| 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 |
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| 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 |
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| 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 |
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| 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 <QPainter> |
| 53 | #include <QPaintEngine> |
| 54 | #include <QOpenGLShaderProgram> |
| 55 | #include <QOpenGLTexture> |
| 56 | #include <QRandomGenerator> |
| 57 | #include <QCoreApplication> |
| 58 | #include <qmath.h> |
| 59 | |
| 60 | #include "mainwindow.h" |
| 61 | #include "bubble.h" |
| 62 | |
| 63 | const int bubbleNum = 8; |
| 64 | |
| 65 | #ifndef GL_SRGB8_ALPHA8 |
| 66 | #define GL_SRGB8_ALPHA8 0x8C43 |
| 67 | #endif |
| 68 | |
| 69 | GLWidget::GLWidget(MainWindow *mw, bool button, const QColor &background) |
| 70 | : m_mainWindow(mw), |
| 71 | m_hasButton(button), |
| 72 | m_background(background) |
| 73 | { |
| 74 | setMinimumSize(300, 250); |
| 75 | if (QCoreApplication::arguments().contains(QStringLiteral("--srgb" ))) |
| 76 | setTextureFormat(GL_SRGB8_ALPHA8); |
| 77 | } |
| 78 | |
| 79 | GLWidget::~GLWidget() |
| 80 | { |
| 81 | qDeleteAll(m_bubbles); |
| 82 | |
| 83 | // And now release all OpenGL resources. |
| 84 | makeCurrent(); |
| 85 | delete m_texture; |
| 86 | delete m_program1; |
| 87 | delete m_program2; |
| 88 | delete m_vshader1; |
| 89 | delete m_fshader1; |
| 90 | delete m_vshader2; |
| 91 | delete m_fshader2; |
| 92 | m_vbo1.destroy(); |
| 93 | m_vbo2.destroy(); |
| 94 | doneCurrent(); |
| 95 | } |
| 96 | |
| 97 | void GLWidget::setScaling(int scale) |
| 98 | { |
| 99 | if (scale > 30) |
| 100 | m_fScale = 1 + qreal(scale - 30) / 30 * 0.25; |
| 101 | else if (scale < 30) |
| 102 | m_fScale = 1 - (qreal(30 - scale) / 30 * 0.25); |
| 103 | else |
| 104 | m_fScale = 1; |
| 105 | } |
| 106 | |
| 107 | void GLWidget::setLogo() |
| 108 | { |
| 109 | m_qtLogo = true; |
| 110 | } |
| 111 | |
| 112 | void GLWidget::setTexture() |
| 113 | { |
| 114 | m_qtLogo = false; |
| 115 | } |
| 116 | |
| 117 | void GLWidget::setShowBubbles(bool bubbles) |
| 118 | { |
| 119 | m_showBubbles = bubbles; |
| 120 | } |
| 121 | |
| 122 | void GLWidget::paintQtLogo() |
| 123 | { |
| 124 | m_program1->enableAttributeArray(m_vertexAttr1); |
| 125 | m_program1->enableAttributeArray(m_normalAttr1); |
| 126 | |
| 127 | m_vbo1.bind(); |
| 128 | // The data in the buffer is placed like this: |
| 129 | // vertex1.x, vertex1.y, vertex1.z, normal1.x, normal1.y, normal1.z, vertex2.x, ... |
| 130 | m_program1->setAttributeBuffer(m_vertexAttr1, GL_FLOAT, 0, 3, 6 * sizeof(GLfloat)); |
| 131 | m_program1->setAttributeBuffer(m_normalAttr1, GL_FLOAT, 3 * sizeof(GLfloat), 3, 6 * sizeof(GLfloat)); |
| 132 | m_vbo1.release(); |
| 133 | |
| 134 | glDrawArrays(GL_TRIANGLES, 0, m_vertices.size()); |
| 135 | |
| 136 | m_program1->disableAttributeArray(m_normalAttr1); |
| 137 | m_program1->disableAttributeArray(m_vertexAttr1); |
| 138 | } |
| 139 | |
| 140 | void GLWidget::paintTexturedCube() |
| 141 | { |
