examples/opengl/hellogl_es/glwidget.cpp
changeset 0 1918ee327afb
child 4 3b1da2848fc7
--- /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 <QPainter>
+#include <math.h>
+
+#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<Bubble*> 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;
+}