882a593Smuzhiyun glDrawArrays(GL_TRIANGLES, 0, 36);
229*4882a593Smuzhiyun
230*4882a593Smuzhiyun m_program2->disableAttributeArray(m_vertexAttr2);
231*4882a593Smuzhiyun m_program2->disableAttributeArray(m_normalAttr2);
232*4882a593Smuzhiyun m_program2->disableAttributeArray(m_texCoordAttr2);
233*4882a593Smuzhiyun }
234*4882a593Smuzhiyun
initializeGL()235*4882a593Smuzhiyun void GLWidget::initializeGL()
236*4882a593Smuzhiyun {
237*4882a593Smuzhiyun initializeOpenGLFunctions();
238*4882a593Smuzhiyun
239*4882a593Smuzhiyun m_texture = new QOpenGLTexture(QImage(":/qt.png"));
240*4882a593Smuzhiyun
241*4882a593Smuzhiyun m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex);
242*4882a593Smuzhiyun const char *vsrc1 =
243*4882a593Smuzhiyun "attribute highp vec4 vertex;\n"
244*4882a593Smuzhiyun "attribute mediump vec3 normal;\n"
245*4882a593Smuzhiyun "uniform mediump mat4 matrix;\n"
246*4882a593Smuzhiyun "varying mediump vec4 color;\n"
247*4882a593Smuzhiyun "void main(void)\n"
248*4882a593Smuzhiyun "{\n"
249*4882a593Smuzhiyun " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
250*4882a593Smuzhiyun " float angle = max(dot(normal, toLight), 0.0);\n"
251*4882a593Smuzhiyun " vec3 col = vec3(0.40, 1.0, 0.0);\n"
252*4882a593Smuzhiyun " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
253*4882a593Smuzhiyun " color = clamp(color, 0.0, 1.0);\n"
254*4882a593Smuzhiyun " gl_Position = matrix * vertex;\n"
255*4882a593Smuzhiyun "}\n";
256*4882a593Smuzhiyun m_vshader1->compileSourceCode(vsrc1);
257*4882a593Smuzhiyun
258*4882a593Smuzhiyun m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment);
259*4882a593Smuzhiyun const char *fsrc1 =
260*4882a593Smuzhiyun "varying mediump vec4 color;\n"
261*4882a593Smuzhiyun "void main(void)\n"
262*4882a593Smuzhiyun "{\n"
263*4882a593Smuzhiyun " gl_FragColor = color;\n"
264*4882a593Smuzhiyun "}\n";
265*4882a593Smuzhiyun m_fshader1->compileSourceCode(fsrc1);
266*4882a593Smuzhiyun
267*4882a593Smuzhiyun m_program1 = new QOpenGLShaderProgram;
268*4882a593Smuzhiyun m_program1->addShader(m_vshader1);
269*4882a593Smuzhiyun m_program1->addShader(m_fshader1);
270*4882a593Smuzhiyun m_program1->link();
271*4882a593Smuzhiyun
272*4882a593Smuzhiyun m_vertexAttr1 = m_program1->attributeLocation("vertex");
273*4882a593Smuzhiyun m_normalAttr1 = m_program1->attributeLocation("normal");
274*4882a593Smuzhiyun m_matrixUniform1 = m_program1->uniformLocation("matrix");
275*4882a593Smuzhiyun
276*4882a593Smuzhiyun m_vshader2 = new QOpenGLShader(QOpenGLShader::Vertex);
277*4882a593Smuzhiyun const char *vsrc2 =
278*4882a593Smuzhiyun "attribute highp vec4 vertex;\n"
279*4882a593Smuzhiyun "attribute highp vec4 texCoord;\n"
280*4882a593Smuzhiyun "attribute mediump vec3 normal;\n"
281*4882a593Smuzhiyun "uniform mediump mat4 matrix;\n"
282*4882a593Smuzhiyun "varying highp vec4 texc;\n"
283*4882a593Smuzhiyun "varying mediump float angle;\n"
284*4882a593Smuzhiyun "void main(void)\n"
285*4882a593Smuzhiyun "{\n"
286*4882a593Smuzhiyun " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
287*4882a593Smuzhiyun " angle = max(dot(normal, toLight), 0.0);\n"