| 142 | m_texture->bind(); |
| 143 | |
| 144 | if (!m_vbo2.isCreated()) { |
| 145 | static GLfloat afVertices[] = { |
| 146 | -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, |
| 147 | 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, |
| 148 | -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, |
| 149 | 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, |
| 150 | |
| 151 | 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, |
| 152 | 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, |
| 153 | -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, |
| 154 | -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, |
| 155 | |
| 156 | 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, |
| 157 | -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, |
| 158 | -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, |
| 159 | 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 |
| 160 | }; |
| 161 | |
| 162 | static GLfloat afTexCoord[] = { |
| 163 | 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, |
| 164 | 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, |
| 165 | 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, |
| 166 | 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, |
| 167 | |
| 168 | 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, |
| 169 | 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, |
| 170 | 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, |
| 171 | 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, |
| 172 | |
| 173 | 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, |
| 174 | 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, |
| 175 | 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, |
| 176 | 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f |
| 177 | }; |
| 178 | |
| 179 | GLfloat afNormals[] = { |
| 180 | |
| 181 | 0,0,-1, 0,0,-1, 0,0,-1, |
| 182 | 0,0,-1, 0,0,-1, 0,0,-1, |
| 183 | 0,0,1, 0,0,1, 0,0,1, |
| 184 | 0,0,1, 0,0,1, 0,0,1, |
| 185 | |
| 186 | -1,0,0, -1,0,0, -1,0,0, |
| 187 | -1,0,0, -1,0,0, -1,0,0, |
| 188 | 1,0,0, 1,0,0, 1,0,0, |
| 189 | 1,0,0, 1,0,0, 1,0,0, |
| 190 | |
| 191 | 0,-1,0, 0,-1,0, 0,-1,0, |
| 192 | 0,-1,0, 0,-1,0, 0,-1,0, |
| 193 | 0,1,0, 0,1,0, 0,1,0, |
| 194 | 0,1,0, 0,1,0, 0,1,0 |
| 195 | }; |
| 196 | |
| 197 | m_vbo2.create(); |
| 198 | m_vbo2.bind(); |
| 199 | m_vbo2.allocate(36 * 8 * sizeof(GLfloat)); |
| 200 | m_vbo2.write(0, afVertices, sizeof(afVertices)); |
| 201 | m_vbo2.write(sizeof(afVertices), afTexCoord, sizeof(afTexCoord)); |
| 202 | m_vbo2.write(sizeof(afVertices) + sizeof(afTexCoord), afNormals, sizeof(afNormals)); |
| 203 | m_vbo2.release(); |
| 204 | } |
| 205 | |
| 206 | m_program2->setUniformValue(m_textureUniform2, 0); // use texture unit 0 |
| 207 | |
| 208 | m_program2->enableAttributeArray(m_vertexAttr2); |
| 209 | m_program2->enableAttributeArray(m_normalAttr2); |
| 210 | m_program2->enableAttributeArray(m_texCoordAttr2); |
| 211 | |
| 212 | m_vbo2.bind(); |
| 213 | // In the buffer we first have 36 vertices (3 floats for each), then 36 texture |
| 214 | // coordinates (2 floats for each), then 36 normals (3 floats for each). |
