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-rw-r--r--examples/opengl/qopenglwidget/bubble.cpp6
-rw-r--r--examples/opengl/qopenglwidget/glwidget.cpp496
-rw-r--r--examples/opengl/qopenglwidget/glwidget.h57
-rw-r--r--examples/opengl/qopenglwidget/main.cpp9
-rw-r--r--examples/opengl/qopenglwidget/mainwindow.cpp2
5 files changed, 325 insertions, 245 deletions
diff --git a/examples/opengl/qopenglwidget/bubble.cpp b/examples/opengl/qopenglwidget/bubble.cpp
index bf04c64966..c78e26a1d4 100644
--- a/examples/opengl/qopenglwidget/bubble.cpp
+++ b/examples/opengl/qopenglwidget/bubble.cpp
@@ -56,15 +56,15 @@ void Bubble::updateCache()
{
if (cache)
delete cache;
- cache = new QImage(qRound(radius * 2 + 2), qRound(radius * 2 + 2), QImage::Format_ARGB32);
+ cache = new QImage(qRound(radius * 2 + 2), qRound(radius * 2 + 2), QImage::Format_ARGB32_Premultiplied);
cache->fill(0x00000000);
QPainter p(cache);
- p.setRenderHint(QPainter::HighQualityAntialiasing);
+ p.setRenderHint(QPainter::Antialiasing);
QPen pen(Qt::white);
pen.setWidth(2);
p.setPen(pen);
p.setBrush(brush);
- p.drawEllipse(0, 0, int(2*radius), int(2*radius));
+ p.drawEllipse(1, 1, int(2*radius), int(2*radius));
}
//! [0]
diff --git a/examples/opengl/qopenglwidget/glwidget.cpp b/examples/opengl/qopenglwidget/glwidget.cpp
index e95ca363fc..de581f8d47 100644
--- a/examples/opengl/qopenglwidget/glwidget.cpp
+++ b/examples/opengl/qopenglwidget/glwidget.cpp
@@ -1,46 +1,49 @@
/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the examples of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** You may use this file under the terms of the BSD license as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
-** of its contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
+ **
+ ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
+ ** Contact: http://www.qt-project.org/legal
+ **
+ ** This file is part of the examples of the Qt Toolkit.
+ **
+ ** $QT_BEGIN_LICENSE:BSD$
+ ** You may use this file under the terms of the BSD license as follows:
+ **
+ ** "Redistribution and use in source and binary forms, with or without
+ ** modification, are permitted provided that the following conditions are
+ ** met:
+ ** * Redistributions of source code must retain the above copyright
+ ** notice, this list of conditions and the following disclaimer.
+ ** * Redistributions in binary form must reproduce the above copyright
+ ** notice, this list of conditions and the following disclaimer in
+ ** the documentation and/or other materials provided with the
+ ** distribution.
+ ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+ ** of its contributors may be used to endorse or promote products derived
+ ** from this software without specific prior written permission.
