| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the examples of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:BSD$ |
| 9 | ** Commercial License Usage |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** BSD License Usage |
| 18 | ** Alternatively, you may use this file under the terms of the BSD license |
| 19 | ** as follows: |
| 20 | ** |
| 21 | ** "Redistribution and use in source and binary forms, with or without |
| 22 | ** modification, are permitted provided that the following conditions are |
| 23 | ** met: |
| 24 | ** * Redistributions of source code must retain the above copyright |
| 25 | ** notice, this list of conditions and the following disclaimer. |
| 26 | ** * Redistributions in binary form must reproduce the above copyright |
| 27 | ** notice, this list of conditions and the following disclaimer in |
| 28 | ** the documentation and/or other materials provided with the |
| 29 | ** distribution. |
| 30 | ** * Neither the name of The Qt Company Ltd nor the names of its |
| 31 | ** contributors may be used to endorse or promote products derived |
| 32 | ** from this software without specific prior written permission. |
| 33 | ** |
| 34 | ** |
| 35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 36 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 37 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 38 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 39 | ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 40 | ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 41 | ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 42 | ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 43 | ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 44 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| 46 | ** |
| 47 | ** $QT_END_LICENSE$ |
| 48 | ** |
| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "glwidget.h" |
| 52 | #include <QMouseEvent> |
| 53 | #include <QOpenGLShaderProgram> |
| 54 | #include <QCoreApplication> |
| 55 | #include <math.h> |
| 56 | |
| 57 | bool GLWidget::m_transparent = false; |
| 58 | |
| 59 | GLWidget::GLWidget(QWidget *parent) |
| 60 | : QOpenGLWidget(parent) |
| 61 | { |
| 62 | m_core = QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile; |
| 63 | // --transparent causes the clear color to be transparent. Therefore, on systems that |
| 64 | // support it, the widget will become transparent apart from the logo. |
| 65 | if (m_transparent) { |
| 66 | QSurfaceFormat fmt = format(); |
| 67 | fmt.setAlphaBufferSize(8); |
| 68 | setFormat(fmt); |
| 69 | } |
| 70 | } |
| 71 | |
| 72 | GLWidget::~GLWidget() |
| 73 | { |
| 74 | cleanup(); |
| 75 | } |
| 76 | |
| 77 | QSize GLWidget::minimumSizeHint() const |
| 78 | { |
| 79 | return QSize(50, 50); |
| 80 | } |
| 81 | |
| 82 | QSize GLWidget::sizeHint() const |
| 83 | { |
| 84 | return QSize(400, 400); |
| 85 | } |
| 86 | |
| 87 | static void qNormalizeAngle(int &angle) |
| 88 | { |
| 89 | while (angle < 0) |
| 90 | angle += 360 * 16; |
| 91 | while (angle > 360 * 16) |
| 92 | angle -= 360 * 16; |
| 93 | } |
| 94 | |
| 95 | void GLWidget::setXRotation(int angle) |
| 96 | { |
| 97 | qNormalizeAngle(angle); |
| 98 | if (angle != m_xRot) { |
| 99 | m_xRot = angle; |
| 100 | emit xRotationChanged(angle); |
| 101 | update(); |
| 102 | } |
| 103 | } |
| 104 | |
| 105 | void GLWidget::setYRotation(int angle) |
| 106 | { |
| 107 | qNormalizeAngle(angle); |
| 108 | if (angle != m_yRot) { |
| 109 | m_yRot = angle; |
| 110 | emit yRotationChanged(angle); |
| 111 | update(); |
| 112 | } |
| 113 | } |
| 114 | |
| 115 | void GLWidget::setZRotation(int angle) |
| 116 | { |
| 117 | qNormalizeAngle(angle); |
| 118 | if (angle != m_zRot) { |
