| /**************************************************************************** |
| ** |
| ** Copyright (C) 2016 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the examples of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** Commercial License Usage |
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| ** BSD License Usage |
| ** Alternatively, you may use this file under the terms of the BSD license |
| ** as follows: |
| ** |
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| ** modification, are permitted provided that the following conditions are |
| ** met: |
| ** * Redistributions of source code must retain the above copyright |
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| ****************************************************************************/ |
| |
| #include "glwidget.h" |
| #include <QPainter> |
| #include <QPaintEngine> |
| #include <QOpenGLShaderProgram> |
| #include <QOpenGLTexture> |
| #include <QRandomGenerator> |
| #include <QCoreApplication> |
| #include <qmath.h> |
| |
| #include "mainwindow.h" |
| #include "bubble.h" |
| |
| const int bubbleNum = 8; |
| |
| #ifndef GL_SRGB8_ALPHA8 |
| #define GL_SRGB8_ALPHA8 0x8C43 |
| #endif |
| |
| GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background) |
| : m_mainWindow(mw), |
| m_hasButton(button), |
| m_background(background) |
| { |
| setMinimumSize(300, 250); |
| if (QCoreApplication::arguments().contains(QStringLiteral("--srgb"))) |
| setTextureFormat(GL_SRGB8_ALPHA8); |
| } |
| |
| GLWidget::~GLWidget() |
| { |
| qDeleteAll(m_bubbles); |
| |
| // And now release all OpenGL resources. |
| makeCurrent(); |
| delete m_texture; |
| delete m_program1; |
| delete m_program2; |
| delete m_vshader1; |
| delete m_fshader1; |
| delete m_vshader2; |
| delete m_fshader2; |
| m_vbo1.destroy(); |
| m_vbo2.destroy(); |
| doneCurrent(); |
| } |
| |
| void GLWidget::setScaling(int scale) |
| { |
| if (scale > 30) |
| m_fScale = 1 + qreal(scale - 30) / 30 * 0.25; |
| else if (scale < 30) |
| m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25); |
| else |
| m_fScale = 1; |
| } |
| |
| void GLWidget::setLogo() |
| { |
| m_qtLogo = true; |
| } |
| |
| void GLWidget::setTexture() |
| { |
| m_qtLogo = false; |
| } |
| |
| void GLWidget::setShowBubbles(bool bubbles) |
| { |
| m_showBubbles = bubbles; |
| } |
| |
| void GLWidget::paintQtLogo() |
| { |
| m_program1->enableAttributeArray(m_vertexAttr1); |
| m_program1->enableAttributeArray(m_normalAttr1); |
| |
| m_vbo1.bind(); |
| // The data in the buffer is placed like this: |
| // vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ... |
| m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat)); |
| m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat)); |
| m_vbo1.release(); |
| |
| glDrawArrays(GL_TRIANGLES, 0, m_vertices.size()); |
| |
| m_program1->disableAttributeArray(m_normalAttr1); |
| m_program1->disableAttributeArray(m_vertexAttr1); |
| } |
| |
| void GLWidget::paintTexturedCube() |
| { |
| m_texture->bind(); |
| |
| if (!m_vbo2.isCreated()) { |
| static GLfloat afVertices[] = { |
| -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, |
| 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, |
| -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, |
| 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, |
| |
| 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, |
| 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, |
| -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, |
| -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, |
| |
| 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, |
| -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, |
| -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, |
| 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 |
| }; |
| |
| static GLfloat afTexCoord[] = { |
| 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, |
| 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, |