+ **
+ **
+ ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+ **
+ ** $QT_END_LICENSE$
+ **
+ ****************************************************************************/
#include "glwidget.h"
#include <QPainter>
#include <QPaintEngine>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLTexture>
+#include <QCoreApplication>
#include <math.h>
#include "mainwindow.h"
@@ -50,143 +53,175 @@ const int bubbleNum = 8;
GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background)
: m_mainWindow(mw),
+ m_showBubbles(true),
+ m_qtLogo(true),
+ m_frames(0),
+ m_program1(0),
+ m_program2(0),
+ m_texture(0),
m_transparent(false),
m_btn(0),
m_hasButton(button),
m_background(background)
{
- QSurfaceFormat format;
- format.setDepthBufferSize(24);
- format.setStencilBufferSize(8);
- setFormat(format);
-
- qtLogo = true;
- frames = 0;
- m_showBubbles = true;
setMinimumSize(300, 250);
}
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) {
-
+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;
+ m_fScale = 1;
}
-void GLWidget::setLogo() {
- qtLogo = true;
+void GLWidget::setLogo()
+{
+ m_qtLogo = true;
}
-void GLWidget::setTexture() {
- qtLogo = false;
+void GLWidget::setTexture()
+{
+ m_qtLogo = false;
}
-void GLWidget::showBubbles(bool bubbles)
+void GLWidget::setShowBubbles(bool bubbles)
{
- m_showBubbles = bubbles;
+ m_showBubbles = bubbles;
}
void GLWidget::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);
+ 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()
{
- glBindTexture(GL_TEXTURE_2D, m_uiTexture);
- 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
- };
- program2.setAttributeArray(vertexAttr2, afVertices, 3);
-
- 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
- };
- program2.setAttributeArray(texCoordAttr2, afTexCoord, 2);
-
- 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
- };
- program2.setAttributeArray(normalAttr2, afNormals, 3);
-
- program2.setUniformValue(textureUniform2, 0); // use texture unit 0
-
- program2.enableAttributeArray(vertexAttr2);
- program2.enableAttributeArray(normalAttr2);
- program2.enableAttributeArray(texCoordAttr2);
+ 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);
- program2.disableAttributeArray(vertexAttr2);
- program2.disableAttributeArray(normalAttr2);
- program2.disableAttributeArray(texCoordAttr2);
+ m_program2->disableAttributeArray(m_vertexAttr2);
+ m_program2->disableAttributeArray(m_normalAttr2);
+ m_program2->disableAttributeArray(m_texCoordAttr2);
}
-void GLWidget::initializeGL ()
+void GLWidget::initializeGL()
{
initializeOpenGLFunctions();
- glGenTextures(1, &m_uiTexture);
- QImage img = QImage(":/qt.png").convertToFormat(QImage::Format_RGBA8888);
- glBindTexture(GL_TEXTURE_2D, m_uiTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.constBits());
+ m_texture = new QOpenGLTexture(QImage(":/qt.png"));
- QOpenGLShader *vshader1 = new QOpenGLShader(QOpenGLShader::Vertex, this);
+ m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex);
const char *vsrc1 =
"attribute highp vec4 vertex;\n"
"attribute mediump vec3 normal;\n"
@@ -201,26 +236,27 @@ void GLWidget::initializeGL ()
" color = clamp(color, 0.0, 1.0);\n"
" gl_Position = matrix * vertex;\n"
"}\n";
- vshader1->compileSourceCode(vsrc1);
+ m_vshader1->compileSourceCode(vsrc1);
- QOpenGLShader *fshader1 = new QOpenGLShader(QOpenGLShader::Fragment, this);
+ m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment);
const char *fsrc1 =
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