| 119 | m_zRot = angle; |
| 120 | emit zRotationChanged(angle); |
| 121 | update(); |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | void GLWidget::cleanup() |
| 126 | { |
| 127 | if (m_program == nullptr) |
| 128 | return; |
| 129 | makeCurrent(); |
| 130 | m_logoVbo.destroy(); |
| 131 | delete m_program; |
| 132 | m_program = nullptr; |
| 133 | doneCurrent(); |
| 134 | } |
| 135 | |
| 136 | static const char *vertexShaderSourceCore = |
| 137 | "#version 150\n" |
| 138 | "in vec4 vertex;\n" |
| 139 | "in vec3 normal;\n" |
| 140 | "out vec3 vert;\n" |
| 141 | "out vec3 vertNormal;\n" |
| 142 | "uniform mat4 projMatrix;\n" |
| 143 | "uniform mat4 mvMatrix;\n" |
| 144 | "uniform mat3 normalMatrix;\n" |
| 145 | "void main() {\n" |
| 146 | " vert = vertex.xyz;\n" |
| 147 | " vertNormal = normalMatrix * normal;\n" |
| 148 | " gl_Position = projMatrix * mvMatrix * vertex;\n" |
| 149 | "}\n" ; |
| 150 | |
| 151 | static const char *fragmentShaderSourceCore = |
| 152 | "#version 150\n" |
| 153 | "in highp vec3 vert;\n" |
| 154 | "in highp vec3 vertNormal;\n" |
| 155 | "out highp vec4 fragColor;\n" |
| 156 | "uniform highp vec3 lightPos;\n" |
| 157 | "void main() {\n" |
| 158 | " highp vec3 L = normalize(lightPos - vert);\n" |
| 159 | " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" |
| 160 | " highp vec3 color = vec3(0.39, 1.0, 0.0);\n" |
| 161 | " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" |
| 162 | " fragColor = vec4(col, 1.0);\n" |
| 163 | "}\n" ; |
| 164 | |
| 165 | static const char *vertexShaderSource = |
| 166 | "attribute vec4 vertex;\n" |
| 167 | "attribute vec3 normal;\n" |
| 168 | "varying vec3 vert;\n" |
| 169 | "varying vec3 vertNormal;\n" |
| 170 | "uniform mat4 projMatrix;\n" |
| 171 | "uniform mat4 mvMatrix;\n" |
| 172 | "uniform mat3 normalMatrix;\n" |
| 173 | "void main() {\n" |
| 174 | " vert = vertex.xyz;\n" |
| 175 | " vertNormal = normalMatrix * normal;\n" |
| 176 | " gl_Position = projMatrix * mvMatrix * vertex;\n" |
| 177 | "}\n" ; |
| 178 | |
| 179 | static const char *fragmentShaderSource = |
| 180 | "varying highp vec3 vert;\n" |
| 181 | "varying highp vec3 vertNormal;\n" |
| 182 | "uniform highp vec3 lightPos;\n" |
| 183 | "void main() {\n" |
| 184 | " highp vec3 L = normalize(lightPos - vert);\n" |
| 185 | " highp float NL = max(dot(normalize(vertNormal), L), 0.0);\n" |
| 186 | " highp vec3 color = vec3(0.39, 1.0, 0.0);\n" |
| 187 | " highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);\n" |
| 188 | " gl_FragColor = vec4(col, 1.0);\n" |
| 189 | "}\n" ; |
| 190 | |
| 191 | void GLWidget::initializeGL() |
| 192 | { |
| 193 | // In this example the widget's corresponding top-level window can change |
| 194 | // several times during the widget's lifetime. Whenever this happens, the |
| 195 | // QOpenGLWidget's associated context is destroyed and a new one is created. |
| 196 | // Therefore we have to be prepared to clean up the resources on the |
| 197 | // aboutToBeDestroyed() signal, instead of the destructor. The emission of |
| 198 | // the signal will be followed by an invocation of initializeGL() where we |
| 199 | // can recreate all resources. |
| 200 | connect(context(), &QOpenGLContext::aboutToBeDestroyed, this, &GLWidget::cleanup); |
| 201 | |
| 202 | initializeOpenGLFunctions(); |
| 203 | glClearColor(0, 0, 0, m_transparent ? 0 : 1); |
| 204 | |
| 205 | m_program = new QOpenGLShaderProgram; |
| 206 | m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_core ? vertexShaderSourceCore : vertexShaderSource); |
| 207 | m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, m_core ? fragmentShaderSourceCore : fragmentShaderSource); |
| 208 | m_program->bindAttributeLocation("vertex" , 0); |
