/******************************************************************************** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).** All rights reserved.** Contact: Nokia Corporation (qt-info@nokia.com)**** 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 Nokia Corporation 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 <math.h>#include "cube.h"#include <QGLPixelBuffer>#ifndef GL_MULTISAMPLE#define GL_MULTISAMPLE 0x809D#endifstatic 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 pbuffer = new QGLPixelBuffer(QSize(512, 512), format(), 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 = 0; i < 3; ++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, height); 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);}