288*4882a593Smuzhiyun " gl_Position = matrix * vertex;\n"
289*4882a593Smuzhiyun " texc = texCoord;\n"
290*4882a593Smuzhiyun "}\n";
291*4882a593Smuzhiyun m_vshader2->compileSourceCode(vsrc2);
292*4882a593Smuzhiyun
293*4882a593Smuzhiyun m_fshader2 = new QOpenGLShader(QOpenGLShader::Fragment);
294*4882a593Smuzhiyun const char *fsrc2 =
295*4882a593Smuzhiyun "varying highp vec4 texc;\n"
296*4882a593Smuzhiyun "uniform sampler2D tex;\n"
297*4882a593Smuzhiyun "varying mediump float angle;\n"
298*4882a593Smuzhiyun "void main(void)\n"
299*4882a593Smuzhiyun "{\n"
300*4882a593Smuzhiyun " highp vec3 color = texture2D(tex, texc.st).rgb;\n"
301*4882a593Smuzhiyun " color = color * 0.2 + color * 0.8 * angle;\n"
302*4882a593Smuzhiyun " gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
303*4882a593Smuzhiyun "}\n";
304*4882a593Smuzhiyun m_fshader2->compileSourceCode(fsrc2);
305*4882a593Smuzhiyun
306*4882a593Smuzhiyun m_program2 = new QOpenGLShaderProgram;
307*4882a593Smuzhiyun m_program2->addShader(m_vshader2);
308*4882a593Smuzhiyun m_program2->addShader(m_fshader2);
309*4882a593Smuzhiyun m_program2->link();
310*4882a593Smuzhiyun
311*4882a593Smuzhiyun m_vertexAttr2 = m_program2->attributeLocation("vertex");
312*4882a593Smuzhiyun m_normalAttr2 = m_program2->attributeLocation("normal");
313*4882a593Smuzhiyun m_texCoordAttr2 = m_program2->attributeLocation("texCoord");
314*4882a593Smuzhiyun m_matrixUniform2 = m_program2->uniformLocation("matrix");
315*4882a593Smuzhiyun m_textureUniform2 = m_program2->uniformLocation("tex");
316*4882a593Smuzhiyun
317*4882a593Smuzhiyun m_fAngle = 0;
318*4882a593Smuzhiyun m_fScale = 1;
319*4882a593Smuzhiyun
320*4882a593Smuzhiyun createGeometry();
321*4882a593Smuzhiyun
322*4882a593Smuzhiyun // Use a vertex buffer object. Client-side pointers are old-school and should be avoided.
323*4882a593Smuzhiyun m_vbo1.create();
324*4882a593Smuzhiyun m_vbo1.bind();
325*4882a593Smuzhiyun // For the cube all the data belonging to the texture coordinates and
326*4882a593Smuzhiyun // normals is placed separately, after the vertices. Here, for the Qt logo,
327*4882a593Smuzhiyun // let's do something different and potentially more efficient: create a
328*4882a593Smuzhiyun // properly interleaved data set.
329*4882a593Smuzhiyun const int vertexCount = m_vertices.count();
330*4882a593Smuzhiyun QVector<GLfloat> buf;
331*4882a593Smuzhiyun buf.resize(vertexCount * 3 * 2);
332*4882a593Smuzhiyun GLfloat *p = buf.data();
333*4882a593Smuzhiyun for (int i = 0; i < vertexCount; ++i) {
334*4882a593Smuzhiyun *p++ = m_vertices[i].x();
335*4882a593Smuzhiyun *p++ = m_vertices[i].y();
336*4882a593Smuzhiyun *p++ = m_vertices[i].z();
337*4882a593Smuzhiyun *p++ = m_normals[i].x();
338*4882a593Smuzhiyun *p++ = m_normals[i].y();
339*4882a593Smuzhiyun *p++ = m_normals[i].z();
340*4882a593Smuzhiyun }
341*4882a593Smuzhiyun m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat));
342*4882a593Smuzhiyun m_vbo1.release();
343*4882a593Smuzhiyun
344*4882a593Smuzhiyun createBubbles(bubbleNum - m_bubbles.count());
345*4882a593Smuzhiyun }
346*4882a593Smuzhiyun
paintGL()347*4882a593Smuzhiyun void GLWidget::paintGL()
348*4882a593Smuzhiyun {