| 215 | m_program2->setAttributeBuffer(m_vertexAttr2, GL_FLOAT, 0, 3); |
| 216 | m_program2->setAttributeBuffer(m_texCoordAttr2, GL_FLOAT, 36 * 3 * sizeof(GLfloat), 2); |
| 217 | m_program2->setAttributeBuffer(m_normalAttr2, GL_FLOAT, 36 * 5 * sizeof(GLfloat), 3); |
| 218 | m_vbo2.release(); |
| 219 | |
| 220 | glDrawArrays(GL_TRIANGLES, 0, 36); |
| 221 | |
| 222 | m_program2->disableAttributeArray(m_vertexAttr2); |
| 223 | m_program2->disableAttributeArray(m_normalAttr2); |
| 224 | m_program2->disableAttributeArray(m_texCoordAttr2); |
| 225 | } |
| 226 | |
| 227 | void GLWidget::initializeGL() |
| 228 | { |
| 229 | initializeOpenGLFunctions(); |
| 230 | |
| 231 | m_texture = new QOpenGLTexture(QImage(":/qt.png" )); |
| 232 | |
| 233 | m_vshader1 = new QOpenGLShader(QOpenGLShader::Vertex); |
| 234 | const char *vsrc1 = |
| 235 | "attribute highp vec4 vertex;\n" |
| 236 | "attribute mediump vec3 normal;\n" |
| 237 | "uniform mediump mat4 matrix;\n" |
| 238 | "varying mediump vec4 color;\n" |
| 239 | "void main(void)\n" |
| 240 | "{\n" |
| 241 | " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" |
| 242 | " float angle = max(dot(normal, toLight), 0.0);\n" |
| 243 | " vec3 col = vec3(0.40, 1.0, 0.0);\n" |
| 244 | " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" |
| 245 | " color = clamp(color, 0.0, 1.0);\n" |
| 246 | " gl_Position = matrix * vertex;\n" |
| 247 | "}\n" ; |
| 248 | m_vshader1->compileSourceCode(vsrc1); |
| 249 | |
| 250 | m_fshader1 = new QOpenGLShader(QOpenGLShader::Fragment); |
| 251 | const char *fsrc1 = |
| 252 | "varying mediump vec4 color;\n" |
| 253 | "void main(void)\n" |
| 254 | "{\n" |
| 255 | " gl_FragColor = color;\n" |
| 256 | "}\n" ; |
| 257 | m_fshader1->compileSourceCode(fsrc1); |
| 258 | |
| 259 | m_program1 = new QOpenGLShaderProgram; |
| 260 | m_program1->addShader(m_vshader1); |
| 261 | m_program1->addShader(m_fshader1); |
| 262 | m_program1->link(); |
| 263 | |
| 264 | m_vertexAttr1 = m_program1->attributeLocation("vertex" ); |
| 265 | m_normalAttr1 = m_program1->attributeLocation("normal" ); |
| 266 | m_matrixUniform1 = m_program1->uniformLocation("matrix" ); |
| 267 | |
| 268 | m_vshader2 = new QOpenGLShader(QOpenGLShader::Vertex); |
| 269 | const char *vsrc2 = |
| 270 | "attribute highp vec4 vertex;\n" |
| 271 | "attribute highp vec4 texCoord;\n" |
| 272 | "attribute mediump vec3 normal;\n" |
| 273 | "uniform mediump mat4 matrix;\n" |
| 274 | "varying highp vec4 texc;\n" |
| 275 | "varying mediump float angle;\n" |
| 276 | "void main(void)\n" |
| 277 | "{\n" |
| 278 | " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" |
| 279 | " angle = max(dot(normal, toLight), 0.0);\n" |
| 280 | " gl_Position = matrix * vertex;\n" |
| 281 | " texc = texCoord;\n" |
| 282 | "}\n" ; |
| 283 | m_vshader2->compileSourceCode(vsrc2); |
| 284 | |
| 285 | m_fshader2 = new QOpenGLShader(QOpenGLShader::Fragment); |
| 286 | const char *fsrc2 = |
| 287 | "varying highp vec4 texc;\n" |
| 288 | "uniform sampler2D tex;\n" |
| 289 | "varying mediump float angle;\n" |
| 290 | "void main(void)\n" |
| 291 | "{\n" |
