diff -r 000000000000 -r 1918ee327afb examples/opengl/hellogl_es2/glwidget.cpp --- /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 +#include +#include + +#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 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; +}