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#include "glwidget.h"
#include <math.h>
#include "cube.h"
#include <QGLPixelBuffer>
#ifndef GL_MULTISAMPLE
#define GL_MULTISAMPLE 0x809D
#endif
static GLfloat colorArray[][4] = {
{0.243f, 0.423f, 0.125f, 1.0f},
{0.176f, 0.31f, 0.09f, 1.0f},
{0.4f, 0.69f, 0.212f, 1.0f},
{0.317f, 0.553f, 0.161f, 1.0f}
};
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
, geom(0)
, cube(0)
{
// create the pbuffer
QGLFormat pbufferFormat = format();
pbufferFormat.setSampleBuffers(false);
pbuffer = new QGLPixelBuffer(QSize(512, 512), pbufferFormat, this);
setWindowTitle(tr("OpenGL pbuffers"));
initializeGeometry();
}
GLWidget::~GLWidget()
{
pbuffer->releaseFromDynamicTexture();
glDeleteTextures(1, &dynamicTexture);
delete pbuffer;
qDeleteAll(cubes);
qDeleteAll(tiles);
delete cube;
}
void GLWidget::initializeGL()
{
initCommon();
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
initPbuffer();
cube->startAnimation();
connect(cube, SIGNAL(changed()), this, SLOT(update()));
for (int i = 0; i < 3; ++i)
{
cubes[i]->startAnimation();
connect(cubes[i], SIGNAL(changed()), this, SLOT(update()));
}
}
void GLWidget::paintGL()
{
pbuffer->makeCurrent();
drawPbuffer();
// On direct render platforms, drawing onto the pbuffer context above
// automatically updates the dynamic texture. For cases where rendering
// directly to a texture is not supported, explicitly copy.
if (!hasDynamicTextureUpdate)
pbuffer->updateDynamicTexture(dynamicTexture);
makeCurrent();
// Use the pbuffer as a texture to render the scene
glBindTexture(GL_TEXTURE_2D, dynamicTexture);
// set up to render the scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -10.0f);
// draw the background
glPushMatrix();
glScalef(aspect, 1.0f, 1.0f);
for (int i = 0; i < tiles.count(); ++i)
tiles[i]->draw();
glPopMatrix();
// draw the bouncing cubes
for (int i = 0; i < cubes.count(); ++i)
cubes[i]->draw();
}
void GLWidget::initializeGeometry()
{
geom = new Geometry();
CubeBuilder cBuilder(geom, 0.5);
cBuilder.setColor(QColor(255, 255, 255, 212));
// build the 3 bouncing, spinning cubes
for (int i = 3; i > 0; --i)
cubes.append(cBuilder.newCube(QVector3D((float)(i-1), -1.5f, 5 - i)));
// build the spinning cube which goes in the dynamic texture
cube = cBuilder.newCube();
cube->removeBounce();
// build the background tiles
TileBuilder tBuilder(geom);
tBuilder.setColor(QColor(Qt::white));
for (int c = -2; c <= +2; ++c)
for (int r = -2; r <= +2; ++r)
tiles.append(tBuilder.newTile(QVector3D(c, r, 0)));
// graded backdrop for the pbuffer scene
TileBuilder bBuilder(geom, 0.0f, 2.0f);
bBuilder.setColor(QColor(102, 176, 54, 210));
backdrop = bBuilder.newTile(QVector3D(0.0f, 0.0f, -1.5f));
backdrop->setColors(colorArray);
}
void GLWidget::initCommon()
{
qglClearColor(QColor(Qt::darkGray));
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_MULTISAMPLE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
geom->loadArrays();
}
void GLWidget::perspectiveProjection()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef QT_OPENGL_ES
glFrustumf(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0);
#else
glFrustum(-aspect, +aspect, -1.0, +1.0, 4.0, 15.0);
#endif
glMatrixMode(GL_MODELVIEW);
}
void GLWidget::orthographicProjection()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef QT_OPENGL_ES
glOrthof(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0);
#else
glOrtho(-1.0, +1.0, -1.0, +1.0, -90.0, +90.0);
#endif
glMatrixMode(GL_MODELVIEW);
}
void GLWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width * devicePixelRatio(), height * devicePixelRatio());
aspect = (qreal)width / (qreal)(height ? height : 1);
perspectiveProjection();
}
void GLWidget::drawPbuffer()
{
orthographicProjection();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_TEXTURE_2D);
backdrop->draw();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, cubeTexture);
glDisable(GL_CULL_FACE);
cube->draw();
glEnable(GL_CULL_FACE);
glFlush();
}
void GLWidget::initPbuffer()
{
pbuffer->makeCurrent();
cubeTexture = bindTexture(QImage(":res/cubelogo.png"));
initCommon();
// generate a texture that has the same size/format as the pbuffer
dynamicTexture = pbuffer->generateDynamicTexture();
// bind the dynamic texture to the pbuffer - this is a no-op under X11
hasDynamicTextureUpdate = pbuffer->bindToDynamicTexture(dynamicTexture);
makeCurrent();
}
void GLWidget::setAnimationPaused(bool enable)
{
cube->setAnimationPaused(enable);
for (int i = 0; i < 3; ++i)
cubes[i]->setAnimationPaused(enable);
}