| 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, |
| 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, |
| |
| 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, |
| 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, |
| 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, |
| 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, |
| |
| 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, |
| 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, |
| 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, |
| 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f |
| }; |
| |
| GLfloat afNormals[] = { |
| |
| 0,0,-1, 0,0,-1, 0,0,-1, |
| 0,0,-1, 0,0,-1, 0,0,-1, |
| 0,0,1, 0,0,1, 0,0,1, |
| 0,0,1, 0,0,1, 0,0,1, |
| |
| -1,0,0, -1,0,0, -1,0,0, |
| -1,0,0, -1,0,0, -1,0,0, |
| 1,0,0, 1,0,0, 1,0,0, |
| 1,0,0, 1,0,0, 1,0,0, |
| |
| 0,-1,0, 0,-1,0, 0,-1,0, |
| 0,-1,0, 0,-1,0, 0,-1,0, |
| 0,1,0, 0,1,0, 0,1,0, |
| 0,1,0, 0,1,0, 0,1,0 |
| }; |
| |
| m_vbo2.create(); |
| m_vbo2.bind(); |
| m_vbo2.allocate(36 * 8 * sizeof(GLfloat)); |
| m_vbo2.write(0, afVertices, sizeof(afVertices)); |
| m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord)); |
| m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals)); |
| m_vbo2.release(); |
| } |
| |
| m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0 |
| |
| m_program2->enableAttributeArray(m_vertexAttr2); |
| m_program2->enableAttributeArray(m_normalAttr2); |
| m_program2->enableAttributeArray(m_texCoordAttr2); |
| |
| m_vbo2.bind(); |
| // In the buffer we first have 36 vertices (3 floats for each), then 36 texture |
| // coordinates (2 floats for each), then 36 normals (3 floats for each). |
| m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3); |
| m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2); |
| m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3); |
| m_vbo2.release(); |
| |
| glDrawArrays(GL_TRIANGLES, 0, 36); |
| |
| m_program2->disableAttributeArray(m_vertexAttr2); |
| m_program2->disableAttributeArray(m_normalAttr2); |
| m_program2->disableAttributeArray(m_texCoordAttr2); |
| } |
| |
| void GLWidget::initializeGL() |
| { |
| initializeOpenGLFunctions(); |
| |
| m_texture = new QOpenGLTexture(QImage(":/qt.png")); |
| |
| m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex); |
| const char *vsrc1 = |
| "attribute highp vec4 vertex;\n" |
| "attribute mediump vec3 normal;\n" |
| "uniform mediump mat4 matrix;\n" |
| "varying mediump vec4 color;\n" |
| "void main(void)\n" |
| "{\n" |
| " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" |
| " float angle = max(dot(normal, toLight), 0.0);\n" |
| " vec3 col = vec3(0.40, 1.0, 0.0);\n" |
| " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" |
| " color = clamp(color, 0.0, 1.0);\n" |
| " gl_Position = matrix * vertex;\n" |
| "}\n"; |
| m_vshader1->compileSourceCode(vsrc1); |
| |
| m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment); |
| const char *fsrc1 = |
| "varying mediump vec4 color;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_FragColor = color;\n" |
| "}\n"; |
| m_fshader1->compileSourceCode(fsrc1); |
| |
| m_program1 = new QOpenGLShaderProgram; |
| m_program1->addShader(m_vshader1); |
| m_program1->addShader(m_fshader1); |
| m_program1->link(); |
| |
| m_vertexAttr1 = m_program1->attributeLocation("vertex"); |
| m_normalAttr1 = m_program1->attributeLocation("normal"); |
| m_matrixUniform1 = m_program1->uniformLocation("matrix"); |
| |
| m_vshader2 = new QOpenGLShader(QOpenGLShader::Vertex); |
| const char *vsrc2 = |
| "attribute highp vec4 vertex;\n" |
| "attribute highp vec4 texCoord;\n" |
| "attribute mediump vec3 normal;\n" |
| "uniform mediump mat4 matrix;\n" |
| "varying highp vec4 texc;\n" |
| "varying mediump float angle;\n" |
| "void main(void)\n" |
| "{\n" |
| " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" |
| " angle = max(dot(normal, toLight), 0.0);\n" |
| " gl_Position = matrix * vertex;\n" |
| " texc = texCoord;\n" |
| "}\n"; |
