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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwidget.h"
#include <QMouseEvent>
#include <QOpenGLShaderProgram>
#include <QCoreApplication>
#include <math.h>
bool GLWidget::m_transparent = false;
GLWidget::GLWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile;
// --transparent causes the clear color to be transparent. Therefore, on systems that
// support it, the widget will become transparent apart from the logo.
if (m_transparent) {
QSurfaceFormat fmt = format();
fmt.setAlphaBufferSize(8);
setFormat(fmt);
}
}
GLWidget::~GLWidget()
{
cleanup();
}
QSize GLWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize GLWidget::sizeHint() const
{
return QSize(400, 400);
}
static void qNormalizeAngle(int &angle)
{
while (angle < 0)
angle += 360 * 16;
while (angle > 360 * 16)
angle -= 360 * 16;
}
void GLWidget::setXRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_xRot) {
m_xRot = angle;
emit xRotationChanged(angle);
update();
}
}
void GLWidget::setYRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_yRot) {
m_yRot = angle;
emit yRotationChanged(angle);
update();
}
}
void GLWidget::setZRotation(int angle)
{
qNormalizeAngle(angle);
if (angle != m_zRot) {
m_zRot = angle;
emit zRotationChanged(angle);
update();
}
}
void GLWidget::cleanup()
{
if (m_program == nullptr)
return;
makeCurrent();
m_logoVbo.destroy();
delete m_program;
m_program = nullptr;
doneCurrent();
QObject::disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
}
static const char *vertexShaderSourceCore =
"#version 150\n"
"in vec4 vertex;\n"
"in vec3 normal;\n"
"out vec3 vert;\n"
"out vec3 vertNormal;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSourceCore =
"#version 150\n"
"in highp vec3 vert;\n"
"in highp vec3 vertNormal;\n"
"out highp vec4 fragColor;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" fragColor = vec4(col, 1.0);\n"
"}\n";
static const char *vertexShaderSource =
"attribute vec4 vertex;\n"
"attribute vec3 normal;\n"
"varying vec3 vert;\n"
"varying vec3 vertNormal;\n"
"uniform mat4 projMatrix;\n"
"uniform mat4 mvMatrix;\n"
"uniform mat3 normalMatrix;\n"
"void main() {\n"
" vert = vertex.xyz;\n"
" vertNormal = normalMatrix * normal;\n"
" gl_Position = projMatrix * mvMatrix * vertex;\n"
"}\n";
static const char *fragmentShaderSource =
"varying highp vec3 vert;\n"
"varying highp vec3 vertNormal;\n"
"uniform highp vec3 lightPos;\n"
"void main() {\n"
" highp vec3 L = normalize(lightPos - vert);\n"
" highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n"
" highp vec3 color = vec3(0.39, 1.0, 0.0);\n"
" highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n"
" gl_FragColor = vec4(col, 1.0);\n"
"}\n";
void GLWidget::initializeGL()
{
// In this example the widget's corresponding top-level window can change
// several times during the widget's lifetime. Whenever this happens, the
// QOpenGLWidget's associated context is destroyed and a new one is created.
// Therefore we have to be prepared to clean up the resources on the
// aboutToBeDestroyed() signal, instead of the destructor. The emission of
// the signal will be followed by an invocation of initializeGL() where we
// can recreate all resources.
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup);
initializeOpenGLFunctions();
glClearColor(0, 0, 0, m_transparent ? 0 : 1);
m_program = new QOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource);
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("normal", 1);
m_program->link();
m_program->bind();
m_projMatrixLoc = m_program->uniformLocation("projMatrix");
m_mvMatrixLoc = m_program->uniformLocation("mvMatrix");
m_normalMatrixLoc = m_program->uniformLocation("normalMatrix");
m_lightPosLoc = m_program->uniformLocation("lightPos");
// Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x
// implementations this is optional and support may not be present
// at all. Nonetheless the below code works in all cases and makes
// sure there is a VAO when one is needed.
m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
// Setup our vertex buffer object.
m_logoVbo.create();
m_logoVbo.bind();
m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat));
// Store the vertex attribute bindings for the program.
setupVertexAttribs();
// Our camera never changes in this example.
m_camera.setToIdentity();
m_camera.translate(0, 0, -1);
// Light position is fixed.
m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70));
m_program->release();
}
void GLWidget::setupVertexAttribs()
{
m_logoVbo.bind();
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glEnableVertexAttribArray(0);
f->glEnableVertexAttribArray(1);
f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
nullptr);
f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
m_logoVbo.release();
}
void GLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_world.setToIdentity();
m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0);
m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_program->bind();
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
QMatrix3x3 normalMatrix = m_world.normalMatrix();
m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
m_program->release();
}
void GLWidget::resizeGL(int w, int h)
{
m_proj.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
m_lastPos = event->position().toPoint();
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->position().toPoint().x() - m_lastPos.x();
int dy = event->position().toPoint().y() - m_lastPos.y();
if (event->buttons() & Qt::LeftButton) {
setXRotation(m_xRot + 8 * dy);
setYRotation(m_yRot + 8 * dx);
} else if (event->buttons() & Qt::RightButton) {
setXRotation(m_xRot + 8 * dy);
setZRotation(m_zRot + 8 * dx);
}
m_lastPos = event->position().toPoint();
}
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