| 292 | " highp vec3 color = texture2D(tex, texc.st).rgb;\n" |
| 293 | " color = color * 0.2 + color * 0.8 * angle;\n" |
| 294 | " gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n" |
| 295 | "}\n" ; |
| 296 | m_fshader2->compileSourceCode(fsrc2); |
| 297 | |
| 298 | m_program2 = new QOpenGLShaderProgram; |
| 299 | m_program2->addShader(m_vshader2); |
| 300 | m_program2->addShader(m_fshader2); |
| 301 | m_program2->link(); |
| 302 | |
| 303 | m_vertexAttr2 = m_program2->attributeLocation("vertex" ); |
| 304 | m_normalAttr2 = m_program2->attributeLocation("normal" ); |
| 305 | m_texCoordAttr2 = m_program2->attributeLocation("texCoord" ); |
| 306 | m_matrixUniform2 = m_program2->uniformLocation("matrix" ); |
| 307 | m_textureUniform2 = m_program2->uniformLocation("tex" ); |
| 308 | |
| 309 | m_fAngle = 0; |
| 310 | m_fScale = 1; |
| 311 | |
| 312 | createGeometry(); |
| 313 | |
| 314 | // Use a vertex buffer object. Client-side pointers are old-school and should be avoided. |
| 315 | m_vbo1.create(); |
| 316 | m_vbo1.bind(); |
| 317 | // For the cube all the data belonging to the texture coordinates and |
| 318 | // normals is placed separately, after the vertices. Here, for the Qt logo, |
| 319 | // let's do something different and potentially more efficient: create a |
| 320 | // properly interleaved data set. |
| 321 | const int vertexCount = m_vertices.count(); |
| 322 | QList<GLfloat> buf; |
| 323 | buf.resize(vertexCount * 3 * 2); |
| 324 | GLfloat *p = buf.data(); |
| 325 | for (int i = 0; i < vertexCount; ++i) { |
| 326 | *p++ = m_vertices[i].x(); |
| 327 | *p++ = m_vertices[i].y(); |
| 328 | *p++ = m_vertices[i].z(); |
| 329 | *p++ = m_normals[i].x(); |
| 330 | *p++ = m_normals[i].y(); |
| 331 | *p++ = m_normals[i].z(); |
| 332 | } |
| 333 | m_vbo1.allocate(buf.constData(), buf.count() * sizeof(GLfloat)); |
| 334 | m_vbo1.release(); |
| 335 | |
| 336 | createBubbles(bubbleNum - m_bubbles.count()); |
| 337 | } |
| 338 | |
| 339 | void GLWidget::paintGL() |
| 340 | { |
| 341 | createBubbles(bubbleNum - m_bubbles.count()); |
| 342 | |
| 343 | QPainter painter; |
| 344 | painter.begin(this); |
| 345 | |
| 346 | painter.beginNativePainting(); |
| 347 | |
| 348 | glClearColor(m_background.redF(), m_background.greenF(), m_background.blueF(), m_transparent ? 0.0f : 1.0f); |
| 349 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 350 | |
| 351 | glFrontFace(GL_CW); |
| 352 | glCullFace(GL_FRONT); |
| 353 | glEnable(GL_CULL_FACE); |
| 354 | glEnable(GL_DEPTH_TEST); |
| 355 | |
| 356 | QMatrix4x4 modelview; |
| 357 | modelview.rotate(m_fAngle, 0.0f, 1.0f, 0.0f); |
| 358 | modelview.rotate(m_fAngle, 1.0f, 0.0f, 0.0f); |
| 359 | modelview.rotate(m_fAngle, 0.0f, 0.0f, 1.0f); |
| 360 | modelview.scale(m_fScale); |
| 361 | modelview.translate(0.0f, -0.2f, 0.0f); |
| 362 | |
| 363 | if (m_qtLogo) { |
| 364 | m_program1->bind(); |
| 365 | m_program1->setUniformValue(m_matrixUniform1, modelview); |
| 366 | paintQtLogo(); |
| 367 | m_program1->release(); |
| 368 | } else { |
| 369 | m_program2->bind(); |
| 370 | m_program2->setUniformValue(m_matrixUniform2, modelview); |
| 371 | paintTexturedCube(); |