| m_vshader2->compileSourceCode(vsrc2); |
| |
| m_fshader2 = new QOpenGLShader(QOpenGLShader::Fragment); |
| const char *fsrc2 = |
| "varying highp vec4 texc;\n" |
| "uniform sampler2D tex;\n" |
| "varying mediump float angle;\n" |
| "void main(void)\n" |
| "{\n" |
| " highp vec3 color = texture2D(tex, texc.st).rgb;\n" |
| " color = color * 0.2 + color * 0.8 * angle;\n" |
| " gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n" |
| "}\n"; |
| m_fshader2->compileSourceCode(fsrc2); |
| |
| m_program2 = new QOpenGLShaderProgram; |
| m_program2->addShader(m_vshader2); |
| m_program2->addShader(m_fshader2); |
| m_program2->link(); |
| |
| m_vertexAttr2 = m_program2->attributeLocation("vertex"); |
| m_normalAttr2 = m_program2->attributeLocation("normal"); |
| m_texCoordAttr2 = m_program2->attributeLocation("texCoord"); |
| m_matrixUniform2 = m_program2->uniformLocation("matrix"); |
| m_textureUniform2 = m_program2->uniformLocation("tex"); |
| |
| m_fAngle = 0; |
| m_fScale = 1; |
| |
| createGeometry(); |
| |
| // Use a vertex buffer object. Client-side pointers are old-school and should be avoided. |
| m_vbo1.create(); |
| m_vbo1.bind(); |
| // For the cube all the data belonging to the texture coordinates and |
| // normals is placed separately, after the vertices. Here, for the Qt logo, |
| // let's do something different and potentially more efficient: create a |
| // properly interleaved data set. |
| const int vertexCount = m_vertices.count(); |
| QVector<GLfloat> buf; |
| buf.resize(vertexCount * 3 * 2); |
| GLfloat *p = buf.data(); |
| for (int i = 0; i < vertexCount; ++i) { |
| *p++ = m_vertices[i].x(); |
| *p++ = m_vertices[i].y(); |
| *p++ = m_vertices[i].z(); |
| *p++ = m_normals[i].x(); |
| *p++ = m_normals[i].y(); |
| *p++ = m_normals[i].z(); |
| } |
| m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat)); |
| m_vbo1.release(); |
| |
| createBubbles(bubbleNum - m_bubbles.count()); |
| } |
| |
| void GLWidget::paintGL() |
| { |
| createBubbles(bubbleNum - m_bubbles.count()); |
| |
| QPainter painter; |
| painter.begin(this); |
| |
| painter.beginNativePainting(); |
| |
| glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glFrontFace(GL_CW); |
| glCullFace(GL_FRONT); |
| glEnable(GL_CULL_FACE); |
| glEnable(GL_DEPTH_TEST); |
| |
| QMatrix4x4 modelview; |
| modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f); |
| modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f); |
| modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f); |
| modelview.scale(m_fScale); |
| modelview.translate(0.0f, -0.2f, 0.0f); |
| |
| if (m_qtLogo) { |
| m_program1->bind(); |
| m_program1->setUniformValue(m_matrixUniform1, modelview); |
| paintQtLogo(); |
| m_program1->release(); |
| } else { |
| m_program2->bind(); |
| m_program2->setUniformValue(m_matrixUniform2, modelview); |
| paintTexturedCube(); |
| m_program2->release(); |
| } |
| |
| glDisable(GL_DEPTH_TEST); |
| glDisable(GL_CULL_FACE); |
| |
| painter.endNativePainting(); |
| |
| if (m_showBubbles) { |
| for (Bubble *bubble : qAsConst(m_bubbles)) |
| bubble->drawBubble(&painter); |
| } |
| |
| if (const int elapsed = m_time.elapsed()) { |
| QString framesPerSecond; |
| framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2); |
| painter.setPen(m_transparent ? Qt::black : Qt::white); |
| painter.drawText(20, 40, framesPerSecond + " paintGL calls / s"); |
| } |
| |
| painter.end(); |
| |
| for (Bubble *bubble : qAsConst(m_bubbles)) |
| bubble->move(rect()); |
| |
| if (!(m_frames % 100)) { |
| m_time.start(); |
| m_frames = 0; |
| } |
| m_fAngle += 1.0f; |
| ++m_frames; |
| |
| // When requested, follow the ideal way to animate: Rely on |
| // blocking swap and just schedule updates continuously. |
| if (!m_mainWindow->timerEnabled()) |
| update(); |
| } |
| |
| void GLWidget::createBubbles(int number) |
| { |
| for (int i = 0; i < number; ++i) { |
| QPointF position(width()*(0.1 + QRandomGenerator::global()->bounded(0.8)), |