349*4882a593Smuzhiyun createBubbles(bubbleNum - m_bubbles.count());
350*4882a593Smuzhiyun
351*4882a593Smuzhiyun QPainter painter;
352*4882a593Smuzhiyun painter.begin(this);
353*4882a593Smuzhiyun
354*4882a593Smuzhiyun painter.beginNativePainting();
355*4882a593Smuzhiyun
356*4882a593Smuzhiyun glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 1.0f);
357*4882a593Smuzhiyun glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
358*4882a593Smuzhiyun
359*4882a593Smuzhiyun glFrontFace(GL_CW);
360*4882a593Smuzhiyun glCullFace(GL_FRONT);
361*4882a593Smuzhiyun glEnable(GL_CULL_FACE);
362*4882a593Smuzhiyun glEnable(GL_DEPTH_TEST);
363*4882a593Smuzhiyun
364*4882a593Smuzhiyun QMatrix4x4 modelview;
365*4882a593Smuzhiyun modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
366*4882a593Smuzhiyun modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
367*4882a593Smuzhiyun modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
368*4882a593Smuzhiyun modelview.scale(m_fScale);
369*4882a593Smuzhiyun modelview.translate(0.0f, -0.2f, 0.0f);
370*4882a593Smuzhiyun
371*4882a593Smuzhiyun if (m_qtLogo) {
372*4882a593Smuzhiyun m_program1->bind();
373*4882a593Smuzhiyun m_program1->setUniformValue(m_matrixUniform1, modelview);
374*4882a593Smuzhiyun paintQtLogo();
375*4882a593Smuzhiyun m_program1->release();
376*4882a593Smuzhiyun } else {
377*4882a593Smuzhiyun m_program2->bind();
378*4882a593Smuzhiyun m_program2->setUniformValue(m_matrixUniform2, modelview);
379*4882a593Smuzhiyun paintTexturedCube();
380*4882a593Smuzhiyun m_program2->release();
381*4882a593Smuzhiyun }
382*4882a593Smuzhiyun
383*4882a593Smuzhiyun glDisable(GL_DEPTH_TEST);
384*4882a593Smuzhiyun glDisable(GL_CULL_FACE);
385*4882a593Smuzhiyun
386*4882a593Smuzhiyun painter.endNativePainting();
387*4882a593Smuzhiyun
388*4882a593Smuzhiyun if (m_showBubbles)
389*4882a593Smuzhiyun foreach (Bubble *bubble, m_bubbles) {
390*4882a593Smuzhiyun bubble->drawBubble(&painter);
391*4882a593Smuzhiyun }
392*4882a593Smuzhiyun
393*4882a593Smuzhiyun if (const int elapsed = m_time.elapsed()) {
394*4882a593Smuzhiyun QString framesPerSecond;
395*4882a593Smuzhiyun framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2);
396*4882a593Smuzhiyun painter.setPen(m_transparent ? Qt::black : Qt::white);
397*4882a593Smuzhiyun painter.drawText(20, 40, framesPerSecond + " paintGL calls / s");
398*4882a593Smuzhiyun }
399*4882a593Smuzhiyun
400*4882a593Smuzhiyun painter.end();
401*4882a593Smuzhiyun
402*4882a593Smuzhiyun QMutableListIterator<Bubble*> iter(m_bubbles);
403*4882a593Smuzhiyun
404*4882a593Smuzhiyun while (iter.hasNext()) {
405*4882a593Smuzhiyun Bubble *bubble = iter.next();
406*4882a593Smuzhiyun bubble->move(rect());
407*4882a593Smuzhiyun }
408*4882a593Smuzhiyun if (!(m_frames % 100)) {
409*4882a593Smuzhiyun m_time.start();
410*4882a593Smuzhiyun m_frames = 0;
411*4882a593Smuzhiyun }
412*4882a593Smuzhiyun m_fAngle += 1.0f;
413*4882a593Smuzhiyun ++m_frames;
414*4882a593Smuzhiyun
415*4882a593Smuzhiyun // When requested, follow the ideal way to animate: Rely on
416*4882a593Smuzhiyun // blocking swap and just schedule updates continuously.
