| /**************************************************************************** |
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| ** This file is part of the examples of the Qt Toolkit. |
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| |
| #include "logorenderer.h" |
| #include <QPainter> |
| #include <QPaintEngine> |
| #include <qmath.h> |
| |
| LogoRenderer::LogoRenderer() |
| { |
| } |
| |
| LogoRenderer::~LogoRenderer() |
| { |
| } |
| |
| |
| void LogoRenderer::paintQtLogo() |
| { |
| program1.enableAttributeArray(normalAttr1); |
| program1.enableAttributeArray(vertexAttr1); |
| program1.setAttributeArray(vertexAttr1, vertices.constData()); |
| program1.setAttributeArray(normalAttr1, normals.constData()); |
| glDrawArrays(GL_TRIANGLES, 0, vertices.size()); |
| program1.disableAttributeArray(normalAttr1); |
| program1.disableAttributeArray(vertexAttr1); |
| } |
| |
| |
| void LogoRenderer::initialize() |
| { |
| initializeOpenGLFunctions(); |
| |
| glClearColor(0.1f, 0.1f, 0.2f, 1.0f); |
| |
| 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"; |
| |
| const char *fsrc1 = |
| "varying mediump vec4 color;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_FragColor = color;\n" |
| "}\n"; |
| |
| program1.addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vsrc1); |
| program1.addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fsrc1); |
| program1.link(); |
| |
| vertexAttr1 = program1.attributeLocation("vertex"); |
| normalAttr1 = program1.attributeLocation("normal"); |
| matrixUniform1 = program1.uniformLocation("matrix"); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| |
| m_fAngle = 0; |
| m_fScale = 1; |
| createGeometry(); |
| } |
| |
| void LogoRenderer::render() |
| { |
| glDepthMask(true); |
| |
| glClearColor(0.5f, 0.5f, 0.7f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| |
| 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); |
| |
| program1.bind(); |
| program1.setUniformValue(matrixUniform1, modelview); |
| paintQtLogo(); |
| program1.release(); |
| |
| glDisable(GL_DEPTH_TEST); |
| glDisable(GL_CULL_FACE); |
| |
| m_fAngle += 1.0f; |
| } |
| |
| void LogoRenderer::createGeometry() |
| { |
| vertices.clear(); |
| 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 qreal Pi = M_PI; |
| 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 < vertices.size();i++) |
| vertices[i] *= 2.0f; |
| } |
| |
| void LogoRenderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) |
| { |
| vertices << QVector3D(x1, y1, -0.05f); |
| vertices << QVector3D(x2, y2, -0.05f); |
| vertices << QVector3D(x4, y4, -0.05f); |
| |
| vertices << QVector3D(x3, y3, -0.05f); |
| vertices << QVector3D(x4, y4, -0.05f); |
| vertices << QVector3D(x2, y2, -0.05f); |
| |
| QVector3D n = QVector3D::normal |
| (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); |
| |
| normals << n; |
| normals << n; |
| normals << n; |
| |
| normals << n; |
| normals << n; |
| normals << n; |
| |
| vertices << QVector3D(x4, y4, 0.05f); |
| vertices << QVector3D(x2, y2, 0.05f); |
| vertices << QVector3D(x1, y1, 0.05f); |
| |
| vertices << QVector3D(x2, y2, 0.05f); |
| vertices << QVector3D(x4, y4, 0.05f); |
| vertices << QVector3D(x3, y3, 0.05f); |
| |
| n = QVector3D::normal |
| (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); |
| |
| normals << n; |
| normals << n; |
| normals << n; |
| |
| normals << n; |
| normals << n; |
| normals << n; |
| } |
| |
| void LogoRenderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2) |
| { |
| vertices << QVector3D(x1, y1, +0.05f); |
| vertices << QVector3D(x2, y2, +0.05f); |
| vertices << QVector3D(x1, y1, -0.05f); |
| |
| vertices << QVector3D(x2, y2, -0.05f); |
| vertices << QVector3D(x1, y1, -0.05f); |
| vertices << QVector3D(x2, y2, +0.05f); |
| |
| QVector3D n = QVector3D::normal |
| (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); |
| |
| normals << n; |
| normals << n; |
| normals << n; |
| |
| normals << n; |
| normals << n; |
| normals << n; |
| } |