- fshader1->compileSourceCode(fsrc1);
+ m_fshader1->compileSourceCode(fsrc1);
- program1.addShader(vshader1);
- program1.addShader(fshader1);
- program1.link();
+ m_program1 = new QOpenGLShaderProgram;
+ m_program1->addShader(m_vshader1);
+ m_program1->addShader(m_fshader1);
+ m_program1->link();
- vertexAttr1 = program1.attributeLocation("vertex");
- normalAttr1 = program1.attributeLocation("normal");
- matrixUniform1 = program1.uniformLocation("matrix");
+ m_vertexAttr1 = m_program1->attributeLocation("vertex");
+ m_normalAttr1 = m_program1->attributeLocation("normal");
+ m_matrixUniform1 = m_program1->uniformLocation("matrix");
- QOpenGLShader *vshader2 = new QOpenGLShader(QOpenGLShader::Vertex);
+ m_vshader2 = new QOpenGLShader(QOpenGLShader::Vertex);
const char *vsrc2 =
"attribute highp vec4 vertex;\n"
"attribute highp vec4 texCoord;\n"
@@ -235,9 +271,9 @@ void GLWidget::initializeGL ()
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
- vshader2->compileSourceCode(vsrc2);
+ m_vshader2->compileSourceCode(vsrc2);
- QOpenGLShader *fshader2 = new QOpenGLShader(QOpenGLShader::Fragment);
+ m_fshader2 = new QOpenGLShader(QOpenGLShader::Fragment);
const char *fsrc2 =
"varying highp vec4 texc;\n"
"uniform sampler2D tex;\n"
@@ -248,35 +284,59 @@ void GLWidget::initializeGL ()
" color = color * 0.2 + color * 0.8 * angle;\n"
" gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
"}\n";
- fshader2->compileSourceCode(fsrc2);
+ m_fshader2->compileSourceCode(fsrc2);
- program2.addShader(vshader2);
- program2.addShader(fshader2);
- program2.link();
+ m_program2 = new QOpenGLShaderProgram;
+ m_program2->addShader(m_vshader2);
+ m_program2->addShader(m_fshader2);
+ m_program2->link();
- vertexAttr2 = program2.attributeLocation("vertex");
- normalAttr2 = program2.attributeLocation("normal");
- texCoordAttr2 = program2.attributeLocation("texCoord");
- matrixUniform2 = program2.uniformLocation("matrix");
- textureUniform2 = program2.uniformLocation("tex");
+ 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();
- createBubbles(bubbleNum - bubbles.count());
+
+ // 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 - bubbles.count());
+ createBubbles(bubbleNum - m_bubbles.count());
QPainter painter;
painter.begin(this);
painter.beginNativePainting();
- glClearColor(m_background.red() / 255.0f, m_background.green() / 255.0f,
- m_background.blue() / 255.0f, m_transparent ? 0.0f : 1.0f);
+ 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);
@@ -291,16 +351,16 @@ void GLWidget::paintGL()
modelview.scale(m_fScale);
modelview.translate(0.0f, -0.2f, 0.0f);
- if (qtLogo) {
- program1.bind();
- program1.setUniformValue(matrixUniform1, modelview);
+ if (m_qtLogo) {
+ m_program1->bind();
+ m_program1->setUniformValue(m_matrixUniform1, modelview);
paintQtLogo();
- program1.release();
+ m_program1->release();
} else {
- program2.bind();
- program1.setUniformValue(matrixUniform2, modelview);
+ m_program2->bind();
+ m_program2->setUniformValue(m_matrixUniform2, modelview);
paintTexturedCube();
- program2.release();
+ m_program2->release();
}
glDisable(GL_DEPTH_TEST);
@@ -309,50 +369,50 @@ void GLWidget::paintGL()
painter.endNativePainting();
if (m_showBubbles)
- foreach (Bubble *bubble, bubbles) {
+ foreach (Bubble *bubble, m_bubbles) {
bubble->drawBubble(&painter);
- }
+ }
- if (const int elapsed = time.elapsed()) {
+ if (const int elapsed = m_time.elapsed()) {
QString framesPerSecond;
- framesPerSecond.setNum(frames /(elapsed / 1000.0), 'f', 2);
+ 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();
