examples/opengl/hellogl_es2/glwidget.cpp
changeset 0 1918ee327afb
child 3 41300fa6a67c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/examples/opengl/hellogl_es2/glwidget.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,458 @@
+/****************************************************************************
+**
+** 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 <QPaintEngine>
+#include <math.h>
+
+#include "bubble.h"
+
+
+const int bubbleNum = 8;
+
+GLWidget::GLWidget(QWidget *parent)
+    : QGLWidget(parent)
+{
+    qtLogo = true;
+    frames = 0;
+    setAttribute(Qt::WA_PaintOnScreen);
+    setAttribute(Qt::WA_NoSystemBackground);
+    setAutoBufferSwap(false);
+    m_showBubbles = true;
+#ifndef Q_WS_QWS
+    setMinimumSize(300, 250);
+#endif
+}
+
+GLWidget::~GLWidget()
+{
+}
+
+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;
+}
+
+void GLWidget::paintQtLogo()
+{
+    program1.setAttributeArray(vertexAttr1, vertices.constData());
+    program1.setAttributeArray(normalAttr1, normals.constData());
+    glDrawArrays(GL_TRIANGLES, 0, vertices.size());
+    program1.disableAttributeArray(normalAttr1);
+    program1.disableAttributeArray(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
+
+    glDrawArrays(GL_TRIANGLES, 0, 36);
+
+    program2.disableAttributeArray(vertexAttr2);
+    program2.disableAttributeArray(normalAttr2);
+    program2.disableAttributeArray(texCoordAttr2);
+}
+
+void GLWidget::initializeGL ()
+{
+    glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+
+    glGenTextures(1, &m_uiTexture);
+    m_uiTexture = bindTexture(QImage(":/qt.png"));
+
+    QGLShader *vshader1 = new QGLShader(QGLShader::VertexShader, this);
+    const char *vsrc1 =
+        "attribute highp vec4 vertex;\n"
+        "attribute mediump vec3 normal;\n"
+        "uniform mediump mat4 matrix;\n"
+        "varying mediump vec4 color;\n"
+        "void main(void)\n"
+        "{\n"
+        "    vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
+        "    float angle = max(dot(normal, toLight), 0.0);\n"
+        "    vec3 col = vec3(0.40, 1.0, 0.0);\n"
+        "    color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
+        "    color = clamp(color, 0.0, 1.0);\n"
+        "    gl_Position = matrix * vertex;\n"
+        "}\n";
+    vshader1->compile(vsrc1);
+
+    QGLShader *fshader1 = new QGLShader(QGLShader::FragmentShader, this);
+    const char *fsrc1 =
+        "varying mediump vec4 color;\n"
+        "void main(void)\n"
+        "{\n"
+        "    gl_FragColor = color;\n"
+        "}\n";
+    fshader1->compile(fsrc1);
+
+    program1.addShader(vshader1);
+    program1.addShader(fshader1);
+    program1.link();
+
+    vertexAttr1 = program1.attributeLocation("vertex");
+    normalAttr1 = program1.attributeLocation("normal");
+    matrixUniform1 = program1.uniformLocation("matrix");
+
+    QGLShader *vshader2 = new QGLShader(QGLShader::VertexShader);
+    const char *vsrc2 =
+        "attribute highp vec4 vertex;\n"
+        "attribute highp vec4 texCoord;\n"
+        "attribute mediump vec3 normal;\n"
+        "uniform mediump mat4 matrix;\n"
+        "varying highp vec4 texc;\n"
+        "varying mediump float angle;\n"
+        "void main(void)\n"
+        "{\n"
+        "    vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
+        "    angle = max(dot(normal, toLight), 0.0);\n"
+        "    gl_Position = matrix * vertex;\n"
+        "    texc = texCoord;\n"
+        "}\n";
+    vshader2->compile(vsrc2);
+
+    QGLShader *fshader2 = new QGLShader(QGLShader::FragmentShader);
+    const char *fsrc2 =
+        "varying highp vec4 texc;\n"
+        "uniform sampler2D tex;\n"
+        "varying mediump float angle;\n"
+        "void main(void)\n"
+        "{\n"
+        "    highp vec3 color = texture2D(tex, texc.st).rgb;\n"
+        "    color = color * 0.2 + color * 0.8 * angle;\n"
+        "    gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
+        "}\n";
+    fshader2->compile(fsrc2);
+
+    program2.addShader(vshader2);
+    program2.addShader(fshader2);
+    program2.link();
+
+    vertexAttr2 = program2.attributeLocation("vertex");
+    normalAttr2 = program2.attributeLocation("normal");
+    texCoordAttr2 = program2.attributeLocation("texCoord");
+    matrixUniform2 = program2.uniformLocation("matrix");
+    textureUniform2 = program2.uniformLocation("tex");
+
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+    m_fAngle = 0;
+    m_fScale = 1;
+    createGeometry();
+    createBubbles(bubbleNum - bubbles.count());
+}
+
+void GLWidget::paintGL()
+{
+    createBubbles(bubbleNum - bubbles.count());
+
+    QPainter painter;
+    painter.begin(this);
+
+    painter.beginNativePainting();
+
+    glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+    glFrontFace(GL_CW);
+    glCullFace(GL_FRONT);
+    glEnable(GL_CULL_FACE);
+    glEnable(GL_DEPTH_TEST);
+
+    QMatrix4x4 modelview;
+    modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f);
+    modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f);
+    modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f);
+    modelview.scale(m_fScale);
+    modelview.translate(0.0f, -0.2f, 0.0f);
+
+    if (qtLogo) {
+        program1.enable();
+        program1.setUniformValue(matrixUniform1, modelview);
+        paintQtLogo();
+        program1.disable();
+    } else {
+        program2.enable();
+        program1.setUniformValue(matrixUniform2, modelview);
+        paintTexturedCube();
+        program2.disable();
+    }
+
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_CULL_FACE);
+
+    painter.endNativePainting();
+
+    if (m_showBubbles)
+        foreach (Bubble *bubble, bubbles) {
+            bubble->drawBubble(&painter);
+    }
+
+    QString framesPerSecond;
+    framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2);
+
+    painter.setPen(Qt::white);
+
+    painter.drawText(20, 40, framesPerSecond + " fps");
+
+    painter.end();
+    
+    swapBuffers();
+
+    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);
+    }
+
+    for (int i = 0;i < vertices.size();i++)
+        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);
+
+    vertices << QVector3D(x3, y3, -0.05f);
+    vertices << QVector3D(x4, y4, -0.05f);
+    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;
+
+    normals << n;
+    normals << n;
+    normals << n;
+
+    vertices << QVector3D(x4, y4, 0.05f);
+    vertices << QVector3D(x2, y2, 0.05f);
+    vertices << QVector3D(x1, y1, 0.05f);
+
+    vertices << QVector3D(x2, y2, 0.05f);
+    vertices << QVector3D(x4, y4, 0.05f);
+    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;
+
+    normals << n;
+    normals << n;
+    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);
+
+    vertices << QVector3D(x2, y2, -0.05f);
+    vertices << QVector3D(x1, y1, -0.05f);
+    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;
+
+    normals << n;
+    normals << n;
+    normals << n;
+}