| 372 | m_program2->release(); |
| 373 | } |
| 374 | |
| 375 | glDisable(GL_DEPTH_TEST); |
| 376 | glDisable(GL_CULL_FACE); |
| 377 | |
| 378 | painter.endNativePainting(); |
| 379 | |
| 380 | if (m_showBubbles) { |
| 381 | for (Bubble *bubble : qAsConst(m_bubbles)) |
| 382 | bubble->drawBubble(&painter); |
| 383 | } |
| 384 | |
| 385 | if (const int elapsed = m_time.elapsed()) { |
| 386 | QString framesPerSecond; |
| 387 | framesPerSecond.setNum(m_frames /(elapsed / 1000.0), 'f', 2); |
| 388 | painter.setPen(m_transparent ? Qt::black : Qt::white); |
| 389 | painter.drawText(20, 40, framesPerSecond + " paintGL calls / s" ); |
| 390 | } |
| 391 | |
| 392 | painter.end(); |
| 393 | |
| 394 | for (Bubble *bubble : qAsConst(m_bubbles)) |
| 395 | bubble->move(rect()); |
| 396 | |
| 397 | if (!(m_frames % 100)) { |
| 398 | m_time.start(); |
| 399 | m_frames = 0; |
| 400 | } |
| 401 | m_fAngle += 1.0f; |
| 402 | ++m_frames; |
| 403 | |
| 404 | // When requested, follow the ideal way to animate: Rely on |
| 405 | // blocking swap and just schedule updates continuously. |
| 406 | if (!m_mainWindow->timerEnabled()) |
| 407 | update(); |
| 408 | } |
| 409 | |
| 410 | void GLWidget::createBubbles(int number) |
| 411 | { |
| 412 | for (int i = 0; i < number; ++i) { |
| 413 | QPointF position(width()*(0.1 + QRandomGenerator::global()->bounded(0.8)), |
| 414 | height()*(0.1 + QRandomGenerator::global()->bounded(0.8))); |
| 415 | qreal radius = qMin(width(), height())*(0.0175 + QRandomGenerator::global()->bounded(0.0875)); |
| 416 | QPointF velocity(width()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0)), |
| 417 | height()*0.0175*(-0.5 + QRandomGenerator::global()->bounded(1.0))); |
| 418 | |
| 419 | m_bubbles.append(new Bubble(position, radius, velocity)); |
| 420 | } |
| 421 | } |
| 422 | |
| 423 | void GLWidget::createGeometry() |
| 424 | { |
| 425 | m_vertices.clear(); |
| 426 | m_normals.clear(); |
| 427 | |
| 428 | qreal x1 = +0.06f; |
| 429 | qreal y1 = -0.14f; |
| 430 | qreal x2 = +0.14f; |
| 431 | qreal y2 = -0.06f; |
| 432 | qreal x3 = +0.08f; |
| 433 | qreal y3 = +0.00f; |
| 434 | qreal x4 = +0.30f; |
| 435 | qreal y4 = +0.22f; |
| 436 | |
| 437 | quad(x1, y1, x2, y2, y2, x2, y1, x1); |
| 438 | quad(x3, y3, x4, y4, y4, x4, y3, x3); |
| 439 | |
| 440 | extrude(x1, y1, x2, y2); |
| 441 | extrude(x2, y2, y2, x2); |
| 442 | extrude(y2, x2, y1, x1); |
| 443 | extrude(y1, x1, x1, y1); |
| 444 | extrude(x3, y3, x4, y4); |
| 445 | extrude(x4, y4, y4, x4); |
| 446 | extrude(y4, x4, y3, x3); |
| 447 | |
| 448 | const int NumSectors = 100; |
| 449 | const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors; |
| 450 | |
| 451 | for (int i = 0; i < NumSectors; ++i) { |
| 452 | qreal angle = i * sectorAngle; |
| 453 | qreal x5 = 0.30 * sin(angle); |
| 454 | qreal y5 = 0.30 * cos(angle); |
| 455 | qreal x6 = 0.20 * sin(angle); |
| 456 | qreal y6 = 0.20 * cos(angle); |
| 457 | |
| 458 | angle += sectorAngle; |
| 459 | qreal x7 = 0.20 * sin(angle); |
| 460 | qreal y7 = 0.20 * cos(angle); |
| 461 | qreal x8 = 0.30 * sin(angle); |
| 462 | qreal y8 = 0.30 * cos(angle); |
| 463 | |
