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| |
| #include "glwidget.h" |
| #include <QtGui/QImage> |
| #include <qmath.h> |
| |
| static GLint cubeArray[][3] = { |
| {0, 0, 0}, {0, 1, 0}, {1, 1, 0}, {1, 0, 0}, |
| {0, 0, 1}, {1, 0, 1}, {1, 1, 1}, {0, 1, 1}, |
| {0, 0, 0}, {1, 0, 0}, {1, 0, 1}, {0, 0, 1}, |
| {0, 1, 0}, {0, 1, 1}, {1, 1, 1}, {1, 1, 0}, |
| {0, 1, 0}, {0, 0, 0}, {0, 0, 1}, {0, 1, 1}, |
| {1, 0, 0}, {1, 1, 0}, {1, 1, 1}, {1, 0, 1} |
| }; |
| |
| static GLint cubeTextureArray[][2] = { |
| {0, 0}, {1, 0}, {1, 1}, {0, 1}, |
| {0, 0}, {0, 1}, {1, 1}, {1, 0}, |
| {0, 0}, {1, 0}, {1, 1}, {0, 1}, |
| {1, 0}, {0, 0}, {0, 1}, {1, 1}, |
| {0, 0}, {1, 0}, {1, 1}, {0, 1}, |
| {1, 0}, {0, 0}, {0, 1}, {1, 1} |
| }; |
| |
| static GLint faceArray[][2] = { |
| {1, -1}, {1, 1}, {-1, 1}, {-1, -1} |
| }; |
| |
| static GLubyte colorArray[][4] = { |
| {102, 176, 54, 255}, |
| {81, 141, 41, 255}, |
| {62, 108, 32, 255}, |
| {45, 79, 23, 255} |
| }; |
| |
| GLWidget::GLWidget(QWidget *parent) |
| : QGLWidget(QGLFormat(QGL::SampleBuffers), parent) |
| { |
| // create the framebuffer object - make sure to have a current |
| // context before creating it |
| makeCurrent(); |
| fbo = new QGLFramebufferObject(512, 512); |
| timerId = startTimer(20); |
| setWindowTitle(tr("OpenGL framebuffer objects 2")); |
| } |
| |
| GLWidget::~GLWidget() |
| { |
| glDeleteLists(pbufferList, 1); |
| delete fbo; |
| } |
| |
| void GLWidget::initializeGL() |
| { |
| glMatrixMode(GL_MODELVIEW); |
| |
| glEnable(GL_CULL_FACE); |
| |
| glEnableClientState(GL_VERTEX_ARRAY); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glVertexPointer(3, GL_INT, 0, cubeArray); |
| glTexCoordPointer(2, GL_INT, 0, cubeTextureArray); |
| glColorPointer(4, GL_UNSIGNED_BYTE, 0, colorArray); |
| |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| glEnable(GL_BLEND); |
| glEnable(GL_TEXTURE_2D); |
| glEnable(GL_DEPTH_TEST); |
| |
| glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| pbufferList = glGenLists(1); |
| glNewList(pbufferList, GL_COMPILE); |
| { |
| glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| |
| // draw cube background |
| glPushMatrix(); |
| glLoadIdentity(); |
| glTranslatef(0.5f, 0.5f, -2.0f); |
| glDisable(GL_TEXTURE_2D); |
| glEnableClientState(GL_COLOR_ARRAY); |
| glVertexPointer(2, GL_INT, 0, faceArray); |
| glDrawArrays(GL_QUADS, 0, 4); |
| glVertexPointer(3, GL_INT, 0, cubeArray); |
| glDisableClientState(GL_COLOR_ARRAY); |
| glEnable(GL_TEXTURE_2D); |
| glPopMatrix(); |
| |
| // draw cube |
| glTranslatef(0.5f, 0.5f, 0.5f); |
| glRotatef(3.0f, 1.0f, 1.0f, 1.0f); |
| glTranslatef(-0.5f, -0.5f, -0.5f); |
| glColor4f(0.9f, 0.9f, 0.9f, 1.0f); |
| glDrawArrays(GL_QUADS, 0, 24); |
| |
| glPushMatrix(); // this state is popped back in the paintGL() function |
| } |
| glEndList(); |
| |
| for (int i = 0; i < 3; ++i) { |
| yOffs[i] = 0.0f; |
| xInc[i] = 0.005f; |
| rot[i] = 0.0f; |
| } |
| xOffs[0]= 0.0f; |