417*4882a593Smuzhiyun if (!m_mainWindow->timerEnabled())
418*4882a593Smuzhiyun update();
419*4882a593Smuzhiyun }
420*4882a593Smuzhiyun
createBubbles(int number)421*4882a593Smuzhiyun void GLWidget::createBubbles(int number)
422*4882a593Smuzhiyun {
423*4882a593Smuzhiyun for (int i = 0; i < number; ++i) {
424*4882a593Smuzhiyun QPointF position(width()*(0.1 + QRandomGenerator::global()->bounded(0.8)),
425*4882a593Smuzhiyun height()*(0.1 + QRandomGenerator::global()->bounded(0.8)));
426*4882a593Smuzhiyun qreal radius = qMin(width(), height())*(0.0175 + QRandomGenerator::global()->bounded(0.0875));
427*4882a593Smuzhiyun QPointF velocity(width()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)),
428*4882a593Smuzhiyun height()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)));
429*4882a593Smuzhiyun
430*4882a593Smuzhiyun m_bubbles.append(new Bubble(position, radius, velocity));
431*4882a593Smuzhiyun }
432*4882a593Smuzhiyun }
433*4882a593Smuzhiyun
createGeometry()434*4882a593Smuzhiyun void GLWidget::createGeometry()
435*4882a593Smuzhiyun {
436*4882a593Smuzhiyun m_vertices.clear();
437*4882a593Smuzhiyun m_normals.clear();
438*4882a593Smuzhiyun
439*4882a593Smuzhiyun qreal x1 = +0.06f;
440*4882a593Smuzhiyun qreal y1 = -0.14f;
441*4882a593Smuzhiyun qreal x2 = +0.14f;
442*4882a593Smuzhiyun qreal y2 = -0.06f;
443*4882a593Smuzhiyun qreal x3 = +0.08f;
444*4882a593Smuzhiyun qreal y3 = +0.00f;
445*4882a593Smuzhiyun qreal x4 = +0.30f;
446*4882a593Smuzhiyun qreal y4 = +0.22f;
447*4882a593Smuzhiyun
448*4882a593Smuzhiyun quad(x1, y1, x2, y2, y2, x2, y1, x1);
449*4882a593Smuzhiyun quad(x3, y3, x4, y4, y4, x4, y3, x3);
450*4882a593Smuzhiyun
451*4882a593Smuzhiyun extrude(x1, y1, x2, y2);
452*4882a593Smuzhiyun extrude(x2, y2, y2, x2);
453*4882a593Smuzhiyun extrude(y2, x2, y1, x1);
454*4882a593Smuzhiyun extrude(y1, x1, x1, y1);
455*4882a593Smuzhiyun extrude(x3, y3, x4, y4);
456*4882a593Smuzhiyun extrude(x4, y4, y4, x4);
457*4882a593Smuzhiyun extrude(y4, x4, y3, x3);
458*4882a593Smuzhiyun
459*4882a593Smuzhiyun const int NumSectors = 100;
460*4882a593Smuzhiyun const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
461*4882a593Smuzhiyun
462*4882a593Smuzhiyun for (int i = 0; i < NumSectors; ++i) {
463*4882a593Smuzhiyun qreal angle = i * sectorAngle;
464*4882a593Smuzhiyun qreal x5 = 0.30 * sin(angle);
465*4882a593Smuzhiyun qreal y5 = 0.30 * cos(angle);
466*4882a593Smuzhiyun qreal x6 = 0.20 * sin(angle);
467*4882a593Smuzhiyun qreal y6 = 0.20 * cos(angle);
468*4882a593Smuzhiyun
469*4882a593Smuzhiyun angle += sectorAngle;
470*4882a593Smuzhiyun qreal x7 = 0.20 * sin(angle);
471*4882a593Smuzhiyun qreal y7 = 0.20 * cos(angle);
472*4882a593Smuzhiyun qreal x8 = 0.30 * sin(angle);
473*4882a593Smuzhiyun qreal y8 = 0.30 * cos(angle);
474*4882a593Smuzhiyun
475*4882a593Smuzhiyun quad(x5, y5, x6, y6, x7, y7, x8, y8);
476*4882a593Smuzhiyun
477*4882a593Smuzhiyun extrude(x6, y6, x7, y7);
478*4882a593Smuzhiyun extrude(x8, y8, x5, y5);
479*4882a593Smuzhiyun }
480*4882a593Smuzhiyun
481*4882a593Smuzhiyun for (int i = 0;i < m_vertices.size();i++)
482*4882a593Smuzhiyun m_vertices[i] *= 2.0f;
483*4882a593Smuzhiyun }
484*4882a593Smuzhiyun
quad(qreal x1,qreal y1,qreal x2,qreal y2,qreal x3,qreal y3,qreal x4,qreal y4)485*4882a593Smuzhiyun void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
486*4882a593Smuzhiyun {
487*4882a593Smuzhiyun m_vertices << QVector3D(x1, y1, -0.05f);
488*4882a593Smuzhiyun m_vertices << QVector3D(x2, y2, -0.05f);
489*4882a593Smuzhiyun m_vertices << QVector3D(x4, y4, -0.05f);
490*4882a593Smuzhiyun
491*4882a593Smuzhiyun m_vertices << QVector3D(x3, y3, -0.05f);