| height()*(0.1 + QRandomGenerator::global()->bounded(0.8))); |
| qreal radius = qMin(width(), height())*(0.0175 + QRandomGenerator::global()->bounded(0.0875)); |
| QPointF velocity(width()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)), |
| height()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0))); |
| |
| m_bubbles.append(new Bubble(position, radius, velocity)); |
| } |
| } |
| |
| void GLWidget::createGeometry() |
| { |
| m_vertices.clear(); |
| m_normals.clear(); |
| |
| qreal x1 = +0.06f; |
| qreal y1 = -0.14f; |
| qreal x2 = +0.14f; |
| qreal y2 = -0.06f; |
| qreal x3 = +0.08f; |
| qreal y3 = +0.00f; |
| qreal x4 = +0.30f; |
| qreal y4 = +0.22f; |
| |
| quad(x1, y1, x2, y2, y2, x2, y1, x1); |
| quad(x3, y3, x4, y4, y4, x4, y3, x3); |
| |
| extrude(x1, y1, x2, y2); |
| extrude(x2, y2, y2, x2); |
| extrude(y2, x2, y1, x1); |
| extrude(y1, x1, x1, y1); |
| extrude(x3, y3, x4, y4); |
| extrude(x4, y4, y4, x4); |
| extrude(y4, x4, y3, x3); |
| |
| const int NumSectors = 100; |
| const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; |
| |
| for (int i = 0; i < NumSectors; ++i) { |
| qreal angle = i * sectorAngle; |
| qreal x5 = 0.30 * sin(angle); |
| qreal y5 = 0.30 * cos(angle); |
| qreal x6 = 0.20 * sin(angle); |
| qreal y6 = 0.20 * cos(angle); |
| |
| angle += sectorAngle; |
| qreal x7 = 0.20 * sin(angle); |
| qreal y7 = 0.20 * cos(angle); |
| qreal x8 = 0.30 * sin(angle); |
| qreal y8 = 0.30 * cos(angle); |
| |
| quad(x5, y5, x6, y6, x7, y7, x8, y8); |
| |
| extrude(x6, y6, x7, y7); |
| extrude(x8, y8, x5, y5); |
| } |
| |
| for (int i = 0;i < m_vertices.size();i++) |
| m_vertices[i] *= 2.0f; |
| } |
| |
| void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) |
| { |
| m_vertices << QVector3D(x1, y1, -0.05f); |
| m_vertices << QVector3D(x2, y2, -0.05f); |
| m_vertices << QVector3D(x4, y4, -0.05f); |
| |
| m_vertices << QVector3D(x3, y3, -0.05f); |
| m_vertices << QVector3D(x4, y4, -0.05f); |
| m_vertices << QVector3D(x2, y2, -0.05f); |
| |
| QVector3D n = QVector3D::normal |
| (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); |
| |
| m_normals << n; |
| m_normals << n; |
| m_normals << n; |
| |
| m_normals << n; |
| m_normals << n; |
| m_normals << n; |
| |
| m_vertices << QVector3D(x4, y4, 0.05f); |
| m_vertices << QVector3D(x2, y2, 0.05f); |
| m_vertices << QVector3D(x1, y1, 0.05f); |
| |
| m_vertices << QVector3D(x2, y2, 0.05f); |
| m_vertices << QVector3D(x4, y4, 0.05f); |
| m_vertices << QVector3D(x3, y3, 0.05f); |
| |
| n = QVector3D::normal |
| (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); |
| |
| m_normals << n; |
| m_normals << n; |
| m_normals << n; |
| |
| m_normals << n; |
| m_normals << n; |
| m_normals << n; |
| } |
| |
| void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2) |
| { |
| m_vertices << QVector3D(x1, y1, +0.05f); |
| m_vertices << QVector3D(x2, y2, +0.05f); |
| m_vertices << QVector3D(x1, y1, -0.05f); |
| |
| m_vertices << QVector3D(x2, y2, -0.05f); |
| m_vertices << QVector3D(x1, y1, -0.05f); |
| m_vertices << QVector3D(x2, y2, +0.05f); |
| |
| QVector3D n = QVector3D::normal |
| (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); |
| |
| m_normals << n; |
| m_normals << n; |
| m_normals << n; |
| |
| m_normals << n; |
| m_normals << n; |
| m_normals << n; |
| } |
| |
| void GLWidget::setTransparent(bool transparent) |
| { |
| setAttribute(Qt::WA_AlwaysStackOnTop, transparent); |
| m_transparent = transparent; |
| // Call update() on the top-level window after toggling AlwayStackOnTop to make sure |
| // the entire backingstore is updated accordingly. |
| window()->update(); |
| } |
| |
| void GLWidget::resizeGL(int, int) |
| { |
| if (m_hasButton) { |
| if (!m_btn) { |
| m_btn = new QPushButton("A widget on top.\nPress for more widgets.", this); |
| connect(m_btn, &QPushButton::clicked, this, &GLWidget::handleButtonPress); |
| } |
| m_btn->move(20, 80); |
| } |
| } |
| |
| void GLWidget::handleButtonPress() |
| { |
| m_mainWindow->addNew(); |
| } |