| 209 | m_program->bindAttributeLocation("normal" , 1); |
| 210 | m_program->link(); |
| 211 | |
| 212 | m_program->bind(); |
| 213 | m_projMatrixLoc = m_program->uniformLocation("projMatrix" ); |
| 214 | m_mvMatrixLoc = m_program->uniformLocation("mvMatrix" ); |
| 215 | m_normalMatrixLoc = m_program->uniformLocation("normalMatrix" ); |
| 216 | m_lightPosLoc = m_program->uniformLocation("lightPos" ); |
| 217 | |
| 218 | // Create a vertex array object. In OpenGL ES 2.0 and OpenGL 2.x |
| 219 | // implementations this is optional and support may not be present |
| 220 | // at all. Nonetheless the below code works in all cases and makes |
| 221 | // sure there is a VAO when one is needed. |
| 222 | m_vao.create(); |
| 223 | QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); |
| 224 | |
| 225 | // Setup our vertex buffer object. |
| 226 | m_logoVbo.create(); |
| 227 | m_logoVbo.bind(); |
| 228 | m_logoVbo.allocate(m_logo.constData(), m_logo.count() * sizeof(GLfloat)); |
| 229 | |
| 230 | // Store the vertex attribute bindings for the program. |
| 231 | setupVertexAttribs(); |
| 232 | |
| 233 | // Our camera never changes in this example. |
| 234 | m_camera.setToIdentity(); |
| 235 | m_camera.translate(0, 0, -1); |
| 236 | |
| 237 | // Light position is fixed. |
| 238 | m_program->setUniformValue(m_lightPosLoc, QVector3D(0, 0, 70)); |
| 239 | |
| 240 | m_program->release(); |
| 241 | } |
| 242 | |
| 243 | void GLWidget::setupVertexAttribs() |
| 244 | { |
| 245 | m_logoVbo.bind(); |
| 246 | QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| 247 | f->glEnableVertexAttribArray(0); |
| 248 | f->glEnableVertexAttribArray(1); |
| 249 | f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), |
| 250 | nullptr); |
| 251 | f->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), |
| 252 | reinterpret_cast<void *>(3 * sizeof(GLfloat))); |
| 253 | m_logoVbo.release(); |
| 254 | } |
| 255 | |
| 256 | void GLWidget::paintGL() |
| 257 | { |
| 258 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 259 | glEnable(GL_DEPTH_TEST); |
| 260 | glEnable(GL_CULL_FACE); |
| 261 | |
| 262 | m_world.setToIdentity(); |
| 263 | m_world.rotate(180.0f - (m_xRot / 16.0f), 1, 0, 0); |
| 264 | m_world.rotate(m_yRot / 16.0f, 0, 1, 0); |
| 265 | m_world.rotate(m_zRot / 16.0f, 0, 0, 1); |
| 266 | |
| 267 | QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao); |
| 268 | m_program->bind(); |
| 269 | m_program->setUniformValue(m_projMatrixLoc, m_proj); |
| 270 | m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world); |
| 271 | QMatrix3x3 normalMatrix = m_world.normalMatrix(); |
| 272 | m_program->setUniformValue(m_normalMatrixLoc, normalMatrix); |
| 273 | |
| 274 | glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount()); |
| 275 | |
| 276 | m_program->release(); |
| 277 | } |
| 278 | |
| 279 | void GLWidget::resizeGL(int w, int h) |
| 280 | { |
| 281 | m_proj.setToIdentity(); |
| 282 | m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f); |
| 283 | } |
| 284 | |
| 285 | void GLWidget::mousePressEvent(QMouseEvent *event) |
| 286 | { |
| 287 | m_lastPos = event->position().toPoint(); |
| 288 | } |
| 289 | |
| 290 | void GLWidget::mouseMoveEvent(QMouseEvent *event) |
| 291 | { |
| 292 | int dx = event->position().toPoint().x() - m_lastPos.x(); |
| 293 | int dy = event->position().toPoint().y() - m_lastPos.y(); |
| 294 | |
| 295 | if (event->buttons() & Qt::LeftButton) { |
| 296 | setXRotation(m_xRot + 8 * dy); |
| 297 | setYRotation(m_yRot + 8 * dx); |
| 298 | } else if (event->buttons() & Qt::RightButton) { |
| 299 | setXRotation(m_xRot + 8 * dy); |
| 300 | setZRotation(m_zRot + 8 * dx); |
| 301 | } |
| 302 | m_lastPos = event->position().toPoint(); |
| 303 | } |
| 304 | |