| 464 | quad(x5, y5, x6, y6, x7, y7, x8, y8); |
| 465 | |
| 466 | extrude(x6, y6, x7, y7); |
| 467 | extrude(x8, y8, x5, y5); |
| 468 | } |
| 469 | |
| 470 | for (int i = 0;i < m_vertices.size();i++) |
| 471 | m_vertices[i] *= 2.0f; |
| 472 | } |
| 473 | |
| 474 | void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4) |
| 475 | { |
| 476 | m_vertices << QVector3D(x1, y1, -0.05f); |
| 477 | m_vertices << QVector3D(x2, y2, -0.05f); |
| 478 | m_vertices << QVector3D(x4, y4, -0.05f); |
| 479 | |
| 480 | m_vertices << QVector3D(x3, y3, -0.05f); |
| 481 | m_vertices << QVector3D(x4, y4, -0.05f); |
| 482 | m_vertices << QVector3D(x2, y2, -0.05f); |
| 483 | |
| 484 | QVector3D n = QVector3D::normal |
| 485 | (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); |
| 486 | |
| 487 | m_normals << n; |
| 488 | m_normals << n; |
| 489 | m_normals << n; |
| 490 | |
| 491 | m_normals << n; |
| 492 | m_normals << n; |
| 493 | m_normals << n; |
| 494 | |
| 495 | m_vertices << QVector3D(x4, y4, 0.05f); |
| 496 | m_vertices << QVector3D(x2, y2, 0.05f); |
| 497 | m_vertices << QVector3D(x1, y1, 0.05f); |
| 498 | |
| 499 | m_vertices << QVector3D(x2, y2, 0.05f); |
| 500 | m_vertices << QVector3D(x4, y4, 0.05f); |
| 501 | m_vertices << QVector3D(x3, y3, 0.05f); |
| 502 | |
| 503 | n = QVector3D::normal |
| 504 | (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); |
| 505 | |
| 506 | m_normals << n; |
| 507 | m_normals << n; |
| 508 | m_normals << n; |
| 509 | |
| 510 | m_normals << n; |
| 511 | m_normals << n; |
| 512 | m_normals << n; |
| 513 | } |
| 514 | |
| 515 | void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2) |
| 516 | { |
| 517 | m_vertices << QVector3D(x1, y1, +0.05f); |
| 518 | m_vertices << QVector3D(x2, y2, +0.05f); |
| 519 | m_vertices << QVector3D(x1, y1, -0.05f); |
| 520 | |
| 521 | m_vertices << QVector3D(x2, y2, -0.05f); |
| 522 | m_vertices << QVector3D(x1, y1, -0.05f); |
| 523 | m_vertices << QVector3D(x2, y2, +0.05f); |
| 524 | |
| 525 | QVector3D n = QVector3D::normal |
| 526 | (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); |
| 527 | |
| 528 | m_normals << n; |
| 529 | m_normals << n; |
| 530 | m_normals << n; |
| 531 | |
| 532 | m_normals << n; |
| 533 | m_normals << n; |
| 534 | m_normals << n; |
| 535 | } |
| 536 | |
| 537 | void GLWidget::setTransparent(bool transparent) |
| 538 | { |
| 539 | setAttribute(Qt::WA_AlwaysStackOnTop, transparent); |
| 540 | m_transparent = transparent; |
| 541 | // Call update() on the top-level window after toggling AlwayStackOnTop to make sure |
| 542 | // the entire backingstore is updated accordingly. |
| 543 | window()->update(); |
| 544 | } |
| 545 | |
| 546 | void GLWidget::resizeGL(int, int) |
| 547 | { |
| 548 | if (m_hasButton) { |
| 549 | if (!m_btn) { |
| 550 | m_btn = new QPushButton("A widget on top.\nPress for more widgets." , this); |
| 551 | connect(m_btn, &QPushButton::clicked, this, &GLWidget::handleButtonPress); |
| 552 | } |
| 553 | m_btn->move(20, 80); |
| 554 | } |
| 555 | } |
| 556 | |
| 557 | void GLWidget::handleButtonPress() |
| 558 | { |
| 559 | m_mainWindow->addNew(); |
| 560 | } |
| 561 | |