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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 | |