#include "glwidget.h"
#include <QPainter>
#include <math.h>
#include "bubble.h"
const int bubbleNum = 8;
inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2)
{
xOut = y1 * z2 - z1 * y2;
yOut = z1 * x2 - x1 * z2;
zOut = x1 * y2 - y1 * x2;
}
inline void Normalize(qreal &x, qreal &y, qreal &z)
{
qreal l = sqrt(x*x + y*y + z*z);
x = x / l;
y = y / l;
z = z / l;
}
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(parent)
{
qtLogo = true;
createdVertices = 0;
createdNormals = 0;
m_vertexNumber = 0;
frames = 0;
setAttribute(Qt::WA_PaintOnScreen);
setAttribute(Qt::WA_NoSystemBackground);
setAutoBufferSwap(false);
m_showBubbles = true;
}
GLWidget::~GLWidget()
{
if (createdVertices)
delete[] createdVertices;
if (createdNormals)
delete[] createdNormals;
}
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()
{
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,0, createdVertices);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT,0,createdNormals);
glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3);
}
void GLWidget::paintTexturedCube()
{
glEnable(GL_TEXTURE_2D);
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
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,0,afVertices);
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
};
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0,afTexCoord);
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
};
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT,0,afNormals);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void GLWidget::initializeGL ()
{
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &m_uiTexture);
m_uiTexture = bindTexture(QImage(":/qt.png"));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLfloat aLightPosition[] = {0.0f,0.3f,1.0f,0.0f};
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, aLightPosition);
m_fAngle = 0;
m_fScale = 1;
createGeometry();
createBubbles(bubbleNum - bubbles.count());
}
void GLWidget::paintGL()
{
createBubbles(bubbleNum - bubbles.count());
QPainter painter;
painter.begin(this);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_FLAT);
glFrontFace(GL_CW);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(m_fAngle, 0.0f, 1.0f, 0.0f);
glRotatef(m_fAngle, 1.0f, 0.0f, 0.0f);
glRotatef(m_fAngle, 0.0f, 0.0f, 1.0f);
glScalef(m_fScale, m_fScale,m_fScale);
glTranslatef(0.0f,-0.2f,0.0f);
GLfloat matDiff[] = {0.40f, 1.0f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff);
if (qtLogo)
paintQtLogo();
else
paintTexturedCube();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
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);
}
m_vertexNumber = vertices.size();
createdVertices = new GLfloat[m_vertexNumber];
createdNormals = new GLfloat[m_vertexNumber];
for (int i = 0;i < m_vertexNumber;i++) {
createdVertices[i] = vertices.at(i) * 2;
createdNormals[i] = normals.at(i);
}
vertices.clear();
normals.clear();
}
void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
qreal nx, ny, nz;
vertices << x1 << y1 << -0.05f;
vertices << x2 << y2 << -0.05f;
vertices << x4 << y4 << -0.05f;
vertices << x3 << y3 << -0.05f;
vertices << x4 << y4 << -0.05f;
vertices << x2 << y2 << -0.05f;
CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0);
Normalize(nx, ny, nz);
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
vertices << x4 << y4 << 0.05f;
vertices << x2 << y2 << 0.05f;
vertices << x1 << y1 << 0.05f;
vertices << x2 << y2 << 0.05f;
vertices << x4 << y4 << 0.05f;
vertices << x3 << y3 << 0.05f;
CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0);
Normalize(nx, ny, nz);
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
}
void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
qreal nx, ny, nz;
vertices << x1 << y1 << +0.05f;
vertices << x2 << y2 << +0.05f;
vertices << x1 << y1 << -0.05f;
vertices << x2 << y2 << -0.05f;
vertices << x1 << y1 << -0.05f;
vertices << x2 << y2 << +0.05f;
CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f);
Normalize(nx, ny, nz);
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
normals << nx << ny << nz;
}