- QMutableListIterator<Bubble*> iter(bubbles);
+ QMutableListIterator<Bubble*> iter(m_bubbles);
while (iter.hasNext()) {
Bubble *bubble = iter.next();
bubble->move(rect());
}
- if (!(frames % 100)) {
- time.start();
- frames = 0;
+ if (!(m_frames % 100)) {
+ m_time.start();
+ m_frames = 0;
}
m_fAngle += 1.0f;
- frames ++;
+ ++m_frames;
}
void GLWidget::createBubbles(int number)
{
for (int i = 0; i < number; ++i) {
QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))),
- height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
+ height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0));
QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)),
- height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
+ height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
- bubbles.append(new Bubble(position, radius, velocity));
+ m_bubbles.append(new Bubble(position, radius, velocity));
}
}
void GLWidget::createGeometry()
{
- vertices.clear();
- normals.clear();
+ m_vertices.clear();
+ m_normals.clear();
qreal x1 = +0.06f;
qreal y1 = -0.14f;
@@ -396,71 +456,71 @@ void GLWidget::createGeometry()
extrude(x8, y8, x5, y5);
}
- for (int i = 0;i < vertices.size();i++)
- vertices[i] *= 2.0f;
+ 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)
{
- vertices << QVector3D(x1, y1, -0.05f);
- vertices << QVector3D(x2, y2, -0.05f);
- vertices << QVector3D(x4, y4, -0.05f);
+ m_vertices << QVector3D(x1, y1, -0.05f);
+ m_vertices << QVector3D(x2, y2, -0.05f);
+ m_vertices << QVector3D(x4, y4, -0.05f);
- vertices << QVector3D(x3, y3, -0.05f);
- vertices << QVector3D(x4, y4, -0.05f);
- vertices << QVector3D(x2, y2, -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));
- normals << n;
- normals << n;
- normals << n;
+ m_normals << n;
+ m_normals << n;
+ m_normals << n;
- normals << n;
- normals << n;
- normals << n;
+ m_normals << n;
+ m_normals << n;
+ m_normals << n;
- vertices << QVector3D(x4, y4, 0.05f);
- vertices << QVector3D(x2, y2, 0.05f);
- vertices << QVector3D(x1, y1, 0.05f);
+ m_vertices << QVector3D(x4, y4, 0.05f);
+ m_vertices << QVector3D(x2, y2, 0.05f);
+ m_vertices << QVector3D(x1, y1, 0.05f);
- vertices << QVector3D(x2, y2, 0.05f);
- vertices << QVector3D(x4, y4, 0.05f);
- vertices << QVector3D(x3, y3, 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));
- normals << n;
- normals << n;
- normals << n;
+ m_normals << n;
+ m_normals << n;
+ m_normals << n;
- normals << n;
- normals << n;
- normals << n;
+ m_normals << n;
+ m_normals << n;
+ m_normals << n;
}
void GLWidget::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);
+ m_vertices << QVector3D(x1, y1, +0.05f);
+ m_vertices << QVector3D(x2, y2, +0.05f);
+ m_vertices << QVector3D(x1, y1, -0.05f);
- vertices << QVector3D(x2, y2, -0.05f);
- vertices << QVector3D(x1, y1, -0.05f);
- vertices << QVector3D(x2, y2, +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));
- normals << n;
- normals << n;
- normals << n;
+ m_normals << n;
+ m_normals << n;
+ m_normals << n;
- normals << n;
- normals << n;
- normals << n;
+ m_normals << n;
+ m_normals << n;
+ m_normals << n;
}
void GLWidget::setTransparent(bool transparent)
diff --git a/examples/opengl/qopenglwidget/glwidget.h b/examples/opengl/qopenglwidget/glwidget.h
index 6c43ac1576..ba8317df4a 100644
--- a/examples/opengl/qopenglwidget/glwidget.h
+++ b/examples/opengl/qopenglwidget/glwidget.h
@@ -43,7 +43,7 @@
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
-#include <QOpenGLShaderProgram>
+#include <QOpenGLBuffer>
