| /**************************************************************************** |
| ** |
| ** Copyright (C) 2016 The Qt Company Ltd. |
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| ** This file is part of the examples of the Qt Toolkit. |
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| |
| #include "glwidget.h" |
| #include <QMouseEvent> |
| #include <QOpenGLShaderProgram> |
| #include <QCoreApplication> |
| #include <math.h> |
| |
| bool GLWidget::m_transparent = false; |
| |
| GLWidget::GLWidget(QWidget *parent) |
| : QOpenGLWidget(parent), |
| m_xRot(0), |
| m_yRot(0), |
| m_zRot(0), |
| m_program(0) |
| { |
| m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile; |
| // --transparent causes the clear color to be transparent. Therefore, on systems that |
| // support it, the widget will become transparent apart from the logo. |
| if (m_transparent) { |
| QSurfaceFormat fmt = format(); |
| fmt.setAlphaBufferSize(8); |
| setFormat(fmt); |
| } |
| } |
| |
| GLWidget::~GLWidget() |
| { |
| cleanup(); |
| } |
| |
| QSize GLWidget::minimumSizeHint() const |
| { |
| return QSize(50, 50); |
| } |
| |
| QSize GLWidget::sizeHint() const |
| { |
| return QSize(400, 400); |
| } |
| |
| static void qNormalizeAngle(int &angle) |
| { |
| while (angle < 0) |
| angle += 360 * 16; |
| while (angle > 360 * 16) |
| angle -= 360 * 16; |
| } |
| |
| void GLWidget::setXRotation(int angle) |
| { |
| qNormalizeAngle(angle); |
| if (angle != m_xRot) { |
| m_xRot = angle; |
| emit xRotationChanged(angle); |
| update(); |
| } |
| } |
| |
| void GLWidget::setYRotation(int angle) |
| { |
| qNormalizeAngle(angle); |
| if (angle != m_yRot) { |
| m_yRot = angle; |
| emit yRotationChanged(angle); |
| update(); |
| } |
| } |
| |
| void GLWidget::setZRotation(int angle) |
| { |
| qNormalizeAngle(angle); |
| if (angle != m_zRot) { |
| m_zRot = angle; |
| emit zRotationChanged(angle); |
| update(); |
| } |
| } |
| |
| void GLWidget::cleanup() |
| { |
| if (m_program == nullptr) |
| return; |
| makeCurrent(); |
| m_logoVbo.destroy(); |
| delete m_program; |
| m_program = 0; |
| doneCurrent(); |
| } |
| |
| static const char *vertexShaderSourceCore = |
| "#version 150\n" |
| "in vec4 vertex;\n" |
| "in vec3 normal;\n" |
| "out vec3 vert;\n" |
| "out vec3 vertNormal;\n" |
| "uniform mat4 projMatrix;\n" |
| "uniform mat4 mvMatrix;\n" |
| "uniform mat3 normalMatrix;\n" |
| "void main() {\n" |
| " vert = vertex.xyz;\n" |
| " vertNormal = normalMatrix * normal;\n" |
| " gl_Position = projMatrix * mvMatrix * vertex;\n" |
| "}\n"; |
| |
| static const char *fragmentShaderSourceCore = |
| "#version 150\n" |
| "in highp vec3 vert;\n" |
| "in highp vec3 vertNormal;\n" |
| "out highp vec4 fragColor;\n" |
| "uniform highp vec3 lightPos;\n" |
| "void main() {\n" |
| " highp vec3 L = normalize(lightPos - vert);\n" |
| " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" |
| " highp vec3 color = vec3(0.39, 1.0, 0.0);\n" |
| " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" |
| " fragColor = vec4(col, 1.0);\n" |
| "}\n"; |
| |
| static const char *vertexShaderSource = |
| "attribute vec4 vertex;\n" |
| "attribute vec3 normal;\n" |
| "varying vec3 vert;\n" |
| "varying vec3 vertNormal;\n" |
| "uniform mat4 projMatrix;\n" |
| "uniform mat4 mvMatrix;\n" |
| "uniform mat3 normalMatrix;\n" |
| "void main() {\n" |
| " vert = vertex.xyz;\n" |
| " vertNormal = normalMatrix * normal;\n" |
| " gl_Position = projMatrix * mvMatrix * vertex;\n" |
| "}\n"; |
| |
| static const char *fragmentShaderSource = |
| "varying highp vec3 vert;\n" |
| "varying highp vec3 vertNormal;\n" |
| "uniform highp vec3 lightPos;\n" |
| "void main() {\n" |
| " highp vec3 L = normalize(lightPos - vert);\n" |
| " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" |
| " highp vec3 color = vec3(0.39, 1.0, 0.0);\n" |
| " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" |
| " gl_FragColor = vec4(col, 1.0);\n" |
| "}\n"; |
| |