| xOffs[1]= 0.5f; |
| xOffs[2]= 1.0f; |
| |
| cubeTexture = bindTexture(QImage(":res/cubelogo.png")); |
| |
| glPushMatrix(); // push to avoid stack underflow in the first paintGL() call |
| } |
| |
| void GLWidget::resizeGL(int w, int h) |
| { |
| glViewport(0, 0, w, h); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| float aspect = w/(float)(h ? h : 1); |
| glFrustum(-aspect, aspect, -1, 1, 10, 100); |
| glTranslatef(-0.5f, -0.5f, -0.5f); |
| glTranslatef(0.0f, 0.0f, -15.0f); |
| } |
| |
| void GLWidget::paintGL() |
| { |
| glPopMatrix(); // pop the matrix pushed in the pbuffer list |
| |
| // push the projection matrix and the entire GL state before |
| // doing any rendering into our framebuffer object |
| glPushAttrib(GL_ALL_ATTRIB_BITS); |
| glMatrixMode(GL_PROJECTION); |
| glPushMatrix(); |
| |
| glViewport(0, 0, fbo->size().width(), fbo->size().height()); |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glOrtho(-1, 1, -1, 1, -99, 99); |
| glTranslatef(-0.5f, -0.5f, 0.0f); |
| glMatrixMode(GL_MODELVIEW); |
| |
| // render to the framebuffer object |
| fbo->bind(); |
| glBindTexture(GL_TEXTURE_2D, cubeTexture); |
| glCallList(pbufferList); |
| fbo->release(); |
| |
| // pop the projection matrix and GL state back for rendering |
| // to the actual widget |
| glPopAttrib(); |
| glMatrixMode(GL_PROJECTION); |
| glPopMatrix(); |
| |
| glBindTexture(GL_TEXTURE_2D, fbo->texture()); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| // draw the background |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| glMatrixMode(GL_PROJECTION); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| glVertexPointer(2, GL_INT, 0, faceArray); |
| glTranslatef(-1.2f, -0.8f, 0.0f); |
| glScalef(0.2f, 0.2f, 0.2f); |
| for (int y = 0; y < 5; ++y) { |
| for (int x = 0; x < 5; ++x) { |
| glTranslatef(2.0f, 0, 0); |
| glColor4f(0.8f, 0.8f, 0.8f, 1.0f); |
| glDrawArrays(GL_QUADS, 0, 4); |
| } |
| glTranslatef(-10.0f, 2.0f, 0); |
| } |
| glVertexPointer(3, GL_INT, 0, cubeArray); |
| |
| glPopMatrix(); |
| glMatrixMode(GL_MODELVIEW); |
| |
| // draw the bouncing cubes |
| drawCube(0, 0.0f, 1.5f, 2.5f, 1.5f); |
| drawCube(1, 1.0f, 2.0f, 2.5f, 2.0f); |
| drawCube(2, 2.0f, 3.5f, 2.5f, 2.5f); |
| glPopMatrix(); |
| } |
| |
| void GLWidget::drawCube(int i, GLfloat z, GLfloat rotation, GLfloat jmp, GLfloat amp) |
| { |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(xOffs[i], yOffs[i], z); |
| glTranslatef(0.5f, 0.5f, 0.5f); |
| GLfloat scale = 0.75 + i*(0.25f/2); |
| glScalef(scale, scale, scale); |
| glRotatef(rot[i], 1.0f, 1.0f, 1.0f); |
| glTranslatef(-0.5f, -0.5f, -0.5f); |
| |
| glColor4f(1.0f, 1.0f, 1.0f, 0.8f); |
| glDrawArrays(GL_QUADS, 0, 24); |
| |
| if (xOffs[i] > 1.0f || xOffs[i] < -1.0f) { |
| xInc[i] = -xInc[i]; |
| xOffs[i] = xOffs[i] > 1.0f ? 1.0f : -1.0f; |
| } |
| xOffs[i] += xInc[i]; |
| yOffs[i] = qAbs(cos((-GLfloat(M_PI) * jmp) * xOffs[i]) * amp) - 1; |
| rot[i] += rotation; |
| } |