#include <QVector3D>
#include <QMatrix4x4>
#include <QTime>
@@ -53,6 +53,10 @@
class Bubble;
class MainWindow;
+QT_FORWARD_DECLARE_CLASS(QOpenGLTexture)
+QT_FORWARD_DECLARE_CLASS(QOpenGLShader)
+QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
+
class GLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
@@ -64,7 +68,7 @@ public slots:
void setScaling(int scale);
void setLogo();
void setTexture();
- void showBubbles(bool);
+ void setShowBubbles(bool);
void setTransparent(bool transparent);
private slots:
@@ -76,33 +80,40 @@ protected:
void initializeGL() Q_DECL_OVERRIDE;
private:
- MainWindow *m_mainWindow;
- GLuint m_uiTexture;
- qreal m_fAngle;
- qreal m_fScale;
- bool m_showBubbles;
void paintTexturedCube();
void paintQtLogo();
void createGeometry();
void createBubbles(int number);
void quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4);
void extrude(qreal x1, qreal y1, qreal x2, qreal y2);
- QVector<QVector3D> vertices;
- QVector<QVector3D> normals;
- bool qtLogo;
- QList<Bubble*> bubbles;
- int frames;
- QTime time;
- QOpenGLShaderProgram program1;
- QOpenGLShaderProgram program2;
- int vertexAttr1;
- int normalAttr1;
- int matrixUniform1;
- int vertexAttr2;
- int normalAttr2;
- int texCoordAttr2;
- int matrixUniform2;
- int textureUniform2;
+
+ MainWindow *m_mainWindow;
+ qreal m_fAngle;
+ qreal m_fScale;
+ bool m_showBubbles;
+ QVector<QVector3D> m_vertices;
+ QVector<QVector3D> m_normals;
+ bool m_qtLogo;
+ QList<Bubble *> m_bubbles;
+ int m_frames;
+ QTime m_time;
+ QOpenGLShader *m_vshader1;
+ QOpenGLShader *m_fshader1;
+ QOpenGLShader *m_vshader2;
+ QOpenGLShader *m_fshader2;
+ QOpenGLShaderProgram *m_program1;
+ QOpenGLShaderProgram *m_program2;
+ QOpenGLTexture *m_texture;
+ QOpenGLBuffer m_vbo1;
+ QOpenGLBuffer m_vbo2;
+ int m_vertexAttr1;
+ int m_normalAttr1;
+ int m_matrixUniform1;
+ int m_vertexAttr2;
+ int m_normalAttr2;
+ int m_texCoordAttr2;
+ int m_matrixUniform2;
+ int m_textureUniform2;
bool m_transparent;
QPushButton *m_btn;
bool m_hasButton;
diff --git a/examples/opengl/qopenglwidget/main.cpp b/examples/opengl/qopenglwidget/main.cpp
index 2156e60155..a545c27249 100644
--- a/examples/opengl/qopenglwidget/main.cpp
+++ b/examples/opengl/qopenglwidget/main.cpp
@@ -40,12 +40,21 @@
#include <QApplication>
#include <QMainWindow>
+#include <QSurfaceFormat>
#include "mainwindow.h"
int main( int argc, char ** argv )
{
Q_INIT_RESOURCE(texture);
QApplication a( argc, argv );
+
+ QSurfaceFormat format;
+ format.setDepthBufferSize(24);
+ format.setStencilBufferSize(8);
+ if (QCoreApplication::arguments().contains(QStringLiteral("--multisample")))
+ format.setSamples(4);
+ QSurfaceFormat::setDefaultFormat(format);
+
MainWindow mw;
mw.showMaximized();
return a.exec();
diff --git a/examples/opengl/qopenglwidget/mainwindow.cpp b/examples/opengl/qopenglwidget/mainwindow.cpp
index f09acacaf0..152ce8601b 100644
--- a/examples/opengl/qopenglwidget/mainwindow.cpp
+++ b/examples/opengl/qopenglwidget/mainwindow.cpp
@@ -121,7 +121,7 @@ MainWindow::MainWindow()
connect(showLogo, SIGNAL(triggered(bool)), glwidget, SLOT(setLogo()));
connect(showTexture, SIGNAL(triggered(bool)), glwidget, SLOT(setTexture()));
- connect(showBubbles, SIGNAL(triggered(bool)), glwidget, SLOT(showBubbles(bool)));
+ connect(showBubbles, SIGNAL(triggered(bool)), glwidget, SLOT(setShowBubbles(bool)));
connect(slider, SIGNAL(valueChanged(int)), glwidget, SLOT(setScaling(int)));
connect(transparent, &QCheckBox::toggled, glwidget, &GLWidget::setTransparent);