diff -r 000000000000 -r 1918ee327afb examples/opengl/hellogl_es/glwidget.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/examples/opengl/hellogl_es/glwidget.cpp Mon Jan 11 14:00:40 2010 +0000 @@ -0,0 +1,457 @@ +/**************************************************************************** +** +** Copyright (C) 2009 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. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "glwidget.h" +#include +#include + +#include "bubble.h" +#include "cl_helper.h" + + +const int bubbleNum = 8; + +inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2) +{ + xOut = y1 * z2 - z1 * y2; + yOut = z1 * x2 - x1 * z2; + zOut = x1 * y2 - y1 * x2; +} + +inline void Normalize(qreal &x, qreal &y, qreal &z) +{ + qreal l = sqrt(x*x + y*y + z*z); + x = x / l; + y = y / l; + z = z / l; +} + +GLWidget::GLWidget(QWidget *parent) + : QGLWidget(parent) +{ + qtLogo = true; + createdVertices = 0; + createdNormals = 0; + m_vertexNumber = 0; + frames = 0; + setAttribute(Qt::WA_PaintOnScreen); + setAttribute(Qt::WA_NoSystemBackground); + setAutoBufferSwap(false); + m_showBubbles = true; +} + +GLWidget::~GLWidget() +{ + if (createdVertices) + delete[] createdVertices; + if (createdNormals) + delete[] createdNormals; +} + +void GLWidget::setScaling(int scale) { + + if (scale > 50) + m_fScale = 1 + qreal(scale -50) / 50 * 0.5; + else if (scale < 50) + m_fScale = 1- (qreal(50 - scale) / 50 * 1/2); + else + m_fScale = 1; +} + +void GLWidget::setLogo() { + qtLogo = true; +} + +void GLWidget::setTexture() { + qtLogo = false; +} + +void GLWidget::showBubbles(bool bubbles) +{ + m_showBubbles = bubbles; +} + +//! [2] +void GLWidget::paintQtLogo() +{ + glDisable(GL_TEXTURE_2D); + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(3,q_vertexTypeEnum,0, createdVertices); + glEnableClientState(GL_NORMAL_ARRAY); + glNormalPointer(q_vertexTypeEnum,0,createdNormals); + glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3); +} +//! [2] + +void GLWidget::paintTexturedCube() +{ + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, m_uiTexture); + q_vertexType afVertices[] = { + f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5), + f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5), + f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5), + f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5), + + f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(0.5),f2vt(0.5),f2vt(-0.5), + f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(0.5), + f2vt(-0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(-0.5), + f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5),f2vt(0.5),f2vt(-0.5),f2vt(-0.5),f2vt(0.5),f2vt(0.5), + + f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(-0.5), + f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(0.5), + f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), + f2vt(0.5), f2vt(-0.5), f2vt(0.5), f2vt(0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(-0.5), f2vt(0.5) + }; + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(3,q_vertexTypeEnum,0,afVertices); + + q_vertexType afTexCoord[] = { + f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), + f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), + f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), + f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), + + f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), + f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), + f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), + f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), + + f2vt(0.0f),f2vt(1.0f), f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), + f2vt(1.0f),f2vt(0.0f), f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), + f2vt(1.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), + f2vt(0.0f),f2vt(1.0f), f2vt(0.0f),f2vt(0.0f), f2vt(1.0f),f2vt(1.0f) + }; + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(2,q_vertexTypeEnum,0,afTexCoord); + + q_vertexType afNormals[] = { + + f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), + f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), f2vt(0),f2vt(0),f2vt(-1), + f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), + f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), f2vt(0),f2vt(0),f2vt(1), + + f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), + f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), f2vt(-1),f2vt(0),f2vt(0), + f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), + f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), f2vt(1),f2vt(0),f2vt(0), + + f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), + f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), f2vt(0),f2vt(-1),f2vt(0), + f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), + f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0), f2vt(0),f2vt(1),f2vt(0) + }; + glEnableClientState(GL_NORMAL_ARRAY); + glNormalPointer(q_vertexTypeEnum,0,afNormals); + + glDrawArrays(GL_TRIANGLES, 0, 36); +} + +void GLWidget::initializeGL () +{ + q_glClearColor(f2vt(0.1f), f2vt(0.1f), f2vt(0.2f), f2vt(1.0f)); + + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &m_uiTexture); + m_uiTexture = bindTexture(QImage(":/qt.png")); + + q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + + q_vertexType aLightPosition[] = {f2vt(0.0f),f2vt(0.3f),f2vt(1.0f),f2vt(0.0f)}; + + q_glLightv(GL_LIGHT0, GL_SPOT_DIRECTION, aLightPosition); + m_fAngle = 0; + m_fScale = 1; + createGeometry(); + createBubbles(bubbleNum - bubbles.count()); +} + +void GLWidget::paintGL() +{ + createBubbles(bubbleNum - bubbles.count()); + +//! [3] + QPainter painter; + painter.begin(this); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); +//! [3] + +//! [4] + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glMatrixMode(GL_TEXTURE); + glPushMatrix(); + + //Since OpenGL ES does not support glPush/PopAttrib(GL_ALL_ATTRIB_BITS) + //we have to take care of the states ourselves + + q_glClearColor(f2vt(0.1f), f2vt(0.1f), f2vt(0.2f), f2vt(1.0f)); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_TEXTURE_2D); + + q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + q_glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + + glShadeModel(GL_FLAT); + glFrontFace(GL_CW); + glCullFace(GL_FRONT); + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + q_glRotate(f2vt(m_fAngle), f2vt(0.0), f2vt(1.0), f2vt(0.0)); + q_glRotate(f2vt(m_fAngle), f2vt(1.0), f2vt(0.0), f2vt(0.0)); + q_glRotate(f2vt(m_fAngle), f2vt(0.0), f2vt(0.0), f2vt(1.0)); + q_glScale(f2vt(m_fScale), f2vt(m_fScale),f2vt(m_fScale)); + q_glTranslate(f2vt(0),f2vt(-0.2),f2vt(0)); + + q_vertexType matDiff[] = {f2vt(0.40), f2vt(1.0), f2vt(0.0), f2vt(1.0)}; + q_glMaterialv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff); + + if (qtLogo) + paintQtLogo(); + else + paintTexturedCube(); +//! [4] + +//![5] + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_TEXTURE); + glPopMatrix(); + + glDisable(GL_LIGHTING); + glDisable(GL_LIGHT0); + + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); +//![5] + +//! [6] + if (m_showBubbles) + foreach (Bubble *bubble, bubbles) { + bubble->drawBubble(&painter); + } +//! [6] + +//! [7] + QString framesPerSecond; + framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2); + + painter.setPen(Qt::white); + + painter.drawText(20, 40, framesPerSecond + " fps"); + + painter.end(); +//! [7] + +//! [8] + swapBuffers(); +//! [8] + + QMutableListIterator iter(bubbles); + + while (iter.hasNext()) { + Bubble *bubble = iter.next(); + bubble->move(rect()); + } + if (!(frames % 100)) { + time.start(); + frames = 0; + } + m_fAngle += 1.0f; + 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)))); + 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))); + + bubbles.append(new Bubble(position, radius, velocity)); + } +} + +void GLWidget::createGeometry() +{ + vertices.clear(); + normals.clear(); + + qreal x1 = +0.06f; + qreal y1 = -0.14f; + qreal x2 = +0.14f; + qreal y2 = -0.06f; + qreal x3 = +0.08f; + qreal y3 = +0.00f; + qreal x4 = +0.30f; + qreal y4 = +0.22f; + + quad(x1, y1, x2, y2, y2, x2, y1, x1); + quad(x3, y3, x4, y4, y4, x4, y3, x3); + + extrude(x1, y1, x2, y2); + extrude(x2, y2, y2, x2); + extrude(y2, x2, y1, x1); + extrude(y1, x1, x1, y1); + extrude(x3, y3, x4, y4); + extrude(x4, y4, y4, x4); + extrude(y4, x4, y3, x3); + + const qreal Pi = 3.14159f; + const int NumSectors = 100; + + for (int i = 0; i < NumSectors; ++i) { + qreal angle1 = (i * 2 * Pi) / NumSectors; + qreal x5 = 0.30 * sin(angle1); + qreal y5 = 0.30 * cos(angle1); + qreal x6 = 0.20 * sin(angle1); + qreal y6 = 0.20 * cos(angle1); + + qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors; + qreal x7 = 0.20 * sin(angle2); + qreal y7 = 0.20 * cos(angle2); + qreal x8 = 0.30 * sin(angle2); + qreal y8 = 0.30 * cos(angle2); + + quad(x5, y5, x6, y6, x7, y7, x8, y8); + + extrude(x6, y6, x7, y7); + extrude(x8, y8, x5, y5); + } + +//! [1] + m_vertexNumber = vertices.size(); + createdVertices = new q_vertexType[m_vertexNumber]; + createdNormals = new q_vertexType[m_vertexNumber]; + for (int i = 0;i < m_vertexNumber;i++) { + createdVertices[i] = f2vt(vertices.at(i) * 2); + createdNormals[i] = f2vt(normals.at(i)); + } + vertices.clear(); + normals.clear(); +} +//! [1] + +//! [0] +void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) +{ + qreal nx, ny, nz; + + vertices << x1 << y1 << -0.05f; + vertices << x2 << y2 << -0.05f; + vertices << x4 << y4 << -0.05f; + + vertices << x3 << y3 << -0.05f; + vertices << x4 << y4 << -0.05f; + vertices << x2 << y2 << -0.05f; + + CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0); + Normalize(nx, ny, nz); + + normals << nx << ny << nz; + normals << nx << ny << nz; + normals << nx << ny << nz; + + normals << nx << ny << nz; + normals << nx << ny << nz; + normals << nx << ny << nz; + + vertices << x4 << y4 << 0.05f; + vertices << x2 << y2 << 0.05f; + vertices << x1 << y1 << 0.05f; + + vertices << x2 << y2 << 0.05f; + vertices << x4 << y4 << 0.05f; + vertices << x3 << y3 << 0.05f; + + CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0); + Normalize(nx, ny, nz); + + normals << nx << ny << nz; + normals << nx << ny << nz; + normals << nx << ny << nz; + + normals << nx << ny << nz; + normals << nx << ny << nz; + normals << nx << ny << nz; +} +//! [0] + +void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2) +{ + qreal nx, ny, nz; + + vertices << x1 << y1 << +0.05f; + vertices << x2 << y2 << +0.05f; + vertices << x1 << y1 << -0.05f; + + vertices << x2 << y2 << -0.05f; + vertices << x1 << y1 << -0.05f; + vertices << x2 << y2 << +0.05f; + + CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f); + Normalize(nx, ny, nz); + + normals << nx << ny << nz; + normals << nx << ny << nz; + normals << nx << ny << nz; + + normals << nx << ny << nz; + normals << nx << ny << nz; + normals << nx << ny << nz; +}