492*4882a593Smuzhiyun m_vertices << QVector3D(x4, y4, -0.05f);
493*4882a593Smuzhiyun m_vertices << QVector3D(x2, y2, -0.05f);
494*4882a593Smuzhiyun
495*4882a593Smuzhiyun QVector3D n = QVector3D::normal
496*4882a593Smuzhiyun (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
497*4882a593Smuzhiyun
498*4882a593Smuzhiyun m_normals << n;
499*4882a593Smuzhiyun m_normals << n;
500*4882a593Smuzhiyun m_normals << n;
501*4882a593Smuzhiyun
502*4882a593Smuzhiyun m_normals << n;
503*4882a593Smuzhiyun m_normals << n;
504*4882a593Smuzhiyun m_normals << n;
505*4882a593Smuzhiyun
506*4882a593Smuzhiyun m_vertices << QVector3D(x4, y4, 0.05f);
507*4882a593Smuzhiyun m_vertices << QVector3D(x2, y2, 0.05f);
508*4882a593Smuzhiyun m_vertices << QVector3D(x1, y1, 0.05f);
509*4882a593Smuzhiyun
510*4882a593Smuzhiyun m_vertices << QVector3D(x2, y2, 0.05f);
511*4882a593Smuzhiyun m_vertices << QVector3D(x4, y4, 0.05f);
512*4882a593Smuzhiyun m_vertices << QVector3D(x3, y3, 0.05f);
513*4882a593Smuzhiyun
514*4882a593Smuzhiyun n = QVector3D::normal
515*4882a593Smuzhiyun (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
516*4882a593Smuzhiyun
517*4882a593Smuzhiyun m_normals << n;
518*4882a593Smuzhiyun m_normals << n;
519*4882a593Smuzhiyun m_normals << n;
520*4882a593Smuzhiyun
521*4882a593Smuzhiyun m_normals << n;
522*4882a593Smuzhiyun m_normals << n;
523*4882a593Smuzhiyun m_normals << n;
524*4882a593Smuzhiyun }
525*4882a593Smuzhiyun
extrude(qreal x1,qreal y1,qreal x2,qreal y2)526*4882a593Smuzhiyun void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
527*4882a593Smuzhiyun {
528*4882a593Smuzhiyun m_vertices << QVector3D(x1, y1, +0.05f);
529*4882a593Smuzhiyun m_vertices << QVector3D(x2, y2, +0.05f);
530*4882a593Smuzhiyun m_vertices << QVector3D(x1, y1, -0.05f);
531*4882a593Smuzhiyun
532*4882a593Smuzhiyun m_vertices << QVector3D(x2, y2, -0.05f);
533*4882a593Smuzhiyun m_vertices << QVector3D(x1, y1, -0.05f);
534*4882a593Smuzhiyun m_vertices << QVector3D(x2, y2, +0.05f);
535*4882a593Smuzhiyun
536*4882a593Smuzhiyun QVector3D n = QVector3D::normal
537*4882a593Smuzhiyun (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
538*4882a593Smuzhiyun
539*4882a593Smuzhiyun m_normals << n;
540*4882a593Smuzhiyun m_normals << n;
541*4882a593Smuzhiyun m_normals << n;
542*4882a593Smuzhiyun
543*4882a593Smuzhiyun m_normals << n;
544*4882a593Smuzhiyun m_normals << n;
545*4882a593Smuzhiyun m_normals << n;
546*4882a593Smuzhiyun }
547*4882a593Smuzhiyun
setTransparent(bool transparent)548*4882a593Smuzhiyun void GLWidget::setTransparent(bool transparent)
549*4882a593Smuzhiyun {
550*4882a593Smuzhiyun setAttribute(Qt::WA_AlwaysStackOnTop, transparent);
551*4882a593Smuzhiyun m_transparent = transparent;
552*4882a593Smuzhiyun // Call update() on the top-level window after toggling AlwayStackOnTop to make sure
553*4882a593Smuzhiyun // the entire backingstore is updated accordingly.
554*4882a593Smuzhiyun window()->update();
555*4882a593Smuzhiyun }
556*4882a593Smuzhiyun
resizeGL(int,int)557*4882a593Smuzhiyun void GLWidget::resizeGL(int, int)
558*4882a593Smuzhiyun {
559*4882a593Smuzhiyun if (m_hasButton) {
560*4882a593Smuzhiyun if (!m_btn) {
561*4882a593Smuzhiyun m_btn = new QPushButton("A widget on top.\nPress for more widgets.", this);
562*4882a593Smuzhiyun connect(m_btn, &QPushButton::clicked, this, &GLWidget::handleButtonPress);
563*4882a593Smuzhiyun }
564*4882a593Smuzhiyun m_btn->move(20, 80);
565*4882a593Smuzhiyun }
566*4882a593Smuzhiyun }
567*4882a593Smuzhiyun
handleButtonPress()568*4882a593Smuzhiyun void GLWidget::handleButtonPress()
569*4882a593Smuzhiyun {
570*4882a593Smuzhiyun m_mainWindow->addNew();
571*4882a593Smuzhiyun }
572