| void GLWidget::initializeGL() |
| { |
| // In this example the widget's corresponding top-level window can change |
| // several times during the widget's lifetime. Whenever this happens, the |
| // QOpenGLWidget's associated context is destroyed and a new one is created. |
| // Therefore we have to be prepared to clean up the resources on the |
| // aboutToBeDestroyed() signal, instead of the destructor. The emission of |
| // the signal will be followed by an invocation of initializeGL() where we |
| // can recreate all resources. |
| connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup); |
| |
| initializeOpenGLFunctions(); |
| glClearColor(0, 0, 0, m_transparent ? 0 : 1); |
| |
| m_program = new QOpenGLShaderProgram; |
| m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource); |
| m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource); |
| m_program->bindAttributeLocation("vertex", 0); |
| m_program->bindAttributeLocation("normal", 1); |
| m_program->link(); |
| |
| m_program->bind(); |
| m_projMatrixLoc = m_program->uniformLocation("projMatrix"); |
| m_mvMatrixLoc = m_program->uniformLocation("mvMatrix"); |
| m_normalMatrixLoc = m_program->uniformLocation("normalMatrix"); |
| m_lightPosLoc = m_program->uniformLocation("lightPos"); |
| |
| // Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x |
| // implementations this is optional and support may not be present |
| // at all. Nonetheless the below code works in all cases and makes |
| // sure there is a VAO when one is needed. |
| m_vao.create(); |
| QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); |
| |
| // Setup our vertex buffer object. |
| m_logoVbo.create(); |
| m_logoVbo.bind(); |
| m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat)); |
| |
| // Store the vertex attribute bindings for the program. |
| setupVertexAttribs(); |
| |
| // Our camera never changes in this example. |
| m_camera.setToIdentity(); |
| m_camera.translate(0, 0, -1); |
| |
| // Light position is fixed. |
| m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70)); |
| |
| m_program->release(); |
| } |
| |
| void GLWidget::setupVertexAttribs() |
| { |
| m_logoVbo.bind(); |
| QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| f->glEnableVertexAttribArray(0); |
| f->glEnableVertexAttribArray(1); |
| f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0); |
| f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<void *>(3 * sizeof(GLfloat))); |
| m_logoVbo.release(); |
| } |
| |
| void GLWidget::paintGL() |
| { |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| glEnable(GL_DEPTH_TEST); |
| glEnable(GL_CULL_FACE); |
| |
| m_world.setToIdentity(); |
| m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0); |
| m_world.rotate(m_yRot / 16.0f, 0, 1, 0); |
| m_world.rotate(m_zRot / 16.0f, 0, 0, 1); |
| |
| QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); |
| m_program->bind(); |
| m_program->setUniformValue(m_projMatrixLoc, m_proj); |
| m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world); |
| QMatrix3x3 normalMatrix = m_world.normalMatrix(); |
| m_program->setUniformValue(m_normalMatrixLoc, normalMatrix); |
| |
| glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount()); |
| |
| m_program->release(); |
| } |
| |
| void GLWidget::resizeGL(int w, int h) |
| { |
| m_proj.setToIdentity(); |
| m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f); |
| } |
| |
| void GLWidget::mousePressEvent(QMouseEvent *event) |
| { |
| m_lastPos = event->pos(); |
| } |
| |
| void GLWidget::mouseMoveEvent(QMouseEvent *event) |
| { |
| int dx = event->x() - m_lastPos.x(); |
| int dy = event->y() - m_lastPos.y(); |
| |
| if (event->buttons() & Qt::LeftButton) { |
| setXRotation(m_xRot + 8 * dy); |
| setYRotation(m_yRot + 8 * dx); |
| } else if (event->buttons() & Qt::RightButton) { |
| setXRotation(m_xRot + 8 * dy); |
| setZRotation(m_zRot + 8 * dx); |
| } |
| m_lastPos = event->pos(); |
| } |